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Remove drag from class/method namings + refactor
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@ -4,7 +4,6 @@
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Timing;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Mania.Edit.Blueprints;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.UI;
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@ -30,16 +29,16 @@ namespace osu.Game.Rulesets.Mania.Edit
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editorClock = clock;
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}
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public override void HandleDrag(SelectionBlueprint blueprint, SelectionDragEvent dragEvent)
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public override void HandleMovement(MoveSelectionEvent moveEvent)
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{
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var maniaBlueprint = (ManiaSelectionBlueprint)blueprint;
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var maniaBlueprint = (ManiaSelectionBlueprint)moveEvent.Blueprint;
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int lastColumn = maniaBlueprint.HitObject.HitObject.Column;
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adjustOrigins(maniaBlueprint);
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performDragMovement(dragEvent);
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performColumnMovement(lastColumn, dragEvent);
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performDragMovement(moveEvent);
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performColumnMovement(lastColumn, moveEvent);
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base.HandleDrag(blueprint, dragEvent);
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base.HandleMovement(moveEvent);
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}
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/// <summary>
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@ -64,7 +63,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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b.HitObject.Y += movementDelta;
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}
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private void performDragMovement(SelectionDragEvent dragEvent)
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private void performDragMovement(MoveSelectionEvent moveEvent)
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{
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foreach (var b in SelectedBlueprints)
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{
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@ -74,7 +73,7 @@ namespace osu.Game.Rulesets.Mania.Edit
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// Using the hitobject position is required since AdjustPosition can be invoked multiple times per frame
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// without the position having been updated by the parenting ScrollingHitObjectContainer
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hitObject.Y += dragEvent.InstantDragDelta.Y;
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hitObject.Y += moveEvent.InstantDelta.Y;
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float targetPosition;
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@ -96,9 +95,9 @@ namespace osu.Game.Rulesets.Mania.Edit
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}
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}
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private void performColumnMovement(int lastColumn, SelectionDragEvent dragEvent)
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private void performColumnMovement(int lastColumn, MoveSelectionEvent moveEvent)
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{
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var currentColumn = composer.ColumnAt(dragEvent.ScreenSpaceDragPosition);
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var currentColumn = composer.ColumnAt(moveEvent.ScreenSpacePosition);
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if (currentColumn == null)
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return;
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