diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
index 5ac360d029..fa98358dbe 100644
--- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
+++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
@@ -210,10 +210,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
}
if (DragBox.State == Visibility.Visible)
- {
DragBox.Hide();
- SelectionHandler.UpdateVisibility();
- }
}
protected override bool OnKeyDown(KeyDownEvent e)
@@ -352,11 +349,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
///
/// Selects all s.
///
- private void selectAll()
- {
- SelectionBlueprints.ToList().ForEach(m => m.Select());
- SelectionHandler.UpdateVisibility();
- }
+ private void selectAll() => SelectionBlueprints.ToList().ForEach(m => m.Select());
///
/// Deselects all selected s.
diff --git a/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs b/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs
index 01e23bafc5..07ae283667 100644
--- a/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs
+++ b/osu.Game/Screens/Edit/Compose/Components/SelectionHandler.cs
@@ -201,8 +201,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
// there are potentially multiple SelectionHandlers active, but we only want to add hitobjects to the selected list once.
if (!EditorBeatmap.SelectedHitObjects.Contains(blueprint.HitObject))
EditorBeatmap.SelectedHitObjects.Add(blueprint.HitObject);
-
- UpdateVisibility();
}
///
@@ -214,8 +212,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
selectedBlueprints.Remove(blueprint);
EditorBeatmap.SelectedHitObjects.Remove(blueprint.HitObject);
-
- UpdateVisibility();
}
///
@@ -254,7 +250,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
///
/// Updates whether this is visible.
///
- internal void UpdateVisibility()
+ private void updateVisibility()
{
int count = selectedBlueprints.Count;
@@ -421,7 +417,11 @@ namespace osu.Game.Screens.Edit.Compose.Components
// bring in updates from selection changes
EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
- EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates();
+ EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) =>
+ {
+ updateVisibility();
+ UpdateTernaryStates();
+ };
}
///