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Remove remaining uses of "child" terminology in non-drawable components
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@ -7,7 +7,7 @@ using System.Linq;
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namespace osu.Game.Screens.Select.Carousel
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namespace osu.Game.Screens.Select.Carousel
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{
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{
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/// <summary>
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/// <summary>
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/// A group which ensures only one child is selected.
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/// A group which ensures only one item is selected.
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/// </summary>
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/// </summary>
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public class CarouselGroup : CarouselItem
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public class CarouselGroup : CarouselItem
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{
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{
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@ -18,10 +18,10 @@ namespace osu.Game.Screens.Select.Carousel
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private List<CarouselItem> items = new List<CarouselItem>();
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private List<CarouselItem> items = new List<CarouselItem>();
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/// <summary>
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/// <summary>
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/// Used to assign a monotonically increasing ID to children as they are added. This member is
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/// Used to assign a monotonically increasing ID to items as they are added. This member is
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/// incremented whenever a child is added.
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/// incremented whenever an item is added.
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/// </summary>
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/// </summary>
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private ulong currentChildID;
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private ulong currentItemID;
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private Comparer<CarouselItem>? criteriaComparer;
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private Comparer<CarouselItem>? criteriaComparer;
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private Comparer<CarouselItem>? itemIDComparer;
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private Comparer<CarouselItem>? itemIDComparer;
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@ -42,7 +42,7 @@ namespace osu.Game.Screens.Select.Carousel
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public virtual void AddItem(CarouselItem i)
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public virtual void AddItem(CarouselItem i)
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{
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{
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i.State.ValueChanged += state => ChildItemStateChanged(i, state.NewValue);
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i.State.ValueChanged += state => ChildItemStateChanged(i, state.NewValue);
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i.ChildID = ++currentChildID;
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i.ItemID = ++currentItemID;
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if (lastCriteria != null)
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if (lastCriteria != null)
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{
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{
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@ -91,7 +91,7 @@ namespace osu.Game.Screens.Select.Carousel
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// IEnumerable<T>.OrderBy() is used instead of List<T>.Sort() to ensure sorting stability
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// IEnumerable<T>.OrderBy() is used instead of List<T>.Sort() to ensure sorting stability
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criteriaComparer = Comparer<CarouselItem>.Create((x, y) => x.CompareTo(criteria, y));
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criteriaComparer = Comparer<CarouselItem>.Create((x, y) => x.CompareTo(criteria, y));
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itemIDComparer = Comparer<CarouselItem>.Create((x, y) => x.ChildID.CompareTo(y.ChildID));
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itemIDComparer = Comparer<CarouselItem>.Create((x, y) => x.ItemID.CompareTo(y.ItemID));
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items = items.OrderBy(c => c, criteriaComparer).ThenBy(c => c, itemIDComparer).ToList();
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items = items.OrderBy(c => c, criteriaComparer).ThenBy(c => c, itemIDComparer).ToList();
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lastCriteria = criteria;
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lastCriteria = criteria;
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@ -10,7 +10,7 @@ using System.Linq;
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namespace osu.Game.Screens.Select.Carousel
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namespace osu.Game.Screens.Select.Carousel
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{
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{
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/// <summary>
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/// <summary>
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/// A group which ensures at least one child is selected (if the group itself is selected).
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/// A group which ensures at least one item is selected (if the group itself is selected).
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/// </summary>
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/// </summary>
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public class CarouselGroupEagerSelect : CarouselGroup
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public class CarouselGroupEagerSelect : CarouselGroup
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{
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{
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@ -35,16 +35,16 @@ namespace osu.Game.Screens.Select.Carousel
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/// <summary>
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/// <summary>
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/// To avoid overhead during filter operations, we don't attempt any selections until after all
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/// To avoid overhead during filter operations, we don't attempt any selections until after all
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/// children have been filtered. This bool will be true during the base <see cref="Filter(FilterCriteria)"/>
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/// items have been filtered. This bool will be true during the base <see cref="Filter(FilterCriteria)"/>
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/// operation.
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/// operation.
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/// </summary>
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/// </summary>
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private bool filteringChildren;
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private bool filteringItems;
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public override void Filter(FilterCriteria criteria)
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public override void Filter(FilterCriteria criteria)
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{
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{
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filteringChildren = true;
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filteringItems = true;
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base.Filter(criteria);
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base.Filter(criteria);
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filteringChildren = false;
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filteringItems = false;
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attemptSelection();
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attemptSelection();
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}
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}
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@ -97,12 +97,12 @@ namespace osu.Game.Screens.Select.Carousel
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private void attemptSelection()
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private void attemptSelection()
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{
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{
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if (filteringChildren) return;
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if (filteringItems) return;
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// we only perform eager selection if we are a currently selected group.
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// we only perform eager selection if we are a currently selected group.
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if (State.Value != CarouselItemState.Selected) return;
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if (State.Value != CarouselItemState.Selected) return;
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// we only perform eager selection if none of our children are in a selected state already.
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// we only perform eager selection if none of our items are in a selected state already.
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if (Items.Any(i => i.State.Value == CarouselItemState.Selected)) return;
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if (Items.Any(i => i.State.Value == CarouselItemState.Selected)) return;
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PerformSelection();
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PerformSelection();
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@ -38,7 +38,7 @@ namespace osu.Game.Screens.Select.Carousel
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/// <summary>
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/// <summary>
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/// Used as a default sort method for <see cref="CarouselItem"/>s of differing types.
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/// Used as a default sort method for <see cref="CarouselItem"/>s of differing types.
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/// </summary>
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/// </summary>
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internal ulong ChildID;
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internal ulong ItemID;
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/// <summary>
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/// <summary>
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/// Create a fresh drawable version of this item.
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/// Create a fresh drawable version of this item.
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@ -49,7 +49,7 @@ namespace osu.Game.Screens.Select.Carousel
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{
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{
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}
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}
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public virtual int CompareTo(FilterCriteria criteria, CarouselItem other) => ChildID.CompareTo(other.ChildID);
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public virtual int CompareTo(FilterCriteria criteria, CarouselItem other) => ItemID.CompareTo(other.ItemID);
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public int CompareTo(CarouselItem other) => CarouselYPosition.CompareTo(other.CarouselYPosition);
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public int CompareTo(CarouselItem other) => CarouselYPosition.CompareTo(other.CarouselYPosition);
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}
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}
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