From fa4930c5865a414bb3d1d811cbca69b9a08f2c13 Mon Sep 17 00:00:00 2001 From: Salman Ahmed Date: Tue, 14 Jun 2022 00:19:47 +0300 Subject: [PATCH] Remove no longer necessary `ReceivePositionalInputAt` overrides in timeline components --- .../Components/Timeline/TimelineBlueprintContainer.cs | 3 --- .../Components/Timeline/TimelineSelectionHandler.cs | 7 ------- 2 files changed, 10 deletions(-) diff --git a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs index a9e9ef5001..1c0c2fb215 100644 --- a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineBlueprintContainer.cs @@ -33,9 +33,6 @@ namespace osu.Game.Screens.Edit.Compose.Components.Timeline private Bindable placement; private SelectionBlueprint placementBlueprint; - // We want children within the timeline to be interactable - public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos); - public TimelineBlueprintContainer(HitObjectComposer composer) : base(composer) { diff --git a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineSelectionHandler.cs b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineSelectionHandler.cs index e98cf8332f..da12ab521f 100644 --- a/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineSelectionHandler.cs +++ b/osu.Game/Screens/Edit/Compose/Components/Timeline/TimelineSelectionHandler.cs @@ -6,23 +6,16 @@ using System.Collections.Generic; using System.Diagnostics; using System.Linq; using JetBrains.Annotations; -using osu.Framework.Allocation; using osu.Framework.Input.Events; using osu.Game.Input.Bindings; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; -using osuTK; using osuTK.Input; namespace osu.Game.Screens.Edit.Compose.Components.Timeline { internal class TimelineSelectionHandler : EditorSelectionHandler { - [Resolved] - private Timeline timeline { get; set; } - - public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => timeline.ScreenSpaceDrawQuad.Contains(screenSpacePos); - // for now we always allow movement. snapping is provided by the Timeline's "distance" snap implementation public override bool HandleMovement(MoveSelectionEvent moveEvent) => true;