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Use batch change application in many places that can benefit from it
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14c734c244
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@ -239,10 +239,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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private void deleteSelected()
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{
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ChangeHandler?.BeginChange();
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foreach (var h in selectedBlueprints.ToList())
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EditorBeatmap?.Remove(h.HitObject);
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EditorBeatmap?.RemoveRange(selectedBlueprints.Select(b => b.HitObject));
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ChangeHandler?.EndChange();
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}
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@ -484,8 +484,7 @@ namespace osu.Game.Screens.Edit
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protected void Cut()
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{
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Copy();
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foreach (var h in editorBeatmap.SelectedHitObjects.ToArray())
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editorBeatmap.Remove(h);
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editorBeatmap.RemoveRange(editorBeatmap.SelectedHitObjects.ToArray());
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}
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protected void Copy()
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@ -99,8 +99,11 @@ namespace osu.Game.Screens.Edit
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/// <param name="hitObjects">The <see cref="HitObject"/>s to add.</param>
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public void AddRange(IEnumerable<HitObject> hitObjects)
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{
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foreach (var h in hitObjects)
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Add(h);
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ApplyBatchChanges(_ =>
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{
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foreach (var h in hitObjects)
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Add(h);
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});
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}
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/// <summary>
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@ -166,6 +169,19 @@ namespace osu.Game.Screens.Edit
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return true;
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}
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/// <summary>
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/// Removes a collection of <see cref="HitObject"/>s to this <see cref="EditorBeatmap"/>.
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/// </summary>
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/// <param name="hitObjects">The <see cref="HitObject"/>s to remove.</param>
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public void RemoveRange(IEnumerable<HitObject> hitObjects)
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{
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ApplyBatchChanges(_ =>
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{
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foreach (var h in hitObjects)
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Remove(h);
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});
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}
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/// <summary>
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/// Finds the index of a <see cref="HitObject"/> in this <see cref="EditorBeatmap"/>.
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/// </summary>
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@ -237,18 +253,12 @@ namespace osu.Game.Screens.Edit
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}
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batchPendingInserts.Clear();
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isBatchApplying = false;
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}
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/// <summary>
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/// Clears all <see cref="HitObjects"/> from this <see cref="EditorBeatmap"/>.
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/// </summary>
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public void Clear()
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{
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foreach (var h in HitObjects.ToArray())
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Remove(h);
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}
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public void Clear() => RemoveRange(HitObjects.ToArray());
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protected override void Update()
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{
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