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https://github.com/osukey/osukey.git
synced 2025-07-03 01:09:57 +09:00
Rename all remaining cases
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@ -345,22 +345,22 @@ namespace osu.Game.Screens.Select
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/// </summary>
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protected abstract BeatmapDetailArea CreateBeatmapDetailArea();
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public void Edit(BeatmapInfo beatmap = null)
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public void Edit(BeatmapInfo beatmapInfo = null)
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{
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if (!AllowEditing)
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throw new InvalidOperationException($"Attempted to edit when {nameof(AllowEditing)} is disabled");
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap ?? beatmapNoDebounce);
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmapInfo ?? beatmapInfoNoDebounce);
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this.Push(new EditorLoader());
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}
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/// <summary>
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/// Call to make a selection and perform the default action for this SongSelect.
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/// </summary>
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/// <param name="beatmap">An optional beatmap to override the current carousel selection.</param>
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/// <param name="beatmapInfo">An optional beatmap to override the current carousel selection.</param>
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/// <param name="ruleset">An optional ruleset to override the current carousel selection.</param>
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/// <param name="customStartAction">An optional custom action to perform instead of <see cref="OnStart"/>.</param>
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public void FinaliseSelection(BeatmapInfo beatmap = null, RulesetInfo ruleset = null, Action customStartAction = null)
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public void FinaliseSelection(BeatmapInfo beatmapInfo = null, RulesetInfo ruleset = null, Action customStartAction = null)
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{
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// This is very important as we have not yet bound to screen-level bindables before the carousel load is completed.
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if (!Carousel.BeatmapSetsLoaded)
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@ -379,8 +379,8 @@ namespace osu.Game.Screens.Select
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// this could happen via a user interaction while the carousel is still in a loading state.
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if (Carousel.SelectedBeatmapInfo == null) return;
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if (beatmap != null)
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Carousel.SelectBeatmap(beatmap);
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if (beatmapInfo != null)
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Carousel.SelectBeatmap(beatmapInfo);
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if (selectionChangedDebounce?.Completed == false)
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{
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@ -435,18 +435,18 @@ namespace osu.Game.Screens.Select
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}
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// We need to keep track of the last selected beatmap ignoring debounce to play the correct selection sounds.
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private BeatmapInfo beatmapNoDebounce;
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private BeatmapInfo beatmapInfoNoDebounce;
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private RulesetInfo rulesetNoDebounce;
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private void updateSelectedBeatmap(BeatmapInfo beatmap)
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private void updateSelectedBeatmap(BeatmapInfo beatmapInfo)
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{
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if (beatmap == null && beatmapNoDebounce == null)
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if (beatmapInfo == null && beatmapInfoNoDebounce == null)
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return;
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if (beatmap?.Equals(beatmapNoDebounce) == true)
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if (beatmapInfo?.Equals(beatmapInfoNoDebounce) == true)
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return;
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beatmapNoDebounce = beatmap;
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beatmapInfoNoDebounce = beatmapInfo;
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performUpdateSelected();
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}
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@ -467,12 +467,12 @@ namespace osu.Game.Screens.Select
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/// </summary>
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private void performUpdateSelected()
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{
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var beatmap = beatmapNoDebounce;
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var beatmap = beatmapInfoNoDebounce;
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var ruleset = rulesetNoDebounce;
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selectionChangedDebounce?.Cancel();
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if (beatmapNoDebounce == null)
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if (beatmapInfoNoDebounce == null)
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run();
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else
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selectionChangedDebounce = Scheduler.AddDelayed(run, 200);
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@ -803,11 +803,11 @@ namespace osu.Game.Screens.Select
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dialogOverlay?.Push(new BeatmapDeleteDialog(beatmap));
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}
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private void clearScores(BeatmapInfo beatmap)
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private void clearScores(BeatmapInfo beatmapInfo)
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{
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if (beatmap == null || beatmap.ID <= 0) return;
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if (beatmapInfo == null || beatmapInfo.ID <= 0) return;
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dialogOverlay?.Push(new BeatmapClearScoresDialog(beatmap, () =>
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dialogOverlay?.Push(new BeatmapClearScoresDialog(beatmapInfo, () =>
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// schedule done here rather than inside the dialog as the dialog may fade out and never callback.
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Schedule(() => BeatmapDetails.Refresh())));
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}
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