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Rename DrawableEditRuleset -> DrawableEditRulesetWrapper
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parent
87e28ab1f9
commit
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@ -11,7 +11,10 @@ using osu.Game.Screens.Edit;
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namespace osu.Game.Rulesets.Edit
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{
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public class DrawableEditRuleset<TObject> : CompositeDrawable
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/// <summary>
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/// A wrapper for a <see cref="DrawableRuleset{TObject}"/>. Handles adding visual representations of <see cref="HitObject"/>s to the underlying <see cref="DrawableRuleset{TObject}"/>.
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/// </summary>
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internal class DrawableEditRulesetWrapper<TObject> : CompositeDrawable
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where TObject : HitObject
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{
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public Playfield Playfield => drawableRuleset.Playfield;
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@ -21,7 +24,7 @@ namespace osu.Game.Rulesets.Edit
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[Resolved]
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private IEditorBeatmap<TObject> beatmap { get; set; }
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public DrawableEditRuleset(DrawableRuleset<TObject> drawableRuleset)
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public DrawableEditRulesetWrapper(DrawableRuleset<TObject> drawableRuleset)
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{
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this.drawableRuleset = drawableRuleset;
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Edit
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private EditorBeatmap<TObject> editorBeatmap;
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private IBeatmapProcessor beatmapProcessor;
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private DrawableEditRuleset<TObject> drawableRuleset;
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private DrawableEditRulesetWrapper<TObject> drawableRulesetWrapper;
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private BlueprintContainer blueprintContainer;
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private readonly List<Container> layerContainers = new List<Container>();
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@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Edit
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{
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try
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{
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drawableRuleset = new DrawableEditRuleset<TObject>(CreateDrawableRuleset(Ruleset, workingBeatmap.Value, Array.Empty<Mod>()))
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drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, workingBeatmap.Value, Array.Empty<Mod>()))
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{
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Clock = framedClock
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};
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@ -66,10 +66,10 @@ namespace osu.Game.Rulesets.Edit
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return;
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}
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var layerBelowRuleset = drawableRuleset.CreatePlayfieldAdjustmentContainer();
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var layerBelowRuleset = drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer();
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layerBelowRuleset.Child = new EditorPlayfieldBorder { RelativeSizeAxes = Axes.Both };
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var layerAboveRuleset = drawableRuleset.CreatePlayfieldAdjustmentContainer();
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var layerAboveRuleset = drawableRulesetWrapper.CreatePlayfieldAdjustmentContainer();
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layerAboveRuleset.Child = blueprintContainer = new BlueprintContainer();
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layerContainers.Add(layerBelowRuleset);
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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.Edit
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Children = new Drawable[]
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{
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layerBelowRuleset,
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drawableRuleset,
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drawableRulesetWrapper,
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layerAboveRuleset
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}
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}
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@ -153,10 +153,10 @@ namespace osu.Game.Rulesets.Edit
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layerContainers.ForEach(l =>
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{
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l.Anchor = drawableRuleset.Playfield.Anchor;
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l.Origin = drawableRuleset.Playfield.Origin;
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l.Position = drawableRuleset.Playfield.Position;
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l.Size = drawableRuleset.Playfield.Size;
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l.Anchor = drawableRulesetWrapper.Playfield.Anchor;
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l.Origin = drawableRulesetWrapper.Playfield.Origin;
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l.Position = drawableRulesetWrapper.Playfield.Position;
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l.Size = drawableRulesetWrapper.Playfield.Size;
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});
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}
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@ -173,8 +173,8 @@ namespace osu.Game.Rulesets.Edit
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beatmapProcessor?.PostProcess();
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}
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public override IEnumerable<DrawableHitObject> HitObjects => drawableRuleset.Playfield.AllHitObjects;
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public override bool CursorInPlacementArea => drawableRuleset.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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public override IEnumerable<DrawableHitObject> HitObjects => drawableRulesetWrapper.Playfield.AllHitObjects;
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public override bool CursorInPlacementArea => drawableRulesetWrapper.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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