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Refactor editor selection/blueprint components to be generic
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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints
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public abstract class OsuSelectionBlueprint<T> : OverlaySelectionBlueprint
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where T : OsuHitObject
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{
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protected new T HitObject => (T)DrawableObject.HitObject;
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protected T HitObject => (T)DrawableObject.HitObject;
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protected override bool AlwaysShowWhenSelected => true;
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles;
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using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders;
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@ -18,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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{
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}
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protected override SelectionHandler CreateSelectionHandler() => new OsuSelectionHandler();
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protected override SelectionHandler<HitObject> CreateSelectionHandler() => new OsuSelectionHandler();
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public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)
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{
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@ -147,7 +147,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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if (b.IsSelected)
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continue;
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var hitObject = (OsuHitObject)b.HitObject;
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var hitObject = (OsuHitObject)b.Item;
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Vector2? snap = checkSnap(hitObject.Position);
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if (snap == null && hitObject.Position != hitObject.EndPosition)
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@ -15,7 +15,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public class OsuSelectionHandler : SelectionHandler
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public class OsuSelectionHandler : EditorSelectionHandler
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{
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protected override void OnSelectionChanged()
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{
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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referencePathTypes = null;
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}
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public override bool HandleMovement(MoveSelectionEvent moveEvent)
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent)
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{
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var hitObjects = selectedMovableObjects;
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