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Disable beatmap skinning when entering the skin editor
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parent
c815f8cd23
commit
d7b486e2ac
@ -3,16 +3,19 @@
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using System.Diagnostics;
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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.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.Configuration;
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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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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Overlays.SkinEditor
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@ -45,6 +48,12 @@ namespace osu.Game.Overlays.SkinEditor
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.BeatmapSkins, beatmapSkins);
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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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@ -146,6 +155,8 @@ namespace osu.Game.Overlays.SkinEditor
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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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try
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{
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lastTargetScreen = screen;
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@ -159,6 +170,11 @@ namespace osu.Game.Overlays.SkinEditor
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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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finally
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{
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globallyReenableBeatmapSkinSetting();
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}
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}
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private void setTarget(OsuScreen? target)
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{
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@ -173,6 +189,9 @@ namespace osu.Game.Overlays.SkinEditor
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return;
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}
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if (target is Player)
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globallyDisableBeatmapSkinSetting();
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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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@ -182,5 +201,30 @@ namespace osu.Game.Overlays.SkinEditor
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skinEditor = null;
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}
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}
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private readonly Bindable<bool> beatmapSkins = new Bindable<bool>();
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private bool beatmapSkinsOriginalState;
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private void globallyDisableBeatmapSkinSetting()
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{
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if (beatmapSkins.Disabled)
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return;
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// The skin editor doesn't work well if beatmap skins are being applied to the player screen.
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// To keep things simple, disable the setting game-wide while using the skin editor.
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beatmapSkinsOriginalState = beatmapSkins.Value;
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beatmapSkins.Value = false;
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beatmapSkins.Disabled = true;
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}
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private void globallyReenableBeatmapSkinSetting()
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{
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if (!beatmapSkins.Disabled)
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return;
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beatmapSkins.Disabled = false;
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beatmapSkins.Value = beatmapSkinsOriginalState;
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}
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}
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}
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