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Reset the sample bank states to auto when selection is cleared
this matches behaviour in stable
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parent
1960a0d44d
commit
154a3eebc6
@ -3,13 +3,13 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Linq;
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using Humanizer;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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@ -36,7 +36,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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SelectedItems.CollectionChanged += (_, _) => Scheduler.AddOnce(UpdateTernaryStates);
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SelectedItems.CollectionChanged += onSelectedItemsChanged;
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}
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protected override void DeleteItems(IEnumerable<HitObject> items) => EditorBeatmap.RemoveRange(items);
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@ -208,9 +208,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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SelectionAdditionBankStates[bankName] = bindable;
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}
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// start with normal selected.
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SelectionBankStates[SampleControlPoint.DEFAULT_BANK].Value = TernaryState.True;
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SelectionAdditionBankStates[HIT_BANK_AUTO].Value = TernaryState.True;
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resetTernaryStates();
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foreach (string sampleName in HitSampleInfo.AllAdditions)
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{
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@ -252,6 +250,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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};
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}
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private void resetTernaryStates()
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{
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SelectionBankStates[HIT_BANK_AUTO].Value = TernaryState.True;
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SelectionAdditionBankStates[HIT_BANK_AUTO].Value = TernaryState.True;
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}
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/// <summary>
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/// Called when context menu ternary states may need to be recalculated (selection changed or hitobject updated).
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/// </summary>
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@ -279,6 +283,15 @@ namespace osu.Game.Screens.Edit.Compose.Components
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}
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}
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private void onSelectedItemsChanged(object? sender, NotifyCollectionChangedEventArgs e)
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{
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// Reset the ternary states when the selection is cleared.
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if (e.OldStartingIndex >= 0 && e.NewStartingIndex < 0)
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Scheduler.AddOnce(resetTernaryStates);
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else
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Scheduler.AddOnce(UpdateTernaryStates);
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}
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private IEnumerable<IList<HitSampleInfo>> enumerateAllSamples(HitObject hitObject)
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{
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yield return hitObject.Samples;
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