osu/osu.Game/Skinning/Editor/SkinEditorOverlay.cs

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2021-04-29 08:20:22 +00:00
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
namespace osu.Game.Skinning.Editor
{
/// <summary>
/// A container which handles loading a skin editor on user request for a specified target.
/// This also handles the scaling / positioning adjustment of the target.
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/// </summary>
public class SkinEditorOverlay : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
private readonly ScalingContainer target;
private SkinEditor skinEditor;
public const float VISIBLE_TARGET_SCALE = 0.8f;
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[Resolved]
private OsuColour colours { get; set; }
public SkinEditorOverlay(ScalingContainer target)
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{
this.target = target;
RelativeSizeAxes = Axes.Both;
}
public bool OnPressed(GlobalAction action)
{
switch (action)
{
case GlobalAction.Back:
if (skinEditor?.State.Value == Visibility.Visible)
{
skinEditor.ToggleVisibility();
return true;
}
break;
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case GlobalAction.ToggleSkinEditor:
if (skinEditor == null)
{
LoadComponentAsync(skinEditor = new SkinEditor(target), AddInternal);
skinEditor.State.BindValueChanged(editorVisibilityChanged);
}
else
skinEditor.ToggleVisibility();
return true;
}
return false;
}
private void editorVisibilityChanged(ValueChangedEvent<Visibility> visibility)
{
if (visibility.NewValue == Visibility.Visible)
{
target.Masking = true;
target.BorderThickness = 5;
target.BorderColour = colours.Yellow;
target.AllowScaling = false;
target.RelativePositionAxes = Axes.Both;
target.ScaleTo(VISIBLE_TARGET_SCALE, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
target.MoveToX(0.095f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
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}
else
{
target.BorderThickness = 0;
target.AllowScaling = true;
target.ScaleTo(1, SkinEditor.TRANSITION_DURATION, Easing.OutQuint).OnComplete(_ => target.Masking = false);
target.MoveToX(0f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
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}
}
public void OnReleased(GlobalAction action)
{
}
/// <summary>
/// Exit any existing skin editor due to the game state changing.
/// </summary>
public void Reset()
{
skinEditor?.Hide();
skinEditor?.Expire();
skinEditor = null;
}
}
}