2021-04-28 14:14:48 +08:00
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// 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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2022-06-17 15:37:17 +08:00
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#nullable disable
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2021-05-11 16:49:00 +08:00
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using System.Collections.Generic;
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using System.Collections.Specialized;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens;
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using osu.Game.Screens.Edit.Compose.Components;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Skinning.Editor
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{
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2022-11-24 13:32:20 +08:00
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public partial class SkinBlueprintContainer : BlueprintContainer<ISkinnableDrawable>
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{
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private readonly Drawable target;
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private readonly List<BindableList<ISkinnableDrawable>> targetComponents = new List<BindableList<ISkinnableDrawable>>();
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2021-05-13 12:03:23 +08:00
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2022-04-07 18:12:10 +08:00
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[Resolved]
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private SkinEditor editor { get; set; }
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public SkinBlueprintContainer(Drawable target)
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{
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this.target = target;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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SelectedItems.BindTo(editor.SelectedComponents);
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// track each target container on the current screen.
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var targetContainers = target.ChildrenOfType<ISkinnableTarget>().ToArray();
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if (targetContainers.Length == 0)
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{
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string targetScreen = target.ChildrenOfType<Screen>().LastOrDefault()?.GetType().Name ?? "this screen";
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AddInternal(new ScreenWhiteBox.UnderConstructionMessage(targetScreen, "doesn't support skin customisation just yet."));
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return;
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}
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foreach (var targetContainer in targetContainers)
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{
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var bindableList = new BindableList<ISkinnableDrawable> { BindTarget = targetContainer.Components };
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bindableList.BindCollectionChanged(componentsChanged, true);
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targetComponents.Add(bindableList);
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}
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}
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private void componentsChanged(object sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
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{
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switch (e.Action)
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{
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case NotifyCollectionChangedAction.Add:
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foreach (var item in e.NewItems.Cast<ISkinnableDrawable>())
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AddBlueprintFor(item);
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break;
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case NotifyCollectionChangedAction.Remove:
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case NotifyCollectionChangedAction.Reset:
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foreach (var item in e.OldItems.Cast<ISkinnableDrawable>())
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RemoveBlueprintFor(item);
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break;
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case NotifyCollectionChangedAction.Replace:
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foreach (var item in e.OldItems.Cast<ISkinnableDrawable>())
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RemoveBlueprintFor(item);
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foreach (var item in e.NewItems.Cast<ISkinnableDrawable>())
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AddBlueprintFor(item);
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break;
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}
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});
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protected override void AddBlueprintFor(ISkinnableDrawable item)
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{
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if (!item.IsEditable)
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return;
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base.AddBlueprintFor(item);
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}
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2022-09-08 23:14:34 +08:00
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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moveSelection(new Vector2(-1, 0));
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return true;
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case Key.Right:
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moveSelection(new Vector2(1, 0));
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return true;
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case Key.Up:
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moveSelection(new Vector2(0, -1));
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return true;
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case Key.Down:
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moveSelection(new Vector2(0, 1));
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return true;
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}
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return false;
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}
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2022-10-06 12:50:56 +08:00
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protected override void SelectAll()
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{
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SelectedItems.AddRange(targetComponents.SelectMany(list => list).Except(SelectedItems).ToArray());
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}
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/// <summary>
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/// Move the current selection spatially by the specified delta, in screen coordinates (ie. the same coordinates as the blueprints).
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/// </summary>
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/// <param name="delta"></param>
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private void moveSelection(Vector2 delta)
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{
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var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault();
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if (firstBlueprint == null)
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return;
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// convert to game space coordinates
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delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
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SelectionHandler.HandleMovement(new MoveSelectionEvent<ISkinnableDrawable>(firstBlueprint, delta));
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}
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protected override SelectionHandler<ISkinnableDrawable> CreateSelectionHandler() => new SkinSelectionHandler();
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protected override SelectionBlueprint<ISkinnableDrawable> CreateBlueprintFor(ISkinnableDrawable component)
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=> new SkinBlueprint(component);
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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foreach (var list in targetComponents)
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list.UnbindAll();
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}
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}
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}
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