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Merge branch 'master' into timeline-zoom-button-repeat
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commit
c384e3cfc2
@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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{
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base.UpdatePosition(screenSpacePosition);
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if (PlacementBegun)
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if (PlacementActive)
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{
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var endTime = TimeAt(screenSpacePosition);
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@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Mania.Edit.Blueprints
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public override void UpdatePosition(Vector2 screenSpacePosition)
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{
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if (!PlacementBegun)
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if (!PlacementActive)
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Column = ColumnAt(screenSpacePosition);
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if (Column == null) return;
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@ -126,7 +126,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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private void beginCurve()
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{
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BeginPlacement();
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BeginPlacement(commitStart: true);
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setState(PlacementState.Body);
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}
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@ -52,7 +52,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Spinners
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if (e.Button != MouseButton.Left)
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return false;
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BeginPlacement();
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BeginPlacement(commitStart: true);
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piece.FadeTo(1f, 150, Easing.OutQuint);
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isPlacingEnd = true;
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@ -19,7 +19,7 @@ namespace osu.Game.Overlays.Direct
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public DownloadProgressBar(BeatmapSetInfo beatmapSet)
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: base(beatmapSet)
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{
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AddInternal(progressBar = new ProgressBar
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AddInternal(progressBar = new InteractionDisabledProgressBar
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{
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Height = 0,
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Alpha = 0,
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@ -64,5 +64,11 @@ namespace osu.Game.Overlays.Direct
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}
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}, true);
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}
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private class InteractionDisabledProgressBar : ProgressBar
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{
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public override bool HandlePositionalInput => false;
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public override bool HandleNonPositionalInput => false;
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}
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}
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}
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -20,17 +18,12 @@ namespace osu.Game.Rulesets.Edit
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/// <summary>
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/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
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/// </summary>
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public abstract class PlacementBlueprint : CompositeDrawable, IStateful<PlacementState>
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public abstract class PlacementBlueprint : CompositeDrawable
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{
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/// <summary>
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/// Invoked when <see cref="State"/> has changed.
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/// Whether the <see cref="HitObject"/> is currently mid-placement, but has not necessarily finished being placed.
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/// </summary>
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public event Action<PlacementState> StateChanged;
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/// <summary>
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/// Whether the <see cref="HitObject"/> is currently being placed, but has not necessarily finished being placed.
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/// </summary>
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public bool PlacementBegun { get; private set; }
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public bool PlacementActive { get; private set; }
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/// <summary>
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/// The <see cref="HitObject"/> that is being placed.
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@ -53,8 +46,6 @@ namespace osu.Game.Rulesets.Edit
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// This is required to allow the blueprint's position to be updated via OnMouseMove/Handle
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// on the same frame it is made visible via a PlacementState change.
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AlwaysPresent = true;
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Alpha = 0;
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}
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[BackgroundDependencyLoader]
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@ -67,48 +58,29 @@ namespace osu.Game.Rulesets.Edit
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ApplyDefaultsToHitObject();
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}
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private PlacementState state;
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public PlacementState State
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{
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get => state;
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set
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{
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if (state == value)
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return;
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state = value;
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if (state == PlacementState.Shown)
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Show();
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else
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Hide();
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StateChanged?.Invoke(value);
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}
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has started.
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/// </summary>
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/// <param name="startTime">The start time of <see cref="HitObject"/> at the placement point. If null, the current clock time is used.</param>
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protected void BeginPlacement(double? startTime = null)
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/// <param name="commitStart">Whether this call is committing a value for HitObject.StartTime and continuing with further adjustments.</param>
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protected void BeginPlacement(double? startTime = null, bool commitStart = false)
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{
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HitObject.StartTime = startTime ?? EditorClock.CurrentTime;
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placementHandler.BeginPlacement(HitObject);
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PlacementBegun = true;
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PlacementActive |= commitStart;
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}
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/// <summary>
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/// Signals that the placement of <see cref="HitObject"/> has finished.
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/// This will destroy this <see cref="PlacementBlueprint"/>, and add the <see cref="HitObject"/> to the <see cref="Beatmap"/>.
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/// This will destroy this <see cref="PlacementBlueprint"/>, and add the HitObject.StartTime to the <see cref="Beatmap"/>.
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/// </summary>
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/// <param name="commit">Whether the object should be committed.</param>
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public void EndPlacement(bool commit)
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{
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if (!PlacementBegun)
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if (!PlacementActive)
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BeginPlacement();
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placementHandler.EndPlacement(HitObject, commit);
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PlacementActive = false;
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}
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/// <summary>
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@ -142,10 +114,4 @@ namespace osu.Game.Rulesets.Edit
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}
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}
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}
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public enum PlacementState
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{
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Hidden,
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Shown,
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}
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}
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@ -62,20 +62,8 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// </summary>
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private void refreshTool()
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{
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placementBlueprintContainer.Clear();
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currentPlacement?.EndPlacement(false);
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currentPlacement = null;
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var blueprint = CurrentTool?.CreatePlacementBlueprint();
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if (blueprint != null)
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{
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placementBlueprintContainer.Child = currentPlacement = blueprint;
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// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
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updatePlacementPosition(inputManager.CurrentState.Mouse.Position);
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}
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removePlacement();
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createPlacement();
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}
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private void updatePlacementPosition(Vector2 screenSpacePosition)
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@ -103,18 +91,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.Update();
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if (currentPlacement != null)
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{
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if (composer.CursorInPlacementArea)
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currentPlacement.State = PlacementState.Shown;
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else if (currentPlacement?.PlacementBegun == false)
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currentPlacement.State = PlacementState.Hidden;
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}
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createPlacement();
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else if (currentPlacement?.PlacementActive == false)
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removePlacement();
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}
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protected sealed override SelectionBlueprint CreateBlueprintFor(HitObject hitObject)
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{
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var drawable = drawableHitObjects.FirstOrDefault(d => d.HitObject == hitObject);
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if (drawable == null)
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return null;
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@ -129,6 +115,30 @@ namespace osu.Game.Screens.Edit.Compose.Components
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base.AddBlueprintFor(hitObject);
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}
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private void createPlacement()
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{
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if (currentPlacement != null) return;
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var blueprint = CurrentTool?.CreatePlacementBlueprint();
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if (blueprint != null)
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{
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placementBlueprintContainer.Child = currentPlacement = blueprint;
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// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
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updatePlacementPosition(inputManager.CurrentState.Mouse.Position);
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}
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}
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private void removePlacement()
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{
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if (currentPlacement == null) return;
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currentPlacement.EndPlacement(false);
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currentPlacement.Expire();
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currentPlacement = null;
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}
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private HitObjectCompositionTool currentTool;
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/// <summary>
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@ -137,6 +147,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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public HitObjectCompositionTool CurrentTool
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{
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get => currentTool;
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set
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{
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if (currentTool == value)
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