osu/osu.Game/Skinning/Editor/SkinEditorOverlay.cs
Dean Herbert eb5db8ff03 Disable border display on skin editor to avoid crashes
This wasn't being displayed correctly anyway, so rather than fixing
let's just remove it for now.

Closes #12868.
2021-05-20 02:01:46 +09:00

100 lines
3.1 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.
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.
/// </summary>
public class SkinEditorOverlay : CompositeDrawable, IKeyBindingHandler<GlobalAction>
{
private readonly ScalingContainer target;
private SkinEditor skinEditor;
public const float VISIBLE_TARGET_SCALE = 0.8f;
[Resolved]
private OsuColour colours { get; set; }
public SkinEditorOverlay(ScalingContainer target)
{
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;
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.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);
}
else
{
target.AllowScaling = true;
target.ScaleTo(1, SkinEditor.TRANSITION_DURATION, Easing.OutQuint).OnComplete(_ => target.Masking = false);
target.MoveToX(0f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
}
}
public void OnReleased(GlobalAction action)
{
}
/// <summary>
/// Exit any existing skin editor due to the game state changing.
/// </summary>
public void Reset()
{
skinEditor?.Save();
skinEditor?.Hide();
skinEditor?.Expire();
skinEditor = null;
}
}
}