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Rename RulesetContainer to DrawableRuleset
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Edit
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{
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public abstract class HitObjectComposer : CompositeDrawable
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{
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public IEnumerable<DrawableHitObject> HitObjects => RulesetContainer.Playfield.AllHitObjects;
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public IEnumerable<DrawableHitObject> HitObjects => DrawableRuleset.Playfield.AllHitObjects;
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protected readonly Ruleset Ruleset;
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Edit
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private readonly List<Container> layerContainers = new List<Container>();
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protected EditRulesetContainer RulesetContainer { get; private set; }
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protected EditDrawableRuleset DrawableRuleset { get; private set; }
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private BlueprintContainer blueprintContainer;
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@ -54,8 +54,8 @@ namespace osu.Game.Rulesets.Edit
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try
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{
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RulesetContainer = CreateRulesetContainer();
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RulesetContainer.Clock = framedClock;
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DrawableRuleset = CreateDrawableRuleset();
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DrawableRuleset.Clock = framedClock;
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}
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catch (Exception e)
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{
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@ -97,7 +97,7 @@ 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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RulesetContainer,
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DrawableRuleset,
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layerAboveRuleset
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}
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}
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@ -140,27 +140,27 @@ namespace osu.Game.Rulesets.Edit
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layerContainers.ForEach(l =>
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{
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l.Anchor = RulesetContainer.Playfield.Anchor;
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l.Origin = RulesetContainer.Playfield.Origin;
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l.Position = RulesetContainer.Playfield.Position;
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l.Size = RulesetContainer.Playfield.Size;
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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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});
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}
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/// <summary>
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/// Whether the user's cursor is currently in an area of the <see cref="HitObjectComposer"/> that is valid for placement.
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/// </summary>
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public virtual bool CursorInPlacementArea => RulesetContainer.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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public virtual bool CursorInPlacementArea => DrawableRuleset.Playfield.ReceivePositionalInputAt(inputManager.CurrentState.Mouse.Position);
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/// <summary>
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/// Adds a <see cref="HitObject"/> to the <see cref="Beatmaps.Beatmap"/> and visualises it.
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/// </summary>
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/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
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public void Add(HitObject hitObject) => blueprintContainer.AddBlueprintFor(RulesetContainer.Add(hitObject));
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public void Add(HitObject hitObject) => blueprintContainer.AddBlueprintFor(DrawableRuleset.Add(hitObject));
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public void Remove(HitObject hitObject) => blueprintContainer.RemoveBlueprintFor(RulesetContainer.Remove(hitObject));
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public void Remove(HitObject hitObject) => blueprintContainer.RemoveBlueprintFor(DrawableRuleset.Remove(hitObject));
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internal abstract EditRulesetContainer CreateRulesetContainer();
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internal abstract EditDrawableRuleset CreateDrawableRuleset();
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protected abstract IReadOnlyList<HitObjectCompositionTool> CompositionTools { get; }
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@ -189,9 +189,9 @@ namespace osu.Game.Rulesets.Edit
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{
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}
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internal override EditRulesetContainer CreateRulesetContainer()
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=> new EditRulesetContainer<TObject>(CreateRulesetContainer(Ruleset, Beatmap.Value));
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internal override EditDrawableRuleset CreateDrawableRuleset()
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=> new EditDrawableRuleset<TObject>(CreateDrawableRuleset(Ruleset, Beatmap.Value));
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protected abstract RulesetContainer<TObject> CreateRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap);
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protected abstract DrawableRuleset<TObject> CreateDrawableRuleset(Ruleset ruleset, WorkingBeatmap beatmap);
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}
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}
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