osu/osu.Game/Skinning/Editor/SkinBlueprintContainer.cs

164 lines
5.4 KiB
C#

// 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.
#nullable disable
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens;
using osu.Game.Screens.Edit.Compose.Components;
using osuTK;
using osuTK.Input;
namespace osu.Game.Skinning.Editor
{
public partial class SkinBlueprintContainer : BlueprintContainer<ISkinnableDrawable>
{
private readonly Drawable target;
private readonly List<BindableList<ISkinnableDrawable>> targetComponents = new List<BindableList<ISkinnableDrawable>>();
[Resolved]
private SkinEditor editor { get; set; }
public SkinBlueprintContainer(Drawable target)
{
this.target = target;
}
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItems.BindTo(editor.SelectedComponents);
// track each target container on the current screen.
var targetContainers = target.ChildrenOfType<ISkinnableTarget>().ToArray();
if (targetContainers.Length == 0)
{
string targetScreen = target.ChildrenOfType<Screen>().LastOrDefault()?.GetType().Name ?? "this screen";
AddInternal(new ScreenWhiteBox.UnderConstructionMessage(targetScreen, "doesn't support skin customisation just yet."));
return;
}
foreach (var targetContainer in targetContainers)
{
var bindableList = new BindableList<ISkinnableDrawable> { BindTarget = targetContainer.Components };
bindableList.BindCollectionChanged(componentsChanged, true);
targetComponents.Add(bindableList);
}
}
private void componentsChanged(object sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
{
switch (e.Action)
{
case NotifyCollectionChangedAction.Add:
Debug.Assert(e.NewItems != null);
foreach (var item in e.NewItems.Cast<ISkinnableDrawable>())
AddBlueprintFor(item);
break;
case NotifyCollectionChangedAction.Remove:
case NotifyCollectionChangedAction.Reset:
Debug.Assert(e.OldItems != null);
foreach (var item in e.OldItems.Cast<ISkinnableDrawable>())
RemoveBlueprintFor(item);
break;
case NotifyCollectionChangedAction.Replace:
Debug.Assert(e.NewItems != null);
Debug.Assert(e.OldItems != null);
foreach (var item in e.OldItems.Cast<ISkinnableDrawable>())
RemoveBlueprintFor(item);
foreach (var item in e.NewItems.Cast<ISkinnableDrawable>())
AddBlueprintFor(item);
break;
}
});
protected override void AddBlueprintFor(ISkinnableDrawable item)
{
if (!item.IsEditable)
return;
base.AddBlueprintFor(item);
}
protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.Left:
moveSelection(new Vector2(-1, 0));
return true;
case Key.Right:
moveSelection(new Vector2(1, 0));
return true;
case Key.Up:
moveSelection(new Vector2(0, -1));
return true;
case Key.Down:
moveSelection(new Vector2(0, 1));
return true;
}
return false;
}
protected override void SelectAll()
{
SelectedItems.AddRange(targetComponents.SelectMany(list => list).Except(SelectedItems).ToArray());
}
/// <summary>
/// Move the current selection spatially by the specified delta, in screen coordinates (ie. the same coordinates as the blueprints).
/// </summary>
/// <param name="delta"></param>
private void moveSelection(Vector2 delta)
{
var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault();
if (firstBlueprint == null)
return;
// convert to game space coordinates
delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
SelectionHandler.HandleMovement(new MoveSelectionEvent<ISkinnableDrawable>(firstBlueprint, delta));
}
protected override SelectionHandler<ISkinnableDrawable> CreateSelectionHandler() => new SkinSelectionHandler();
protected override SelectionBlueprint<ISkinnableDrawable> CreateBlueprintFor(ISkinnableDrawable component)
=> new SkinBlueprint(component);
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
foreach (var list in targetComponents)
list.UnbindAll();
}
}
}