1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 06:17:23 +08:00
osu-lazer/osu.Game/Skinning/Editor/SkinEditorOverlay.cs
Dan Balasescu d80830b415
Merge pull request #17226 from peppy/skin-component-settings
Allow skin components to have settings
2022-03-16 17:12:11 +09:00

154 lines
4.3 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.Bindables;
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.Framework.Screens;
using osu.Game.Graphics.Containers;
using osu.Game.Input.Bindings;
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 target;
[CanBeNull]
private SkinEditor skinEditor;
public const float VISIBLE_TARGET_SCALE = 0.8f;
public SkinEditorOverlay(ScalingContainer target)
{
this.target = target;
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(target);
editor.State.BindValueChanged(editorVisibilityChanged);
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);
});
});
}
private void editorVisibilityChanged(ValueChangedEvent<Visibility> visibility)
{
const float toolbar_padding_requirement = 0.18f;
if (visibility.NewValue == Visibility.Visible)
{
target.SetCustomRect(new RectangleF(toolbar_padding_requirement, 0.1f, 0.8f - toolbar_padding_requirement, 0.7f), true);
}
else
{
target.SetCustomRect(null);
}
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
/// <summary>
/// Set a new target screen which will be used to find skinnable components.
/// </summary>
public void SetTarget(Screen screen)
{
if (skinEditor == null) return;
skinEditor.Save();
// AddOnce with parameter will ensure the newest target is loaded if there is any overlap.
Scheduler.AddOnce(setTarget, screen);
}
private void setTarget(Screen 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;
}
}
}
}