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Merge pull request #17704 from peppy/bindable-safety-skin-editor
Fix multiple issues with bindable safety in `SkinEditor` components
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commit
d256bd2cc7
@ -21,21 +21,20 @@ namespace osu.Game.Skinning.Editor
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private readonly List<BindableList<ISkinnableDrawable>> targetComponents = new List<BindableList<ISkinnableDrawable>>();
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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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[BackgroundDependencyLoader(true)]
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private void load(SkinEditor editor)
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{
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SelectedItems.BindTo(editor.SelectedComponents);
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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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@ -56,7 +55,7 @@ namespace osu.Game.Skinning.Editor
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}
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}
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private void componentsChanged(object sender, NotifyCollectionChangedEventArgs e)
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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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@ -79,7 +78,7 @@ namespace osu.Game.Skinning.Editor
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AddBlueprintFor(item);
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break;
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}
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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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@ -93,5 +92,13 @@ namespace osu.Game.Skinning.Editor
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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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@ -203,6 +203,9 @@ namespace osu.Game.Skinning.Editor
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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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