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Merge pull request #17217 from peppy/skin-editor-reload-on-scene-change

Refactor `SkinEditor` to support switching target screens without full reload
This commit is contained in:
Dan Balasescu 2022-03-14 18:02:01 +09:00 committed by GitHub
commit fd93b42630
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 58 additions and 19 deletions

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@ -1140,10 +1140,8 @@ namespace osu.Game
MenuCursorContainer.CanShowCursor = (ScreenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
}
protected virtual void ScreenChanged(IScreen current, IScreen newScreen)
private void screenChanged(IScreen current, IScreen newScreen)
{
skinEditor.Reset();
switch (newScreen)
{
case IntroScreen intro:
@ -1185,13 +1183,15 @@ namespace osu.Game
else
BackButton.Hide();
}
skinEditor.SetTarget((Screen)newScreen);
}
private void screenPushed(IScreen lastScreen, IScreen newScreen) => ScreenChanged(lastScreen, newScreen);
private void screenPushed(IScreen lastScreen, IScreen newScreen) => screenChanged(lastScreen, newScreen);
private void screenExited(IScreen lastScreen, IScreen newScreen)
{
ScreenChanged(lastScreen, newScreen);
screenChanged(lastScreen, newScreen);
if (newScreen == null)
Exit();

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@ -28,7 +28,7 @@ namespace osu.Game.Skinning.Editor
protected override bool StartHidden => true;
private readonly Drawable targetScreen;
private Drawable targetScreen;
private OsuTextFlowContainer headerText;
@ -42,11 +42,13 @@ namespace osu.Game.Skinning.Editor
private bool hasBegunMutating;
private Container content;
public SkinEditor(Drawable targetScreen)
{
this.targetScreen = targetScreen;
RelativeSizeAxes = Axes.Both;
UpdateTargetScreen(targetScreen);
}
[BackgroundDependencyLoader]
@ -113,13 +115,9 @@ namespace osu.Game.Skinning.Editor
Origin = Anchor.CentreLeft,
RequestPlacement = placeComponent
},
new Container
content = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new SkinBlueprintContainer(targetScreen),
}
},
}
}
@ -147,6 +145,21 @@ namespace osu.Game.Skinning.Editor
}, true);
}
public void UpdateTargetScreen(Drawable targetScreen)
{
this.targetScreen = targetScreen;
Scheduler.AddOnce(loadBlueprintContainer);
void loadBlueprintContainer()
{
content.Children = new Drawable[]
{
new SkinBlueprintContainer(targetScreen),
};
}
}
private void skinChanged()
{
headerText.Clear();

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@ -1,6 +1,7 @@
// 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.
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -8,6 +9,7 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Screens;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
@ -114,15 +116,39 @@ namespace osu.Game.Skinning.Editor
}
/// <summary>
/// Exit any existing skin editor due to the game state changing.
/// Set a new target screen which will be used to find skinnable components.
/// </summary>
public void Reset()
public void SetTarget(Screen screen)
{
skinEditor?.Save();
skinEditor?.Hide();
skinEditor?.Expire();
if (skinEditor == null) return;
skinEditor = null;
skinEditor.Save();
// AddOnce with parameter will ensure the newest target is loaded if there is any overlap.
Scheduler.AddOnce(setTarget, screen);
}
private void setTarget(Screen target)
{
Debug.Assert(skinEditor != null);
if (!target.IsCurrentScreen())
return;
if (!target.IsLoaded)
{
Scheduler.AddOnce(setTarget, target);
return;
}
if (skinEditor.State.Value == Visibility.Visible)
skinEditor.UpdateTargetScreen(target);
else
{
skinEditor.Hide();
skinEditor.Expire();
skinEditor = null;
}
}
}
}