Ensure selection tool correctly matches selection state

- When a selection is made (via the timeline) the selection tool should become the select tool.
- When the selection tool is changed to anything *but* the select tool, the selection should be cleared.
This commit is contained in:
Dean Herbert
2020-01-28 15:07:37 +09:00
parent e81d3c51ed
commit 8e2159e4eb
2 changed files with 20 additions and 9 deletions

View File

@ -74,12 +74,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
foreach (var o in objects)
selectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Select();
SelectionChanged?.Invoke(selectedHitObjects);
};
selectedHitObjects.ItemsRemoved += objects =>
{
foreach (var o in objects)
selectionBlueprints.FirstOrDefault(b => b.HitObject == o)?.Deselect();
SelectionChanged?.Invoke(selectedHitObjects);
};
}
@ -332,8 +336,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
selectionHandler.HandleSelected(blueprint);
selectionBlueprints.ChangeChildDepth(blueprint, 1);
beatmap.SelectedHitObjects.Add(blueprint.HitObject);
SelectionChanged?.Invoke(selectionHandler.SelectedHitObjects);
}
private void onBlueprintDeselected(SelectionBlueprint blueprint)
@ -341,8 +343,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
selectionHandler.HandleDeselected(blueprint);
selectionBlueprints.ChangeChildDepth(blueprint, 0);
beatmap.SelectedHitObjects.Remove(blueprint.HitObject);
SelectionChanged?.Invoke(selectionHandler.SelectedHitObjects);
}
#endregion