// Copyright (c) ppy Pty Ltd . 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.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Graphics.Containers; using osu.Game.Input.Bindings; using osu.Game.Screens; using osu.Game.Screens.Edit.Components; using osuTK; 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 : OverlayContainer, IKeyBindingHandler { private readonly ScalingContainer scalingContainer; protected override bool BlockNonPositionalInput => true; [CanBeNull] private SkinEditor skinEditor; [Resolved(canBeNull: true)] private OsuGame game { get; set; } private OsuScreen lastTargetScreen; private Vector2 lastDrawSize; public SkinEditorOverlay(ScalingContainer scalingContainer) { this.scalingContainer = scalingContainer; RelativeSizeAxes = Axes.Both; } public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case GlobalAction.Back: if (skinEditor?.State.Value != Visibility.Visible) break; Hide(); return true; } return false; } protected override void PopIn() { if (skinEditor != null) { skinEditor.Show(); return; } var editor = new SkinEditor(); editor.State.BindValueChanged(visibility => updateComponentVisibility()); skinEditor = editor; LoadComponentAsync(editor, _ => { if (editor != skinEditor) return; AddInternal(editor); SetTarget(lastTargetScreen); }); } protected override void PopOut() => skinEditor?.Hide(); protected override void Update() { base.Update(); if (game.DrawSize != lastDrawSize) { lastDrawSize = game.DrawSize; updateScreenSizing(); } } private void updateScreenSizing() { if (skinEditor?.State.Value != Visibility.Visible) return; const float padding = 10; float relativeSidebarWidth = (EditorSidebar.WIDTH + padding) / DrawWidth; float relativeToolbarHeight = (SkinEditorSceneLibrary.HEIGHT + SkinEditor.MENU_HEIGHT + padding) / DrawHeight; var rect = new RectangleF( relativeSidebarWidth, relativeToolbarHeight, 1 - relativeSidebarWidth * 2, 1f - relativeToolbarHeight - padding / DrawHeight); scalingContainer.SetCustomRect(rect, true); } private void updateComponentVisibility() { Debug.Assert(skinEditor != null); if (skinEditor.State.Value == Visibility.Visible) { Scheduler.AddOnce(updateScreenSizing); game?.Toolbar.Hide(); game?.CloseAllOverlays(); } else { scalingContainer.SetCustomRect(null); if (lastTargetScreen?.HideOverlaysOnEnter != true) game?.Toolbar.Show(); } } public void OnReleased(KeyBindingReleaseEvent e) { } /// /// Set a new target screen which will be used to find skinnable components. /// public void SetTarget(OsuScreen screen) { lastTargetScreen = screen; if (skinEditor == null) return; skinEditor.Save(); // ensure the toolbar is re-hidden even if a new screen decides to try and show it. updateComponentVisibility(); // AddOnce with parameter will ensure the newest target is loaded if there is any overlap. Scheduler.AddOnce(setTarget, screen); } private void setTarget(OsuScreen target) { if (target == null) return; Debug.Assert(skinEditor != null); if (!target.IsLoaded) { Scheduler.AddOnce(setTarget, target); return; } if (skinEditor.State.Value == Visibility.Visible) skinEditor.UpdateTargetScreen(target); else { skinEditor.Hide(); skinEditor.Expire(); skinEditor = null; } } } }