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// 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.
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using System ;
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using System.Collections.Generic ;
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using System.IO ;
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using System.Linq ;
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using System.Threading.Tasks ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Graphics.UserInterface ;
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using osu.Framework.Input.Events ;
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using osu.Framework.Testing ;
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using osu.Game.Database ;
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using osu.Game.Graphics ;
using osu.Game.Graphics.Containers ;
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using osu.Game.Graphics.Cursor ;
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using osu.Game.Graphics.UserInterface ;
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using osu.Game.Overlays ;
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using osu.Game.Screens.Edit.Components ;
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using osu.Game.Screens.Edit.Components.Menus ;
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namespace osu.Game.Skinning.Editor
{
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[Cached(typeof(SkinEditor))]
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public class SkinEditor : VisibilityContainer , ICanAcceptFiles
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{
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public const double TRANSITION_DURATION = 500 ;
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public const float MENU_HEIGHT = 40 ;
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public readonly BindableList < ISkinnableDrawable > SelectedComponents = new BindableList < ISkinnableDrawable > ( ) ;
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protected override bool StartHidden = > true ;
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private Drawable targetScreen ;
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private OsuTextFlowContainer headerText ;
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private Bindable < Skin > currentSkin ;
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[Resolved(canBeNull: true)]
private OsuGame game { get ; set ; }
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[Resolved]
private SkinManager skins { get ; set ; }
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[Resolved]
private OsuColour colours { get ; set ; }
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[Resolved]
private RealmAccess realm { get ; set ; }
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[Resolved(canBeNull: true)]
private SkinEditorOverlay skinEditorOverlay { get ; set ; }
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[Cached]
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider ( OverlayColourScheme . Blue ) ;
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private bool hasBegunMutating ;
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private Container content ;
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private EditorSidebar componentsSidebar ;
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private EditorSidebar settingsSidebar ;
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public SkinEditor ( )
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{
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}
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public SkinEditor ( Drawable targetScreen )
{
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UpdateTargetScreen ( targetScreen ) ;
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}
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[BackgroundDependencyLoader]
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private void load ( )
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{
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RelativeSizeAxes = Axes . Both ;
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InternalChild = new OsuContextMenuContainer
{
RelativeSizeAxes = Axes . Both ,
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes . Both ,
RowDimensions = new [ ]
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{
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new Dimension ( GridSizeMode . AutoSize ) ,
new Dimension ( GridSizeMode . AutoSize ) ,
new Dimension ( ) ,
} ,
Content = new [ ]
{
new Drawable [ ]
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{
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new Container
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{
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Name = "Menu container" ,
RelativeSizeAxes = Axes . X ,
Depth = float . MinValue ,
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Height = MENU_HEIGHT ,
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Children = new Drawable [ ]
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{
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new EditorMenuBar
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{
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Anchor = Anchor . CentreLeft ,
Origin = Anchor . CentreLeft ,
RelativeSizeAxes = Axes . Both ,
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Items = new [ ]
{
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new MenuItem ( "File" )
{
Items = new [ ]
{
new EditorMenuItem ( "Save" , MenuItemType . Standard , Save ) ,
new EditorMenuItem ( "Revert to default" , MenuItemType . Destructive , revert ) ,
new EditorMenuItemSpacer ( ) ,
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new EditorMenuItem ( "Exit" , MenuItemType . Standard , ( ) = > skinEditorOverlay ? . Hide ( ) ) ,
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} ,
} ,
}
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} ,
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headerText = new OsuTextFlowContainer
{
TextAnchor = Anchor . TopRight ,
Padding = new MarginPadding ( 5 ) ,
Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
AutoSizeAxes = Axes . X ,
RelativeSizeAxes = Axes . Y ,
} ,
} ,
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} ,
} ,
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new Drawable [ ]
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{
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new SkinEditorSceneLibrary
{
RelativeSizeAxes = Axes . X ,
} ,
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} ,
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new Drawable [ ]
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{
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new GridContainer
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{
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RelativeSizeAxes = Axes . Both ,
ColumnDimensions = new [ ]
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{
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new Dimension ( GridSizeMode . AutoSize ) ,
new Dimension ( ) ,
new Dimension ( GridSizeMode . AutoSize ) ,
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} ,
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Content = new [ ]
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{
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new Drawable [ ]
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{
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componentsSidebar = new EditorSidebar ( ) ,
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content = new Container
{
Depth = float . MaxValue ,
RelativeSizeAxes = Axes . Both ,
} ,
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settingsSidebar = new EditorSidebar ( ) ,
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}
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}
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}
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} ,
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}
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}
} ;
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}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
Show ( ) ;
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game ? . RegisterImportHandler ( this ) ;
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// as long as the skin editor is loaded, let's make sure we can modify the current skin.
