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No need to sort list any more
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1a6dfcbc1c
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@ -90,7 +90,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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return Compare(xMask, yMask);
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}
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public static int Compare(HitObjectMask x, HitObjectMask y)
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public int Compare(HitObjectMask x, HitObjectMask y)
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{
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// Put earlier hitobjects towards the end of the list, so they handle input first
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int i = y.HitObject.HitObject.StartTime.CompareTo(x.HitObject.HitObject.StartTime);
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@ -2,13 +2,13 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Framework.Lists;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Types;
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@ -23,13 +23,13 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
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{
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public const float BORDER_RADIUS = 2;
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private readonly SortedList<HitObjectMask> selectedMasks;
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private readonly List<HitObjectMask> selectedMasks;
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private Drawable outline;
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public MaskSelection()
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{
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selectedMasks = new SortedList<HitObjectMask>(MaskContainer.Compare);
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selectedMasks = new List<HitObjectMask>();
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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