mirror of https://github.com/ppy/osu
144 lines
4.1 KiB
C#
144 lines
4.1 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 JetBrains.Annotations;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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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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 : CompositeDrawable, IKeyBindingHandler<GlobalAction>
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{
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private readonly ScalingContainer target;
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[CanBeNull]
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private SkinEditor skinEditor;
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public const float VISIBLE_TARGET_SCALE = 0.8f;
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public SkinEditorOverlay(ScalingContainer target)
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{
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this.target = target;
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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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case GlobalAction.ToggleSkinEditor:
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Toggle();
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return true;
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}
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return false;
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}
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public void Toggle()
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{
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if (skinEditor == null)
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Show();
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else
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skinEditor.ToggleVisibility();
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}
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public override void Hide()
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{
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// base call intentionally omitted.
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skinEditor?.Hide();
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}
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public override void Show()
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{
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// base call intentionally omitted as we have custom behaviour.
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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(target);
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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,
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// it will not throw (LoadComponentAsync requires the load target to be in a loaded state).
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Schedule(() =>
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{
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if (editor != skinEditor)
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return;
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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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});
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});
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}
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private void editorVisibilityChanged(ValueChangedEvent<Visibility> visibility)
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{
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if (visibility.NewValue == Visibility.Visible)
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{
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updateMasking();
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target.AllowScaling = false;
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target.RelativePositionAxes = Axes.Both;
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target.ScaleTo(VISIBLE_TARGET_SCALE, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
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target.MoveToX(0.095f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
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}
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else
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{
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target.AllowScaling = true;
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target.ScaleTo(1, SkinEditor.TRANSITION_DURATION, Easing.OutQuint).OnComplete(_ => updateMasking());
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target.MoveToX(0f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint);
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}
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}
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private void updateMasking()
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{
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if (skinEditor == null)
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return;
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target.Masking = skinEditor.State.Value == Visibility.Visible;
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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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/// Exit any existing skin editor due to the game state changing.
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/// </summary>
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public void Reset()
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{
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skinEditor?.Save();
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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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