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osu-lazer/osu.Game/Overlays/SkinEditor/SkinBlueprintContainer.cs
Bartłomiej Dach 49e298e304
Accept ISerialisableDrawableContainer directly in SkinBlueprintContainer
An end result of #22674 is that `SkinBlueprintContainer`s are only ever
created by supplying a `SkinComponentsContainer` to them. However,
`SkinBlueprintContainer` still contained remnants of code that suggested
it was designed to handle cases where more than the drawable supplied to
it contained more than one `ISerialisableDrawableContainer`, or even
zero.

The zero path is totally dead right now (because every
`SkinComponentsContainer` is *by necessity* an
`ISerialisableDrawableContainer`), and the more-than-one path is dead
*for now* (and potentially forever?). Therefore, just hard-couple
`SkinBlueprintContainer` to receive a single target container.
2023-03-04 13:33:21 +01:00

145 lines
4.9 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.Collections.Generic;
using System.Collections.Specialized;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components;
using osu.Game.Skinning;
using osuTK;
using osuTK.Input;
namespace osu.Game.Overlays.SkinEditor
{
public partial class SkinBlueprintContainer : BlueprintContainer<ISerialisableDrawable>
{
private readonly ISerialisableDrawableContainer targetContainer;
private readonly List<BindableList<ISerialisableDrawable>> targetComponents = new List<BindableList<ISerialisableDrawable>>();
[Resolved]
private SkinEditor editor { get; set; } = null!;
public SkinBlueprintContainer(ISerialisableDrawableContainer targetContainer)
{
this.targetContainer = targetContainer;
}
protected override void LoadComplete()
{
base.LoadComplete();
SelectedItems.BindTo(editor.SelectedComponents);
var bindableList = new BindableList<ISerialisableDrawable> { BindTarget = targetContainer.Components };
bindableList.BindCollectionChanged(componentsChanged, true);
targetComponents.Add(bindableList);
}
private void componentsChanged(object? sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
{
switch (e.Action)
{
case NotifyCollectionChangedAction.Add:
Debug.Assert(e.NewItems != null);
foreach (var item in e.NewItems.Cast<ISerialisableDrawable>())
AddBlueprintFor(item);
break;
case NotifyCollectionChangedAction.Remove:
case NotifyCollectionChangedAction.Reset:
Debug.Assert(e.OldItems != null);
foreach (var item in e.OldItems.Cast<ISerialisableDrawable>())
RemoveBlueprintFor(item);
break;
case NotifyCollectionChangedAction.Replace:
Debug.Assert(e.NewItems != null);
Debug.Assert(e.OldItems != null);
foreach (var item in e.OldItems.Cast<ISerialisableDrawable>())
RemoveBlueprintFor(item);
foreach (var item in e.NewItems.Cast<ISerialisableDrawable>())
AddBlueprintFor(item);
break;
}
});
protected override void AddBlueprintFor(ISerialisableDrawable item)
{
if (!item.IsEditable)
return;
base.AddBlueprintFor(item);
}
protected override bool OnKeyDown(KeyDownEvent e)
{
switch (e.Key)
{
case Key.Left:
moveSelection(new Vector2(-1, 0));
return true;
case Key.Right:
moveSelection(new Vector2(1, 0));
return true;
case Key.Up:
moveSelection(new Vector2(0, -1));
return true;
case Key.Down:
moveSelection(new Vector2(0, 1));
return true;
}
return false;
}
protected override void SelectAll()
{
SelectedItems.AddRange(targetComponents.SelectMany(list => list).Except(SelectedItems).ToArray());
}
/// <summary>
/// Move the current selection spatially by the specified delta, in screen coordinates (ie. the same coordinates as the blueprints).
/// </summary>
/// <param name="delta"></param>
private void moveSelection(Vector2 delta)
{
var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault();
if (firstBlueprint == null)
return;
// convert to game space coordinates
delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
SelectionHandler.HandleMovement(new MoveSelectionEvent<ISerialisableDrawable>(firstBlueprint, delta));
}
protected override SelectionHandler<ISerialisableDrawable> CreateSelectionHandler() => new SkinSelectionHandler();
protected override SelectionBlueprint<ISerialisableDrawable> CreateBlueprintFor(ISerialisableDrawable component)
=> new SkinBlueprint(component);
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
foreach (var list in targetComponents)
list.UnbindAll();
}
}
}