currentSkin = skins . CurrentSkin . GetBoundCopy ( ) ;
// schedule ensures this only happens when the skin editor is visible.
// also avoid some weird endless recursion / bindable feedback loop (something to do with tracking skins across three different bindable types).
// probably something which will be factored out in a future database refactor so not too concerning for now.
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currentSkin . BindValueChanged ( skin = >
{
hasBegunMutating = false ;
Scheduler . AddOnce ( skinChanged ) ;
} , true ) ;
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SelectedComponents . BindCollectionChanged ( ( _ , __ ) = > Scheduler . AddOnce ( populateSettings ) , true ) ;
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}
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public void UpdateTargetScreen ( Drawable targetScreen )
{
this . targetScreen = targetScreen ;
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SelectedComponents . Clear ( ) ;
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// Immediately clear the previous blueprint container to ensure it doesn't try to interact with the old target.
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content ? . Clear ( ) ;
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Scheduler . AddOnce ( loadBlueprintContainer ) ;
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Scheduler . AddOnce ( populateSettings ) ;
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void loadBlueprintContainer ( )
{
content . Child = new SkinBlueprintContainer ( targetScreen ) ;
componentsSidebar . Child = new SkinComponentToolbox ( getFirstTarget ( ) as CompositeDrawable )
{
RequestPlacement = placeComponent
} ;
}
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}
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private void skinChanged ( )
{
headerText . Clear ( ) ;
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headerText . AddParagraph ( "Skin editor" , cp = > cp . Font = OsuFont . Default . With ( size : 16 ) ) ;
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headerText . NewParagraph ( ) ;
headerText . AddText ( "Currently editing " , cp = >
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{
cp . Font = OsuFont . Default . With ( size : 12 ) ;
cp . Colour = colours . Yellow ;
} ) ;
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headerText . AddText ( $"{currentSkin.Value.SkinInfo}" , cp = >
{
cp . Font = OsuFont . Default . With ( size : 12 , weight : FontWeight . Bold ) ;
cp . Colour = colours . Yellow ;
} ) ;
skins . EnsureMutableSkin ( ) ;
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hasBegunMutating = true ;
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}
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private void placeComponent ( Type type )
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{
if ( ! ( Activator . CreateInstance ( type ) is ISkinnableDrawable component ) )
throw new InvalidOperationException ( $"Attempted to instantiate a component for placement which was not an {typeof(ISkinnableDrawable)}." ) ;
placeComponent ( component ) ;
}
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private void placeComponent ( ISkinnableDrawable component , bool applyDefaults = true )
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{
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var targetContainer = getFirstTarget ( ) ;
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if ( targetContainer = = null )
return ;
var drawableComponent = ( Drawable ) component ;
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if ( applyDefaults )
{
// give newly added components a sane starting location.
