From 25dbd0a1d38caae7fe00266ecde01dbc03d4fa28 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Thu, 14 Sep 2023 11:24:53 +0200 Subject: [PATCH] Rename variable to reflect new "beatmap attributes display" naming --- osu.Game/Overlays/Mods/ModSelectOverlay.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Overlays/Mods/ModSelectOverlay.cs b/osu.Game/Overlays/Mods/ModSelectOverlay.cs index a18ee65612..4ebb622bb6 100644 --- a/osu.Game/Overlays/Mods/ModSelectOverlay.cs +++ b/osu.Game/Overlays/Mods/ModSelectOverlay.cs @@ -356,9 +356,9 @@ namespace osu.Game.Overlays.Mods // this is cheating a bit; the 640 value is hardcoded based on how wide the expanded panel _generally_ is. // due to the transition applied, the raw screenspace quad of the panel cannot be used, as it will trigger an ugly feedback cycle of expanding and collapsing. - float projectedLeftEdgeOfExpandedModEffectPreviewPanel = footerButtonFlow.ToScreenSpace(footerButtonFlow.DrawSize - new Vector2(640, 0)).X; + float projectedLeftEdgeOfExpandedBeatmapAttributesDisplay = footerButtonFlow.ToScreenSpace(footerButtonFlow.DrawSize - new Vector2(640, 0)).X; - bool screenIsntWideEnough = rightEdgeOfLastButton > projectedLeftEdgeOfExpandedModEffectPreviewPanel; + bool screenIsntWideEnough = rightEdgeOfLastButton > projectedLeftEdgeOfExpandedBeatmapAttributesDisplay; // only update preview panel's collapsed state after we are fully visible, to ensure all the buttons are where we expect them to be. if (Alpha == 1)