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

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// 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 JetBrains.Annotations;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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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;
[CanBeNull]
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private SkinEditor skinEditor;
public const float VISIBLE_TARGET_SCALE = 0.8f;
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public SkinEditorOverlay(ScalingContainer target)
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{
this.target = target;
RelativeSizeAxes = Axes.Both;
}
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
case GlobalAction.Back:
if (skinEditor?.State.Value != Visibility.Visible)
break;
Hide();
return true;
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case GlobalAction.ToggleSkinEditor:
Toggle();
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return true;
}
return false;
}
public void Toggle()
{
if (skinEditor == null)
Show();
else
skinEditor.ToggleVisibility();
}
public override void Hide()
{
// base call intentionally omitted.
skinEditor?.Hide();
}
public override void Show()
{
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// base call intentionally omitted as we have custom behaviour.
if (skinEditor != null)
{
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skinEditor.Show();
return;
}
var editor = new SkinEditor(target);
editor.State.BindValueChanged(editorVisibilityChanged);
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skinEditor = editor;
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// Schedule ensures that if `Show` is called before this overlay is loaded,
// it will not throw (LoadComponentAsync requires the load target to be in a loaded state).
Schedule(() =>
{
if (editor != skinEditor)
return;
LoadComponentAsync(editor, _ =>
{
if (editor != skinEditor)
return;
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AddInternal(editor);
});
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});
}
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private void editorVisibilityChanged(ValueChangedEvent<Visibility> visibility)
{
if (visibility.NewValue == Visibility.Visible)
{
updateMasking();
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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.AllowScaling = true;
target.ScaleTo(1, SkinEditor.TRANSITION_DURATION, Easing.OutQuint).OnComplete(_ => updateMasking());
target.MoveToX(0f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
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}
}
private void updateMasking()
{
if (skinEditor == null)
return;
target.Masking = skinEditor.State.Value == Visibility.Visible;
}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
}
/// <summary>
/// Exit any existing skin editor due to the game state changing.
/// </summary>
public void Reset()
{
skinEditor?.Save();
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skinEditor?.Hide();
skinEditor?.Expire();
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skinEditor = null;
}
}
}