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Merge pull request #30947 from bdach/undesirable-deselect-on-control-click

Do not deselect objects when control-clicking without hitting anything
This commit is contained in:
Dean Herbert
2024-12-02 07:17:27 -08:00
committed by GitHub
Unverified
2 changed files with 39 additions and 4 deletions
@@ -231,6 +231,36 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddAssert("slider still has 2 anchors", () => secondSlider.Path.ControlPoints.Count, () => Is.EqualTo(2));
}
[Test]
public void TestControlClickDoesNotDiscardExistingSelectionEvenIfNothingHit()
{
var firstSlider = new Slider
{
StartTime = 0,
Position = new Vector2(0, 0),
Path = new SliderPath
{
ControlPoints =
{
new PathControlPoint(),
new PathControlPoint(new Vector2(100))
}
}
};
AddStep("add object", () => EditorBeatmap.AddRange([firstSlider]));
AddStep("select first slider", () => EditorBeatmap.SelectedHitObjects.AddRange([firstSlider]));
AddStep("move mouse to middle of playfield", () => InputManager.MoveMouseTo(blueprintContainer.ScreenSpaceDrawQuad.Centre));
AddStep("control-click left mouse", () =>
{
InputManager.PressKey(Key.ControlLeft);
InputManager.Click(MouseButton.Left);
InputManager.ReleaseKey(Key.ControlLeft);
});
AddAssert("selection preserved", () => EditorBeatmap.SelectedHitObjects.Count, () => Is.EqualTo(1));
}
private ComposeBlueprintContainer blueprintContainer
=> Editor.ChildrenOfType<ComposeBlueprintContainer>().First();
@@ -433,7 +433,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
/// Finishes the current blueprint selection.
/// </summary>
/// <param name="e">The mouse event which triggered end of selection.</param>
/// <returns>Whether a click selection was active.</returns>
/// <returns>
/// Whether the mouse event is considered to be fully handled.
/// If the return value is <see langword="false"/>, the standard click / mouse up action will follow.
/// </returns>
private bool endClickSelection(MouseButtonEvent e)
{
// If already handled a selection, double-click, or drag, we don't want to perform a mouse up / click action.
@@ -443,14 +446,16 @@ namespace osu.Game.Screens.Edit.Compose.Components
if (e.ControlPressed)
{
// if a selection didn't occur, we may want to trigger a deselection.
// Iterate from the top of the input stack (blueprints closest to the front of the screen first).
// Priority is given to already-selected blueprints.
foreach (SelectionBlueprint<T> blueprint in SelectionBlueprints.AliveChildren.Where(b => b.IsHovered).OrderByDescending(b => b.IsSelected))
return clickSelectionHandled = SelectionHandler.MouseUpSelectionRequested(blueprint, e);
return false;
// can only be reached if there are no hovered blueprints.
// in that case, we still want to suppress mouse up / click handling, because when control is pressed,
// it is presumed we want to add to existing selection, not remove from it
// (unless explicitly control-clicking a selected object, which is handled above).
return true;
}
if (selectedBlueprintAlreadySelectedOnMouseDown && SelectedItems.Count == 1)