diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
index 123fdc78e6..8d87af6931 100644
--- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
+++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs
@@ -11,7 +11,6 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input;
using osu.Framework.Input.Events;
-using osu.Framework.Input.States;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects;
@@ -135,9 +134,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected override bool OnClick(ClickEvent e)
{
- // clickSelectionBegan will be true if a mouse down occurred on the blueprint but the click event was received outside of the blueprint
- // otherwise, deselection should only occur if the click event did not occur on top of a selected blueprint
- if (clickSelectionBegan || selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
+ // Deselection should only occur if no selected blueprints are hovered
+ // A special case for when a blueprint was selected via this click is added since OnClick() may occur outside the hitobject and should not trigger deselection
+ if (endClickSelection() || selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
return true;
deselectAll();
@@ -146,7 +145,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
protected override bool OnMouseUp(MouseUpEvent e)
{
- endClickSelection();
+ // Special case for when a drag happened instead of a click
+ Schedule(() => endClickSelection());
return true;
}
@@ -257,9 +257,14 @@ namespace osu.Game.Screens.Edit.Compose.Components
///
/// Finishes the current blueprint selection.
///
- private void endClickSelection()
+ /// Whether a click selection was active.
+ private bool endClickSelection()
{
+ if (!clickSelectionBegan)
+ return false;
+
clickSelectionBegan = false;
+ return true;
}
///
@@ -313,8 +318,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
{
Debug.Assert(movementBlueprint == null);
- // Any selected blueprints can begin the movement of the group, however only the earliest hitobject is used for movement
- if (!selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
+ // Any selected blueprint that is hovered can begin the movement of the group, however only the earliest hitobject is used for movement
+ // A special case is added for when a click selection occurred before the drag
+ if (!clickSelectionBegan && !selectionHandler.SelectedBlueprints.Any(b => b.IsHovered))
return false;
// Movement is tracked from the blueprint of the earliest hitobject, since it only makes sense to distance snap from that hitobject