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Expose update ternary state method and use better state determination function
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@ -366,32 +366,32 @@ namespace osu.Game.Screens.Edit.Compose.Components
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};
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// bring in updates from selection changes
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EditorBeatmap.HitObjectUpdated += _ => updateTernaryStates();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => updateTernaryStates();
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EditorBeatmap.HitObjectUpdated += _ => UpdateTernaryStates();
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EditorBeatmap.SelectedHitObjects.CollectionChanged += (sender, args) => UpdateTernaryStates();
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}
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private void updateTernaryStates()
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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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protected virtual void UpdateTernaryStates()
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{
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selectionNewComboState.Value = getStateFromBlueprints(selectedBlueprints.Select(b => (IHasComboInformation)b.HitObject).Count(h => h.NewCombo));
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selectionNewComboState.Value = GetStateFromSelection(SelectedHitObjects.OfType<IHasComboInformation>(), h => h.NewCombo);
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foreach (var (sampleName, bindable) in selectionSampleStates)
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{
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bindable.Value = getStateFromBlueprints(SelectedHitObjects.Count(h => h.Samples.Any(s => s.Name == sampleName)));
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bindable.Value = GetStateFromSelection(SelectedHitObjects, h => h.Samples.Any(s => s.Name == sampleName));
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}
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}
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/// <summary>
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/// Given a count of "true" blueprints, retrieve the correct ternary display state.
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/// Given a selection target and a function of truth, retrieve the correct ternary state for display.
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/// </summary>
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private TernaryState getStateFromBlueprints(int count)
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protected TernaryState GetStateFromSelection<T>(IEnumerable<T> selection, Func<T, bool> func)
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{
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if (count == 0)
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return TernaryState.False;
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if (selection.Any(func))
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return selection.All(func) ? TernaryState.True : TernaryState.Indeterminate;
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if (count < SelectedHitObjects.Count())
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return TernaryState.Indeterminate;
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return TernaryState.True;
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return TernaryState.False;
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}
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#endregion
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