mirror of https://github.com/ppy/osu
149 lines
4.2 KiB
C#
149 lines
4.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.Screens;
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namespace osu.Game.Skinning.Editor
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{
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/// <summary>
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/// A container which handles loading a skin editor on user request for a specified target.
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/// This also handles the scaling / positioning adjustment of the target.
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/// </summary>
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public class SkinEditorOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
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{
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private readonly ScalingContainer scalingContainer;
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protected override bool BlockNonPositionalInput => true;
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[CanBeNull]
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private SkinEditor skinEditor;
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[Resolved(canBeNull: true)]
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private OsuGame game { get; set; }
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private OsuScreen lastTargetScreen;
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public SkinEditorOverlay(ScalingContainer scalingContainer)
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{
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this.scalingContainer = scalingContainer;
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RelativeSizeAxes = Axes.Both;
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}
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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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{
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case GlobalAction.Back:
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if (skinEditor?.State.Value != Visibility.Visible)
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break;
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Hide();
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return true;
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}
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return false;
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}
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protected override void PopIn()
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{
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if (skinEditor != null)
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{
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skinEditor.Show();
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return;
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}
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var editor = new SkinEditor();
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editor.State.BindValueChanged(visibility => updateComponentVisibility());
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skinEditor = editor;
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LoadComponentAsync(editor, _ =>
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{
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if (editor != skinEditor)
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return;
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AddInternal(editor);
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SetTarget(lastTargetScreen);
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});
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}
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protected override void PopOut() => skinEditor?.Hide();
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private void updateComponentVisibility()
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{
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Debug.Assert(skinEditor != null);
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const float toolbar_padding_requirement = 0.18f;
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if (skinEditor.State.Value == Visibility.Visible)
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{
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scalingContainer.SetCustomRect(new RectangleF(toolbar_padding_requirement, 0.2f, 0.8f - toolbar_padding_requirement, 0.7f), true);
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game?.Toolbar.Hide();
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game?.CloseAllOverlays();
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}
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else
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{
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scalingContainer.SetCustomRect(null);
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if (lastTargetScreen?.HideOverlaysOnEnter != true)
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game?.Toolbar.Show();
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}
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}
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public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
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{
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}
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/// <summary>
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/// Set a new target screen which will be used to find skinnable components.
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/// </summary>
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public void SetTarget(OsuScreen screen)
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{
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lastTargetScreen = screen;
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if (skinEditor == null) return;
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skinEditor.Save();
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// ensure the toolbar is re-hidden even if a new screen decides to try and show it.
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updateComponentVisibility();
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// AddOnce with parameter will ensure the newest target is loaded if there is any overlap.
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Scheduler.AddOnce(setTarget, screen);
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}
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private void setTarget(OsuScreen target)
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{
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Debug.Assert(skinEditor != null);
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if (!target.IsLoaded)
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{
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Scheduler.AddOnce(setTarget, target);
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return;
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}
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if (skinEditor.State.Value == Visibility.Visible)
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skinEditor.UpdateTargetScreen(target);
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else
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{
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skinEditor.Hide();
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skinEditor.Expire();
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skinEditor = null;
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}
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}
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}
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}
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