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Make SelectionHandler
abstract to ensure things get implemented
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@ -135,6 +135,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override Container<SelectionBlueprint<HitObject>> CreateSelectionBlueprintContainer() => new HitObjectOrderedSelectionContainer { RelativeSizeAxes = Axes.Both };
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new EditorSelectionHandler();
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protected override void SelectAll()
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{
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Composer.Playfield.KeepAllAlive();
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