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Fix ctrl-dragging on an existing selection causing deselection of the hovered object
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@ -135,11 +135,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (!beginClickSelection(e)) return true;
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bool selectionPerformed = beginClickSelection(e);
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// even if a selection didn't occur, a drag event may still move the selection.
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prepareSelectionMovement();
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return e.Button == MouseButton.Left;
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return selectionPerformed || e.Button == MouseButton.Left;
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}
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private SelectionBlueprint clickedBlueprint;
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@ -154,7 +155,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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// Deselection should only occur if no selected blueprints are hovered
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// 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
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if (endClickSelection() || clickedBlueprint != null)
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if (endClickSelection(e) || clickedBlueprint != null)
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return true;
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deselectAll();
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@ -177,7 +178,12 @@ namespace osu.Game.Screens.Edit.Compose.Components
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protected override void OnMouseUp(MouseUpEvent e)
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{
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// Special case for when a drag happened instead of a click
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Schedule(() => endClickSelection());
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Schedule(() =>
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{
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endClickSelection(e);
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clickSelectionBegan = false;
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isDraggingBlueprint = false;
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});
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finishSelectionMovement();
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}
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@ -226,7 +232,6 @@ namespace osu.Game.Screens.Edit.Compose.Components
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Beatmap.Update(obj);
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changeHandler?.EndChange();
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isDraggingBlueprint = false;
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}
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if (DragBox.State == Visibility.Visible)
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@ -355,13 +360,28 @@ namespace osu.Game.Screens.Edit.Compose.Components
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/// <summary>
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/// Finishes the current blueprint selection.
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/// </summary>
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/// <param name="e">The mouse event which triggered end of selection.</param>
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/// <returns>Whether a click selection was active.</returns>
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private bool endClickSelection()
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private bool endClickSelection(MouseButtonEvent e)
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{
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if (!clickSelectionBegan)
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return false;
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if (!clickSelectionBegan && !isDraggingBlueprint)
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{
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// if a selection didn't occur, we may want to trigger a deselection.
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if (e.ControlPressed && e.Button == MouseButton.Left)
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{
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// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
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// Priority is given to already-selected blueprints.
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foreach (SelectionBlueprint blueprint in SelectionBlueprints.AliveChildren.Reverse().OrderByDescending(b => b.IsSelected))
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{
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if (!blueprint.IsHovered) continue;
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return clickSelectionBegan = SelectionHandler.HandleDeselectionRequested(blueprint, e);
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}
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}
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return false;
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}
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clickSelectionBegan = false;
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return true;
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}
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@ -228,12 +228,31 @@ namespace osu.Game.Screens.Edit.Compose.Components
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return false;
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}
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if (e.ControlPressed && e.Button == MouseButton.Left)
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// while holding control, we only want to add to selection, not replace an existing selection.
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if (e.ControlPressed && e.Button == MouseButton.Left && !blueprint.IsSelected)
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{
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blueprint.ToggleSelection();
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else
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ensureSelected(blueprint);
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return true;
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}
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return true;
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return ensureSelected(blueprint);
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}
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/// <summary>
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/// Handle a blueprint requesting selection.
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/// </summary>
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/// <param name="blueprint">The blueprint.</param>
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/// <param name="e">The mouse event responsible for deselection.</param>
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/// <returns>Whether a deselection was performed.</returns>
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internal bool HandleDeselectionRequested(SelectionBlueprint blueprint, MouseButtonEvent e)
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{
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if (blueprint.IsSelected)
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{
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blueprint.ToggleSelection();
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return true;
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}
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return false;
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}
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private void handleQuickDeletion(SelectionBlueprint blueprint)
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@ -247,13 +266,19 @@ namespace osu.Game.Screens.Edit.Compose.Components
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deleteSelected();
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}
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private void ensureSelected(SelectionBlueprint blueprint)
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/// <summary>
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/// Ensure the blueprint is in a selected state.
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/// </summary>
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/// <param name="blueprint">The blueprint to select.</param>
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/// <returns>Whether selection state was changed.</returns>
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private bool ensureSelected(SelectionBlueprint blueprint)
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{
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if (blueprint.IsSelected)
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return;
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return false;
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DeselectAll?.Invoke();
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blueprint.Select();
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return true;
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}
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private void deleteSelected()
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