drawableComponent . Origin = Anchor . TopCentre ;
drawableComponent . Anchor = Anchor . TopCentre ;
drawableComponent . Y = targetContainer . DrawSize . Y / 2 ;
}
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targetContainer . Add ( component ) ;
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SelectedComponents . Clear ( ) ;
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SelectedComponents . Add ( component ) ;
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}
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private void populateSettings ( )
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{
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settingsSidebar . Clear ( ) ;
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foreach ( var component in SelectedComponents . OfType < Drawable > ( ) )
settingsSidebar . Add ( new SkinSettingsToolbox ( component ) ) ;
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}
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private IEnumerable < ISkinnableTarget > availableTargets = > targetScreen . ChildrenOfType < ISkinnableTarget > ( ) ;
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private ISkinnableTarget getFirstTarget ( ) = > availableTargets . FirstOrDefault ( ) ;
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private ISkinnableTarget getTarget ( SkinnableTarget target )
{
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return availableTargets . FirstOrDefault ( c = > c . Target = = target ) ;
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}
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private void revert ( )
{
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ISkinnableTarget [ ] targetContainers = availableTargets . ToArray ( ) ;
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foreach ( var t in targetContainers )
{
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currentSkin . Value . ResetDrawableTarget ( t ) ;
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// add back default components
getTarget ( t . Target ) . Reload ( ) ;
}
}
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public void Save ( )
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{
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if ( ! hasBegunMutating )
return ;
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ISkinnableTarget [ ] targetContainers = availableTargets . ToArray ( ) ;
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foreach ( var t in targetContainers )
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currentSkin . Value . UpdateDrawableTarget ( t ) ;
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skins . Save ( skins . CurrentSkin . Value ) ;
}
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protected override bool OnHover ( HoverEvent e ) = > true ;
protected override bool OnMouseDown ( MouseDownEvent e ) = > true ;
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protected override void PopIn ( )
{
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this
// align animation to happen after the majority of the ScalingContainer animation completes.
. Delay ( ScalingContainer . TRANSITION_DURATION * 0.3f )
. FadeIn ( TRANSITION_DURATION , Easing . OutQuint ) ;
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}
protected override void PopOut ( )
{
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this . FadeOut ( TRANSITION_DURATION , Easing . OutQuint ) ;
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}
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public void DeleteItems ( ISkinnableDrawable [ ] items )
{
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foreach ( var item in items )
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availableTargets . FirstOrDefault ( t = > t . Components . Contains ( item ) ) ? . Remove ( item ) ;
}
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#region Drag & drop import handling
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public Task Import ( params string [ ] paths )
{
Schedule ( ( ) = >
{
var file = new FileInfo ( paths . First ( ) ) ;
// import to skin
currentSkin . Value . SkinInfo . PerformWrite ( skinInfo = >
{
using ( var contents = file . OpenRead ( ) )
skins . AddFile ( skinInfo , contents , file . Name ) ;
} ) ;
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// Even though we are 100% on an update thread, we need to wait for realm callbacks to fire (to correctly invalidate caches in RealmBackedResourceStore).
// See https://github.com/realm/realm-dotnet/discussions/2634#discussioncomment-2483573 for further discussion.
// This is the best we can do for now.
realm . Run ( r = > r . Refresh ( ) ) ;
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// place component
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var sprite = new SkinnableSprite
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{
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SpriteName = { Value = file . Name } ,
Origin = Anchor . Centre ,
Position = getFirstTarget ( ) . ToLocalSpace ( GetContainingInputManager ( ) . CurrentState . Mouse . Position ) ,
} ;
placeComponent ( sprite , false ) ;
SkinSelectionHandler . ApplyClosestAnchor ( sprite ) ;
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} ) ;
return Task . CompletedTask ;
}
public Task Import ( params ImportTask [ ] tasks ) = > throw new NotImplementedException ( ) ;
public IEnumerable < string > HandledExtensions = > new [ ] { ".jpg" , ".jpeg" , ".png" } ;
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#endregion
protected override void Dispose ( bool isDisposing )
{
base . Dispose ( isDisposing ) ;
game ? . UnregisterImportHandler ( this ) ;
}
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}
}