// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Graphics; using osu.Framework.Testing; using osu.Game.Rulesets.Edit; using osu.Game.Screens.Edit.Compose.Components; namespace osu.Game.Skinning.Editor { public class SkinBlueprintContainer : BlueprintContainer { private readonly Drawable target; public SkinBlueprintContainer(Drawable target) { this.target = target; } protected override void LoadComplete() { base.LoadComplete(); checkForComponents(); } private void checkForComponents() { ISkinnableComponent[] skinnableComponents = target.ChildrenOfType().ToArray(); foreach (var c in skinnableComponents) AddBlueprintFor(c); // We'd hope to eventually be running this in a more sensible way, but this handles situations where new drawables become present (ie. during ongoing gameplay) // or when drawables in the target are loaded asynchronously and may not be immediately available when this BlueprintContainer is loaded. Scheduler.AddDelayed(checkForComponents, 1000); } protected override SelectionHandler CreateSelectionHandler() => new SkinSelectionHandler(); protected override SelectionBlueprint CreateBlueprintFor(ISkinnableComponent component) => new SkinBlueprint(component); } }