Invert boolean logic

This commit is contained in:
Dean Herbert 2020-11-04 17:53:03 +09:00
parent 9f333ac58a
commit d19b799f44
2 changed files with 8 additions and 7 deletions

View File

@ -116,7 +116,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected override bool OnMouseDown(MouseDownEvent e) protected override bool OnMouseDown(MouseDownEvent e)
{ {
if (beginClickSelection(e)) return true; if (!beginClickSelection(e)) return true;
prepareSelectionMovement(); prepareSelectionMovement();
@ -292,23 +292,24 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// Attempts to select any hovered blueprints. /// Attempts to select any hovered blueprints.
/// </summary> /// </summary>
/// <param name="e">The input event that triggered this selection.</param> /// <param name="e">The input event that triggered this selection.</param>
/// <returns>Whether a selection was performed.</returns>
private bool beginClickSelection(MouseButtonEvent e) private bool beginClickSelection(MouseButtonEvent e)
{ {
Debug.Assert(!clickSelectionBegan); Debug.Assert(!clickSelectionBegan);
bool rightClickHandled = false; bool selectedPerformed = true;
foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren) foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren)
{ {
if (blueprint.IsHovered) if (blueprint.IsHovered)
{ {
rightClickHandled |= SelectionHandler.HandleSelectionRequested(blueprint, e.CurrentState); selectedPerformed &= SelectionHandler.HandleSelectionRequested(blueprint, e.CurrentState);
clickSelectionBegan = true; clickSelectionBegan = true;
break; break;
} }
} }
return rightClickHandled; return selectedPerformed;
} }
/// <summary> /// <summary>

View File

@ -219,13 +219,13 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// </summary> /// </summary>
/// <param name="blueprint">The blueprint.</param> /// <param name="blueprint">The blueprint.</param>
/// <param name="state">The input state at the point of selection.</param> /// <param name="state">The input state at the point of selection.</param>
/// <returns>Whether right click was handled.</returns> /// <returns>Whether a selection was performed.</returns>
internal bool HandleSelectionRequested(SelectionBlueprint blueprint, InputState state) internal bool HandleSelectionRequested(SelectionBlueprint blueprint, InputState state)
{ {
if (state.Keyboard.ShiftPressed && state.Mouse.IsPressed(MouseButton.Right)) if (state.Keyboard.ShiftPressed && state.Mouse.IsPressed(MouseButton.Right))
{ {
handleQuickDeletion(blueprint); handleQuickDeletion(blueprint);
return true; return false;
} }
if (state.Keyboard.ControlPressed && state.Mouse.IsPressed(MouseButton.Left)) if (state.Keyboard.ControlPressed && state.Mouse.IsPressed(MouseButton.Left))
@ -233,7 +233,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
else else
ensureSelected(blueprint); ensureSelected(blueprint);
return false; return true;
} }
private void handleQuickDeletion(SelectionBlueprint blueprint) private void handleQuickDeletion(SelectionBlueprint blueprint)