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Make SelectionHandler
abstract to ensure things get implemented
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@ -25,7 +25,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// A component which outlines <see cref="DrawableHitObject"/>s and handles movement of selections.
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/// </summary>
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public class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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public abstract class SelectionHandler<T> : CompositeDrawable, IKeyBindingHandler<PlatformAction>
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{
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/// <summary>
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/// The currently selected blueprints.
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@ -47,7 +47,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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[Resolved(CanBeNull = true)]
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protected IEditorChangeHandler ChangeHandler { get; private set; }
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public SelectionHandler()
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protected SelectionHandler()
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{
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selectedBlueprints = new List<SelectionBlueprint<T>>();
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@ -265,9 +265,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
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DeleteSelected();
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}
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protected virtual void DeleteItems(IEnumerable<T> items)
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{
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}
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/// <summary>
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/// Called whenever the deletion of items has been requested.
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/// </summary>
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/// <param name="items">The items to be deleted.</param>
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protected abstract void DeleteItems(IEnumerable<T> items);
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/// <summary>
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/// Ensure the blueprint is in a selected state.
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