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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
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commit
fd93b42630
@ -1140,10 +1140,8 @@ namespace osu.Game
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MenuCursorContainer.CanShowCursor = (ScreenStack.CurrentScreen as IOsuScreen)?.CursorVisible ?? false;
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}
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protected virtual void ScreenChanged(IScreen current, IScreen newScreen)
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private void screenChanged(IScreen current, IScreen newScreen)
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{
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skinEditor.Reset();
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switch (newScreen)
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{
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case IntroScreen intro:
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@ -1185,13 +1183,15 @@ namespace osu.Game
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else
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BackButton.Hide();
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}
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skinEditor.SetTarget((Screen)newScreen);
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}
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private void screenPushed(IScreen lastScreen, IScreen newScreen) => ScreenChanged(lastScreen, newScreen);
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private void screenPushed(IScreen lastScreen, IScreen newScreen) => screenChanged(lastScreen, newScreen);
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private void screenExited(IScreen lastScreen, IScreen newScreen)
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{
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ScreenChanged(lastScreen, newScreen);
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screenChanged(lastScreen, newScreen);
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if (newScreen == null)
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Exit();
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@ -28,7 +28,7 @@ namespace osu.Game.Skinning.Editor
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protected override bool StartHidden => true;
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private readonly Drawable targetScreen;
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private Drawable targetScreen;
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private OsuTextFlowContainer headerText;
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@ -42,11 +42,13 @@ namespace osu.Game.Skinning.Editor
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private bool hasBegunMutating;
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private Container content;
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public SkinEditor(Drawable targetScreen)
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{
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this.targetScreen = targetScreen;
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RelativeSizeAxes = Axes.Both;
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UpdateTargetScreen(targetScreen);
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}
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[BackgroundDependencyLoader]
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@ -113,13 +115,9 @@ namespace osu.Game.Skinning.Editor
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Origin = Anchor.CentreLeft,
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RequestPlacement = placeComponent
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},
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new Container
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content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new SkinBlueprintContainer(targetScreen),
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}
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},
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}
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}
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@ -147,6 +145,21 @@ namespace osu.Game.Skinning.Editor
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}, true);
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}
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public void UpdateTargetScreen(Drawable targetScreen)
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{
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this.targetScreen = targetScreen;
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Scheduler.AddOnce(loadBlueprintContainer);
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void loadBlueprintContainer()
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{
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content.Children = new Drawable[]
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{
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new SkinBlueprintContainer(targetScreen),
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};
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}
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}
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private void skinChanged()
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{
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headerText.Clear();
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@ -1,6 +1,7 @@
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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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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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@ -8,6 +9,7 @@ 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.Framework.Screens;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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@ -114,15 +116,39 @@ namespace osu.Game.Skinning.Editor
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}
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/// <summary>
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/// Exit any existing skin editor due to the game state changing.
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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 Reset()
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public void SetTarget(Screen screen)
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{
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skinEditor?.Save();
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skinEditor?.Hide();
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skinEditor?.Expire();
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if (skinEditor == null) return;
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skinEditor = null;
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skinEditor.Save();
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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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private void setTarget(Screen target)
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{
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Debug.Assert(skinEditor != null);
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if (!target.IsCurrentScreen())
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return;
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if (!target.IsLoaded)
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{
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Scheduler.AddOnce(setTarget, target);
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return;
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}
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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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{
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skinEditor.Hide();
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skinEditor.Expire();
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skinEditor = null;
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}
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}
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}
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}
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