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Remove no longer necessary ReceivePositionalInputAt
overrides in timeline components
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@ -33,9 +33,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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private Bindable<HitObject> placement;
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private Bindable<HitObject> placement;
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private SelectionBlueprint<HitObject> placementBlueprint;
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private SelectionBlueprint<HitObject> placementBlueprint;
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// We want children within the timeline to be interactable
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos);
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public TimelineBlueprintContainer(HitObjectComposer composer)
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public TimelineBlueprintContainer(HitObjectComposer composer)
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: base(composer)
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: base(composer)
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{
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{
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@ -6,23 +6,16 @@ using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics;
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using System.Linq;
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using System.Linq;
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using JetBrains.Annotations;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.Events;
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using osu.Game.Input.Bindings;
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using osu.Game.Input.Bindings;
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using osu.Game.Rulesets.Edit;
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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;
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using osuTK;
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using osuTK.Input;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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namespace osu.Game.Screens.Edit.Compose.Components.Timeline
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{
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{
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internal class TimelineSelectionHandler : EditorSelectionHandler
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internal class TimelineSelectionHandler : EditorSelectionHandler
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{
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{
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[Resolved]
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private Timeline timeline { get; set; }
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos);
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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// for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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public override bool HandleMovement(MoveSelectionEvent<HitObject> moveEvent) => true;
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