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Move SelectionHandler
's SelectedItems
binding to the base implementation
Until now it was up to each implementation to connect `BlueprintContainer` to its `SelectionHandler`, which didn't make much sense at all.
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parent
d1f8fd01df
commit
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@ -73,6 +73,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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SelectionHandler = CreateSelectionHandler();
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SelectionHandler = CreateSelectionHandler();
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SelectionHandler.DeselectAll = deselectAll;
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SelectionHandler.DeselectAll = deselectAll;
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SelectionHandler.SelectedItems.BindTo(SelectedItems);
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AddRangeInternal(new[]
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AddRangeInternal(new[]
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{
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{
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@ -29,11 +29,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// bring in updates from selection changes
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);
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SelectedItems.BindTo(EditorBeatmap.SelectedHitObjects);
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SelectedItems.CollectionChanged += (sender, args) => Scheduler.AddOnce(UpdateTernaryStates);
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SelectedItems.CollectionChanged += (sender, args) =>
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{
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Scheduler.AddOnce(UpdateTernaryStates);
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};
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}
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}
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protected override void DeleteItems(IEnumerable<HitObject> items) => EditorBeatmap.RemoveRange(items);
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protected override void DeleteItems(IEnumerable<HitObject> items) => EditorBeatmap.RemoveRange(items);
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