// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Bindings; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Input.Bindings; namespace osu.Game.Skinning.Editor { /// /// A container which handles loading a skin editor on user request for a specified target. /// This also handles the scaling / positioning adjustment of the target. /// public class SkinEditorOverlay : CompositeDrawable, IKeyBindingHandler { private readonly ScalingContainer target; private SkinEditor skinEditor; public const float VISIBLE_TARGET_SCALE = 0.8f; [Resolved] private OsuColour colours { get; set; } public SkinEditorOverlay(ScalingContainer target) { this.target = target; RelativeSizeAxes = Axes.Both; } public bool OnPressed(GlobalAction action) { switch (action) { case GlobalAction.Back: if (skinEditor?.State.Value == Visibility.Visible) { skinEditor.ToggleVisibility(); return true; } break; case GlobalAction.ToggleSkinEditor: if (skinEditor == null) { LoadComponentAsync(skinEditor = new SkinEditor(target), AddInternal); skinEditor.State.BindValueChanged(editorVisibilityChanged); } else skinEditor.ToggleVisibility(); return true; } return false; } private void editorVisibilityChanged(ValueChangedEvent visibility) { if (visibility.NewValue == Visibility.Visible) { target.Masking = true; target.AllowScaling = false; target.RelativePositionAxes = Axes.Both; target.ScaleTo(VISIBLE_TARGET_SCALE, SkinEditor.TRANSITION_DURATION, Easing.OutQuint); target.MoveToX(0.095f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint); } else { target.AllowScaling = true; target.ScaleTo(1, SkinEditor.TRANSITION_DURATION, Easing.OutQuint).OnComplete(_ => target.Masking = false); target.MoveToX(0f, SkinEditor.TRANSITION_DURATION, Easing.OutQuint); } } public void OnReleased(GlobalAction action) { } /// /// Exit any existing skin editor due to the game state changing. /// public void Reset() { skinEditor?.Save(); skinEditor?.Hide(); skinEditor?.Expire(); skinEditor = null; } } }