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Rename event to be more generic (and add comprehensive xmldoc)
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@ -24,7 +24,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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{
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base.LoadComplete();
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editorBeatmap.SelectionBlueprintsShouldBeSorted += SortInternal;
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editorBeatmap.BeatmapReprocessed += SortInternal;
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}
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public override void Add(SelectionBlueprint<HitObject> drawable)
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@ -70,7 +70,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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base.Dispose(isDisposing);
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if (editorBeatmap != null)
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editorBeatmap.SelectionBlueprintsShouldBeSorted -= SortInternal;
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editorBeatmap.BeatmapReprocessed -= SortInternal;
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}
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}
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}
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@ -49,9 +49,13 @@ namespace osu.Game.Screens.Edit
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public event Action<HitObject> HitObjectUpdated;
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/// <summary>
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/// Invoked after <see cref="HitObjects"/> is updated during <see cref="UpdateState"/> and blueprints need to be sorted immediately to prevent a crash.
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/// Invoked after any state changes occurred which triggered a beatmap reprocess via an <see cref="IBeatmapProcessor"/>.
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/// </summary>
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public event Action SelectionBlueprintsShouldBeSorted;
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/// <remarks>
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/// Beatmap processing may change the order of hitobjects. This event gives external components a chance to handle any changes
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/// not covered by the <see cref="HitObjectAdded"/> / <see cref="HitObjectUpdated"/> / <see cref="HitObjectRemoved"/> events.
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/// </remarks>
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public event Action BeatmapReprocessed;
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/// <summary>
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/// All currently selected <see cref="HitObject"/>s.
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@ -336,8 +340,7 @@ namespace osu.Game.Screens.Edit
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beatmapProcessor?.PostProcess();
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// Signal selection blueprint sorting because it is possible that the beatmap processor changed the order of the selection blueprints
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SelectionBlueprintsShouldBeSorted?.Invoke();
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BeatmapReprocessed?.Invoke();
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// callbacks may modify the lists so let's be safe about it
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var deletes = batchPendingDeletes.ToArray();
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