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49e298e304
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.
145 lines
4.9 KiB
C#
145 lines
4.9 KiB
C#
// 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.Collections.Generic;
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using System.Collections.Specialized;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Compose.Components;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Overlays.SkinEditor
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{
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public partial class SkinBlueprintContainer : BlueprintContainer<ISerialisableDrawable>
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{
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private readonly ISerialisableDrawableContainer targetContainer;
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private readonly List<BindableList<ISerialisableDrawable>> targetComponents = new List<BindableList<ISerialisableDrawable>>();
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[Resolved]
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private SkinEditor editor { get; set; } = null!;
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public SkinBlueprintContainer(ISerialisableDrawableContainer targetContainer)
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{
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this.targetContainer = targetContainer;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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SelectedItems.BindTo(editor.SelectedComponents);
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var bindableList = new BindableList<ISerialisableDrawable> { BindTarget = targetContainer.Components };
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bindableList.BindCollectionChanged(componentsChanged, true);
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targetComponents.Add(bindableList);
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}
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private void componentsChanged(object? sender, NotifyCollectionChangedEventArgs e) => Schedule(() =>
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{
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switch (e.Action)
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{
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case NotifyCollectionChangedAction.Add:
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Debug.Assert(e.NewItems != null);
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foreach (var item in e.NewItems.Cast<ISerialisableDrawable>())
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AddBlueprintFor(item);
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break;
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case NotifyCollectionChangedAction.Remove:
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case NotifyCollectionChangedAction.Reset:
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Debug.Assert(e.OldItems != null);
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foreach (var item in e.OldItems.Cast<ISerialisableDrawable>())
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RemoveBlueprintFor(item);
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break;
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case NotifyCollectionChangedAction.Replace:
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Debug.Assert(e.NewItems != null);
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Debug.Assert(e.OldItems != null);
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foreach (var item in e.OldItems.Cast<ISerialisableDrawable>())
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RemoveBlueprintFor(item);
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foreach (var item in e.NewItems.Cast<ISerialisableDrawable>())
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AddBlueprintFor(item);
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break;
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}
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});
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protected override void AddBlueprintFor(ISerialisableDrawable item)
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{
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if (!item.IsEditable)
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return;
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base.AddBlueprintFor(item);
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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switch (e.Key)
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{
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case Key.Left:
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moveSelection(new Vector2(-1, 0));
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return true;
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case Key.Right:
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moveSelection(new Vector2(1, 0));
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return true;
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case Key.Up:
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moveSelection(new Vector2(0, -1));
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return true;
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case Key.Down:
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moveSelection(new Vector2(0, 1));
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return true;
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}
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return false;
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}
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protected override void SelectAll()
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{
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SelectedItems.AddRange(targetComponents.SelectMany(list => list).Except(SelectedItems).ToArray());
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}
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/// <summary>
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/// Move the current selection spatially by the specified delta, in screen coordinates (ie. the same coordinates as the blueprints).
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/// </summary>
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/// <param name="delta"></param>
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private void moveSelection(Vector2 delta)
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{
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var firstBlueprint = SelectionHandler.SelectedBlueprints.FirstOrDefault();
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if (firstBlueprint == null)
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return;
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// convert to game space coordinates
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delta = firstBlueprint.ToScreenSpace(delta) - firstBlueprint.ToScreenSpace(Vector2.Zero);
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SelectionHandler.HandleMovement(new MoveSelectionEvent<ISerialisableDrawable>(firstBlueprint, delta));
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}
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protected override SelectionHandler<ISerialisableDrawable> CreateSelectionHandler() => new SkinSelectionHandler();
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protected override SelectionBlueprint<ISerialisableDrawable> CreateBlueprintFor(ISerialisableDrawable component)
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=> new SkinBlueprint(component);
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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foreach (var list in targetComponents)
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list.UnbindAll();
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}
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}
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}
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