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osu-lazer/osu.Game/Skinning/Editor/SkinEditorOverlay.cs
2022-03-16 19:12:06 +09:00

174 lines
5.0 KiB
C#

// 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.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;
namespace osu.Game.Skinning.Editor
{
/// <summary>
/// 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.
/// </summary>
public class SkinEditorOverlay : CompositeDrawable, IKeyBindingHandler<GlobalAction>
{
private readonly ScalingContainer scalingContainer;
[CanBeNull]
private SkinEditor skinEditor;
public const float VISIBLE_TARGET_SCALE = 0.8f;
[Resolved(canBeNull: true)]
private OsuGame game { get; set; }
private OsuScreen lastTargetScreen;
public SkinEditorOverlay(ScalingContainer scalingContainer)
{
this.scalingContainer = scalingContainer;
RelativeSizeAxes = Axes.Both;
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.Back:
if (skinEditor?.State.Value != Visibility.Visible)
break;
Hide();
return true;
case GlobalAction.ToggleSkinEditor:
Toggle();
return true;
}
return false;
}
public void Toggle()
{
if (skinEditor == null)
Show();
else
skinEditor.ToggleVisibility();
}
public override void Hide()
{
// base call intentionally omitted.
skinEditor?.Hide();
}
public override void Show()
{
// base call intentionally omitted as we have custom behaviour.
if (skinEditor != null)
{
skinEditor.Show();
return;
}
var editor = new SkinEditor();
editor.State.BindValueChanged(visibility => updateComponentVisibility());
skinEditor = editor;
// Schedule ensures that if `Show` is called before this overlay is loaded,
// it will not throw (LoadComponentAsync requires the load target to be in a loaded state).
Schedule(() =>
{
if (editor != skinEditor)
return;
LoadComponentAsync(editor, _ =>
{
if (editor != skinEditor)
return;
AddInternal(editor);
SetTarget(lastTargetScreen);
});
});
}
private void updateComponentVisibility()
{
Debug.Assert(skinEditor != null);
const float toolbar_padding_requirement = 0.18f;
if (skinEditor.State.Value == Visibility.Visible)
{
scalingContainer.SetCustomRect(new RectangleF(toolbar_padding_requirement, 0.2f, 0.8f - toolbar_padding_requirement, 0.7f), true);
game?.Toolbar.Hide();
game?.CloseAllOverlays();
}
else
{
scalingContainer.SetCustomRect(null);
if (lastTargetScreen?.HideOverlaysOnEnter != true)
game?.Toolbar.Show();
}
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
/// <summary>
/// Set a new target screen which will be used to find skinnable components.
/// </summary>
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)
{
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;
}
}
}
}