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Add back the ability to close mod select using enter key
I've seen this brought up a few times (with people thinking the fact it's not working is a bug) so we'll need to keep this behaviour for now.
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@ -638,8 +638,12 @@ namespace osu.Game.Overlays.Mods
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case GlobalAction.Select:
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case GlobalAction.Select:
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{
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{
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// Pressing select should select first filtered mod if a search is in progress.
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// Pressing select should select first filtered mod if a search is in progress.
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// If nothing is selected, it should exit the dialog (a bit weird, but this is the expectation from stable).
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if (string.IsNullOrEmpty(SearchTerm))
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if (string.IsNullOrEmpty(SearchTerm))
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{
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Hide();
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return true;
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return true;
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}
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ModState? firstMod = columnFlow.Columns.OfType<ModColumn>().FirstOrDefault(m => m.IsPresent)?.AvailableMods.FirstOrDefault(x => x.Visible);
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ModState? firstMod = columnFlow.Columns.OfType<ModColumn>().FirstOrDefault(m => m.IsPresent)?.AvailableMods.FirstOrDefault(x => x.Visible);
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