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Merge branch 'master' into fix-timeline-drag-select-weirdness
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@ -210,10 +210,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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if (DragBox.State == Visibility.Visible)
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{
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DragBox.Hide();
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SelectionHandler.UpdateVisibility();
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}
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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@ -298,13 +295,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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Debug.Assert(!clickSelectionBegan);
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// Deselections are only allowed for control + left clicks
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bool allowDeselection = e.ControlPressed && e.Button == MouseButton.Left;
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// Todo: This is probably incorrectly disallowing multiple selections on stacked objects
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if (!allowDeselection && SelectionHandler.SelectedBlueprints.Any(s => s.IsHovered))
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return;
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foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren)
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{
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if (blueprint.IsHovered)
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@ -359,11 +349,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Selects all <see cref="SelectionBlueprint"/>s.
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/// </summary>
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private void selectAll()
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{
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SelectionBlueprints.ToList().ForEach(m => m.Select());
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SelectionHandler.UpdateVisibility();
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}
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private void selectAll() => SelectionBlueprints.ToList().ForEach(m => m.Select());
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/// <summary>
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/// Deselects all selected <see cref="SelectionBlueprint"/>s.
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@ -24,6 +24,7 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components
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{
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@ -200,8 +201,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
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if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.HitObject))
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EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
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UpdateVisibility();
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}
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/// <summary>
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@ -213,8 +212,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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selectedBlueprints.Remove(blueprint);
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EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
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UpdateVisibility();
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}
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/// <summary>
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@ -224,21 +221,21 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <param name="state">The input state at the point of selection.</param>
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internal void HandleSelectionRequested(SelectionBlueprint blueprint, InputState state)
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{
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if (state.Keyboard.ControlPressed)
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{
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if (blueprint.IsSelected)
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blueprint.Deselect();
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else
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blueprint.Select();
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}
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if (state.Keyboard.ShiftPressed && state.Mouse.IsPressed(MouseButton.Right))
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EditorBeatmap.Remove(blueprint.HitObject);
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else if (state.Keyboard.ControlPressed && state.Mouse.IsPressed(MouseButton.Left))
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blueprint.ToggleSelection();
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else
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{
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if (blueprint.IsSelected)
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return;
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ensureSelected(blueprint);
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}
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DeselectAll?.Invoke();
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blueprint.Select();
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}
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private void ensureSelected(SelectionBlueprint blueprint)
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{
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if (blueprint.IsSelected)
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return;
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DeselectAll?.Invoke();
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blueprint.Select();
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}
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private void deleteSelected()
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@ -253,23 +250,18 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Updates whether this <see cref="SelectionHandler"/> is visible.
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/// </summary>
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internal void UpdateVisibility()
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private void updateVisibility()
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{
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int count = selectedBlueprints.Count;
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selectionDetailsText.Text = count > 0 ? count.ToString() : string.Empty;
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if (count > 0)
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{
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Show();
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OnSelectionChanged();
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}
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else
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Hide();
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this.FadeTo(count > 0 ? 1 : 0);
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OnSelectionChanged();
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}
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/// <summary>
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/// Triggered whenever more than one object is selected, on each change.
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/// Triggered whenever the set of selected objects changes.
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/// Should update the selection box's state to match supported operations.
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/// </summary>
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protected virtual void OnSelectionChanged()
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@ -420,7 +412,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
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{
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Scheduler.AddOnce(updateVisibility);
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UpdateTernaryStates();
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};
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}
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/// <summary>
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