Remove gross autoSizingAxes and life time.

This commit is contained in:
smoogipooo
2017-06-16 13:00:08 +09:00
parent 6bfb716cc6
commit 5bac0919f0
9 changed files with 42 additions and 45 deletions

View File

@ -46,18 +46,18 @@ namespace osu.Game.Rulesets.Timing
protected override IComparer<Drawable> DepthComparer => new HitObjectReverseStartTimeComparer();
private readonly Axes autoSizingAxes;
/// <summary>
/// Axes through which this timing section scrolls. This is set from <see cref="SpeedAdjustmentContainer"/>.
/// </summary>
internal Axes ScrollingAxes;
private Cached layout = new Cached();
/// <summary>
/// Creates a new <see cref="DrawableTimingSection"/>.
/// </summary>
/// <param name="autoSizingAxes">The axes on which to auto-size to the total size of items in the container.</param>
protected DrawableTimingSection(Axes autoSizingAxes)
protected DrawableTimingSection()
{
this.autoSizingAxes = autoSizingAxes;
RelativeSizeAxes = Axes.Both;
RelativePositionAxes = Axes.Both;
}
@ -101,7 +101,7 @@ namespace osu.Game.Rulesets.Timing
float height = Children.Select(child => child.Y + child.Height).Max() - RelativeChildOffset.Y;
// Consider that width/height are time values. To have ourselves span these time values 1:1, we first need to set our size
Size = new Vector2((autoSizingAxes & Axes.X) > 0 ? width : Size.X, (autoSizingAxes & Axes.Y) > 0 ? height : Size.Y);
Size = new Vector2((ScrollingAxes & Axes.X) > 0 ? width : Size.X, (ScrollingAxes & Axes.Y) > 0 ? height : Size.Y);
// Then to make our position-space be time values again, we need our relative child size to follow our size
RelativeChildSize = Size;
});