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Rename variables to match
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@ -6,7 +6,6 @@ using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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@ -144,8 +143,8 @@ namespace osu.Game.Rulesets.Edit
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.Select(t => new RadioButton(t.Name, () => toolSelected(t), t.CreateIcon))
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.ToList();
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Toggles = CreateToggles().ToArray();
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togglesCollection.AddRange(Toggles.Select(b => new DrawableTernaryButton(b)));
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TernaryStates = CreateTernaryButtons().ToArray();
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togglesCollection.AddRange(TernaryStates.Select(b => new DrawableTernaryButton(b)));
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setSelectTool();
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@ -175,12 +174,14 @@ namespace osu.Game.Rulesets.Edit
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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/// <summary>
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/// A collection of toggles which will be displayed to the user.
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/// The display name will be decided by <see cref="Bindable{T}.Description"/>.
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/// A collection of states which will be displayed to the user in the toolbox.
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/// </summary>
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public TernaryButton[] Toggles { get; private set; }
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public TernaryButton[] TernaryStates { get; private set; }
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protected virtual IEnumerable<TernaryButton> CreateToggles() => BlueprintContainer.Toggles;
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/// <summary>
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/// Create all ternary states required to be displayed to the user.
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/// </summary>
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protected virtual IEnumerable<TernaryButton> CreateTernaryButtons() => BlueprintContainer.TernaryStates;
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/// <summary>
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/// Construct a relevant blueprint container. This will manage hitobject selection/placement input handling and display logic.
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