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mirror of https://github.com/ppy/osu.git synced 2025-03-24 09:37:19 +08:00

Fix a few missed renames

This commit is contained in:
smoogipoo 2018-11-06 18:06:34 +09:00
parent b3fa7c111b
commit 85f96ad62f
8 changed files with 28 additions and 28 deletions

View File

@ -15,6 +15,6 @@ namespace osu.Game.Rulesets.Osu.Edit
{
}
public override PlacementBlueprint CreatePlacementMask() => new HitCirclePlacementBlueprint();
public override PlacementBlueprint CreatePlacementBlueprint() => new HitCirclePlacementBlueprint();
}
}

View File

@ -15,6 +15,6 @@ namespace osu.Game.Rulesets.Osu.Edit
{
}
public override PlacementBlueprint CreatePlacementMask() => new SliderPlacementBlueprint();
public override PlacementBlueprint CreatePlacementBlueprint() => new SliderPlacementBlueprint();
}
}

View File

@ -15,6 +15,6 @@ namespace osu.Game.Rulesets.Osu.Edit
{
}
public override PlacementBlueprint CreatePlacementMask() => new SpinnerPlacementBlueprint();
public override PlacementBlueprint CreatePlacementBlueprint() => new SpinnerPlacementBlueprint();
}
}

View File

@ -16,7 +16,7 @@ using OpenTK;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A mask which governs the creation of a new <see cref="HitObject"/> to actualisation.
/// A blueprint which governs the creation of a new <see cref="HitObject"/> to actualisation.
/// </summary>
public abstract class PlacementBlueprint : CompositeDrawable, IRequireHighFrequencyMousePosition
{

View File

@ -15,7 +15,7 @@ using OpenTK;
namespace osu.Game.Rulesets.Edit
{
/// <summary>
/// A mask placed above a <see cref="DrawableHitObject"/> adding editing functionality.
/// A blueprint placed above a <see cref="DrawableHitObject"/> adding editing functionality.
/// </summary>
public class SelectionBlueprint : CompositeDrawable, IStateful<SelectionState>
{

View File

@ -12,6 +12,6 @@ namespace osu.Game.Rulesets.Edit.Tools
Name = name;
}
public abstract PlacementBlueprint CreatePlacementMask();
public abstract PlacementBlueprint CreatePlacementBlueprint();
}
}

View File

@ -125,7 +125,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
{
placementBlueprintContainer.Clear();
var blueprint = CurrentTool?.CreatePlacementMask();
var blueprint = CurrentTool?.CreatePlacementBlueprint();
if (blueprint != null)
placementBlueprintContainer.Child = blueprint;
}

View File

@ -25,7 +25,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
{
public const float BORDER_RADIUS = 2;
private readonly List<SelectionBlueprint> selectedMasks;
private readonly List<SelectionBlueprint> selectedBlueprints;
private Drawable outline;
@ -34,7 +34,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
public SelectionBox()
{
selectedMasks = new List<SelectionBlueprint>();
selectedBlueprints = new List<SelectionBlueprint>();
RelativeSizeAxes = Axes.Both;
AlwaysPresent = true;
@ -64,9 +64,9 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
{
// Todo: Various forms of snapping
foreach (var mask in selectedMasks)
foreach (var blueprint in selectedBlueprints)
{
switch (mask.HitObject.HitObject)
switch (blueprint.HitObject.HitObject)
{
case IHasEditablePosition editablePosition:
editablePosition.OffsetPosition(delta);
@ -83,7 +83,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
switch (e.Key)
{
case Key.Delete:
foreach (var h in selectedMasks.ToList())
foreach (var h in selectedBlueprints.ToList())
placementHandler.Delete(h.HitObject.HitObject);
return true;
}
@ -96,33 +96,33 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
#region Selection Handling
/// <summary>
/// Bind an action to deselect all selected masks.
/// Bind an action to deselect all selected blueprints.
/// </summary>
public Action DeselectAll { private get; set; }
/// <summary>
/// Handle a mask becoming selected.
/// Handle a blueprint becoming selected.
/// </summary>
/// <param name="blueprint">The mask.</param>
public void HandleSelected(SelectionBlueprint blueprint) => selectedMasks.Add(blueprint);
/// <param name="blueprint">The blueprint.</param>
public void HandleSelected(SelectionBlueprint blueprint) => selectedBlueprints.Add(blueprint);
/// <summary>
/// Handle a mask becoming deselected.
/// Handle a blueprint becoming deselected.
/// </summary>
/// <param name="blueprint">The mask.</param>
/// <param name="blueprint">The blueprint.</param>
public void HandleDeselected(SelectionBlueprint blueprint)
{
selectedMasks.Remove(blueprint);
selectedBlueprints.Remove(blueprint);
// We don't want to update visibility if > 0, since we may be deselecting masks during drag-selection
if (selectedMasks.Count == 0)
// We don't want to update visibility if > 0, since we may be deselecting blueprints during drag-selection
if (selectedBlueprints.Count == 0)
UpdateVisibility();
}
/// <summary>
/// Handle a mask requesting selection.
/// Handle a blueprint requesting selection.
/// </summary>
/// <param name="blueprint">The mask.</param>
/// <param name="blueprint">The blueprint.</param>
public void HandleSelectionRequested(SelectionBlueprint blueprint, InputState state)
{
if (state.Keyboard.ControlPressed)
@ -151,7 +151,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
/// </summary>
internal void UpdateVisibility()
{
if (selectedMasks.Count > 0)
if (selectedBlueprints.Count > 0)
Show();
else
Hide();
@ -161,7 +161,7 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
{
base.Update();
if (selectedMasks.Count == 0)
if (selectedBlueprints.Count == 0)
return;
// Move the rectangle to cover the hitobjects
@ -170,10 +170,10 @@ namespace osu.Game.Screens.Edit.Screens.Compose.Layers
bool hasSelection = false;
foreach (var mask in selectedMasks)
foreach (var blueprint in selectedBlueprints)
{
topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(mask.SelectionQuad.TopLeft));
bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(mask.SelectionQuad.BottomRight));
topLeft = Vector2.ComponentMin(topLeft, ToLocalSpace(blueprint.SelectionQuad.TopLeft));
bottomRight = Vector2.ComponentMax(bottomRight, ToLocalSpace(blueprint.SelectionQuad.BottomRight));
}
topLeft -= new Vector2(5);