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Merge pull request #23651 from peppy/editor-escape-deselects
Allow deselecting any selection in the editor using the `Back` binding (escape key)
This commit is contained in:
commit
3311d6faaa
@ -1,57 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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namespace osu.Game.Tests.Visual.Editing
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{
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public partial class TestSceneEditorNavigation : OsuGameTestScene
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{
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[Test]
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public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
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AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
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AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay());
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AddUntilStep("wait for player", () =>
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{
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// notifications may fire at almost any inopportune time and cause annoying test failures.
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// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
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// this is theoretically not foolproof, but it's the best that can be done here.
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Game.CloseAllOverlays();
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return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
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});
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AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
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AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
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}
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}
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}
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@ -3,15 +3,61 @@
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using System.Linq;
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using System.Linq;
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using NUnit.Framework;
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using NUnit.Framework;
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using osu.Framework.Extensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Screens;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Database;
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using osu.Game.Rulesets.Mania;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Select;
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using osu.Game.Tests.Resources;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Navigation
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namespace osu.Game.Tests.Visual.Navigation
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{
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{
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public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene
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public partial class TestSceneBeatmapEditorNavigation : OsuGameTestScene
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{
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{
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[Test]
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public void TestEditorGameplayTestAlwaysUsesOriginalRuleset()
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
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AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
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AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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AddStep("switch ruleset", () => Game.Ruleset.Value = new ManiaRuleset().RulesetInfo);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("test gameplay", () => ((Editor)Game.ScreenStack.CurrentScreen).TestGameplay());
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AddUntilStep("wait for player", () =>
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{
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// notifications may fire at almost any inopportune time and cause annoying test failures.
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// relentlessly attempt to dismiss any and all interfering overlays, which includes notifications.
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// this is theoretically not foolproof, but it's the best that can be done here.
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Game.CloseAllOverlays();
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return Game.ScreenStack.CurrentScreen is EditorPlayer editorPlayer && editorPlayer.IsLoaded;
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});
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AddAssert("current ruleset is osu!", () => Game.Ruleset.Value.Equals(new OsuRuleset().RulesetInfo));
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AddStep("exit to song select", () => Game.PerformFromScreen(_ => { }, typeof(PlaySongSelect).Yield()));
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AddUntilStep("wait for song select", () => Game.ScreenStack.CurrentScreen is PlaySongSelect);
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AddAssert("previous ruleset restored", () => Game.Ruleset.Value.Equals(new ManiaRuleset().RulesetInfo));
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}
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/// <summary>
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/// <summary>
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/// When entering the editor, a new beatmap is created as part of the asynchronous load process.
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/// When entering the editor, a new beatmap is created as part of the asynchronous load process.
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/// This test ensures that in the case of an early exit from the editor (ie. while it's still loading)
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/// This test ensures that in the case of an early exit from the editor (ie. while it's still loading)
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@ -38,5 +84,63 @@ namespace osu.Game.Tests.Visual.Navigation
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BeatmapSetInfo[] allBeatmapSets() => Game.Realm.Run(realm => realm.All<BeatmapSetInfo>().Where(x => !x.DeletePending).ToArray());
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BeatmapSetInfo[] allBeatmapSets() => Game.Realm.Run(realm => realm.All<BeatmapSetInfo>().Where(x => !x.DeletePending).ToArray());
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}
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}
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[Test]
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public void TestExitEditorWithoutSelection()
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
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AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
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AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("escape once", () => InputManager.Key(Key.Escape));
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AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
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}
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[Test]
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public void TestExitEditorWithSelection()
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{
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BeatmapSetInfo beatmapSet = null!;
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AddStep("import test beatmap", () => Game.BeatmapManager.Import(TestResources.GetTestBeatmapForImport()).WaitSafely());
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AddStep("retrieve beatmap", () => beatmapSet = Game.BeatmapManager.QueryBeatmapSet(set => !set.Protected).AsNonNull().Value.Detach());
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AddStep("present beatmap", () => Game.PresentBeatmap(beatmapSet));
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AddUntilStep("wait for song select",
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() => Game.Beatmap.Value.BeatmapSetInfo.Equals(beatmapSet)
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&& Game.ScreenStack.CurrentScreen is PlaySongSelect songSelect
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&& songSelect.IsLoaded);
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AddStep("open editor", () => ((PlaySongSelect)Game.ScreenStack.CurrentScreen).Edit(beatmapSet.Beatmaps.First(beatmap => beatmap.Ruleset.OnlineID == 0)));
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AddUntilStep("wait for editor open", () => Game.ScreenStack.CurrentScreen is Editor editor && editor.ReadyForUse);
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AddStep("make selection", () =>
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{
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var beatmap = getEditorBeatmap();
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beatmap.SelectedHitObjects.AddRange(beatmap.HitObjects.Take(5));
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});
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AddAssert("selection exists", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.GreaterThan(0));
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AddStep("escape once", () => InputManager.Key(Key.Escape));
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AddAssert("selection empty", () => getEditorBeatmap().SelectedHitObjects, () => Has.Count.Zero);
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AddStep("escape again", () => InputManager.Key(Key.Escape));
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AddUntilStep("wait for editor exit", () => Game.ScreenStack.CurrentScreen is not Editor);
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}
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private EditorBeatmap getEditorBeatmap() => ((Editor)Game.ScreenStack.CurrentScreen).ChildrenOfType<EditorBeatmap>().Single();
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}
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}
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}
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}
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@ -16,6 +16,7 @@ using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osuTK;
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using osuTK;
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using osuTK.Input;
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using osuTK.Input;
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@ -26,7 +27,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// A container which provides a "blueprint" display of items.
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/// A container which provides a "blueprint" display of items.
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/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>.
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/// Includes selection and manipulation support via a <see cref="Components.SelectionHandler{T}"/>.
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/// </summary>
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/// </summary>
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public abstract partial class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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public abstract partial class BlueprintContainer<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>, IKeyBindingHandler<GlobalAction>
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where T : class
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where T : class
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{
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{
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protected DragBox DragBox { get; private set; }
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protected DragBox DragBox { get; private set; }
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{
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{
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}
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}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.Back:
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if (SelectedItems.Count > 0)
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{
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DeselectAll();
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return true;
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}
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break;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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#region Blueprint Addition/Removal
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#region Blueprint Addition/Removal
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protected virtual void AddBlueprintFor(T item)
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protected virtual void AddBlueprintFor(T item)
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