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Add simple key based time nudging support to editor
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@ -12,9 +12,11 @@ using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shapes;
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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.Utils;
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using osu.Game.Graphics;
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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.Objects;
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using osu.Game.Screens.Edit.Components.Timelines.Summary.Parts;
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@ -237,10 +239,48 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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}
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}
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internal class TimelineSelectionHandler : SelectionHandler
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internal class TimelineSelectionHandler : SelectionHandler, IKeyBindingHandler<GlobalAction>
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{
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.EditorNudgeLeft:
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nudgeSelection(-1);
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return true;
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case GlobalAction.EditorNudgeRight:
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nudgeSelection(1);
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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}
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/// <summary>
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/// Nudge the current selection by the specified multiple of beat divisor lengths,
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/// based on the timing at the first object in the selection.
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/// </summary>
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/// <param name="amount">The direction and count of beat divisor lengths to adjust.</param>
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private void nudgeSelection(int amount)
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{
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var selected = EditorBeatmap.SelectedHitObjects;
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if (selected.Count == 0)
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return;
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPointAt(selected.First().StartTime);
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double adjustment = timingPoint.BeatLength / EditorBeatmap.BeatDivisor * amount;
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EditorBeatmap.PerformOnSelection(h => h.StartTime += adjustment);
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}
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}
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private class TimelineDragBox : DragBox
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