mirror of
https://github.com/osukey/osukey.git
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Use ISkinnableComponent
wherever possible (and expose as BindableList
)
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Game.Extensions;
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using osu.Game.Extensions;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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@ -15,30 +17,46 @@ namespace osu.Game.Screens.Play.HUD
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public SkinnableTarget Target { get; }
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public SkinnableTarget Target { get; }
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public IBindableList<ISkinnableComponent> Components => components;
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private readonly BindableList<ISkinnableComponent> components = new BindableList<ISkinnableComponent>();
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public SkinnableElementTargetContainer(SkinnableTarget target)
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public SkinnableElementTargetContainer(SkinnableTarget target)
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{
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{
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Target = target;
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Target = target;
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}
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}
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public IReadOnlyList<Drawable> Children => content?.Children;
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public void Reload()
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public void Reload()
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{
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{
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ClearInternal();
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components.Clear();
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content = CurrentSkin.GetDrawableComponent(new SkinnableTargetComponent(Target)) as SkinnableTargetWrapper;
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content = CurrentSkin.GetDrawableComponent(new SkinnableTargetComponent(Target)) as SkinnableTargetWrapper;
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ClearInternal();
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if (content != null)
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if (content != null)
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LoadComponentAsync(content, AddInternal);
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{
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LoadComponentAsync(content, wrapper =>
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{
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AddInternal(wrapper);
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components.AddRange(wrapper.Children.OfType<ISkinnableComponent>());
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});
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}
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}
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}
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public void Add(Drawable drawable)
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public void Add(ISkinnableComponent component)
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{
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{
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if (content == null)
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throw new NotSupportedException("Attempting to add a new component to a target container which is not supported by the current skin.");
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if (!(component is Drawable drawable))
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throw new ArgumentException("Provided argument must be of type {nameof(ISkinnableComponent)}.", nameof(drawable));
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content.Add(drawable);
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content.Add(drawable);
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components.Add(component);
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}
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}
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public IEnumerable<SkinnableInfo> CreateSerialisedChildren() =>
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public IEnumerable<SkinnableInfo> CreateSerialisedChildren() =>
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content.Select(d => d.CreateSerialisedInformation());
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components.Select(d => ((Drawable)d).CreateSerialisedInformation());
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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{
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@ -3,6 +3,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.EnumExtensions;
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using osu.Framework.Extensions.EnumExtensions;
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@ -207,27 +208,24 @@ namespace osu.Game.Screens.Play
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Vector2 lowestScreenSpace = Vector2.Zero;
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Vector2 lowestScreenSpace = Vector2.Zero;
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// TODO: may be null during skin switching. not sure if there's a better way of exposing these children.
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// LINQ cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes.
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if (mainComponents.Children != null)
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foreach (var element in mainComponents.Components.Cast<Drawable>())
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{
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{
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foreach (var element in mainComponents.Children)
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// for now align top-right components with the bottom-edge of the lowest top-anchored hud element.
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{
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if (!element.Anchor.HasFlagFast(Anchor.TopRight) && !element.RelativeSizeAxes.HasFlagFast(Axes.X))
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// for now align top-right components with the bottom-edge of the lowest top-anchored hud element.
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continue;
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if (!element.Anchor.HasFlagFast(Anchor.TopRight) && !element.RelativeSizeAxes.HasFlagFast(Axes.X))
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continue;
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// health bars are excluded for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
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// health bars are excluded for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
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if (element is LegacyHealthDisplay)
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if (element is LegacyHealthDisplay)
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continue;
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continue;
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var bottomRight = element.ScreenSpaceDrawQuad.BottomRight;
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var bottomRight = element.ScreenSpaceDrawQuad.BottomRight;
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if (bottomRight.Y > lowestScreenSpace.Y)
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if (bottomRight.Y > lowestScreenSpace.Y)
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lowestScreenSpace = bottomRight;
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lowestScreenSpace = bottomRight;
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}
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topRightElements.Y = TopScoringElementsHeight = ToLocalSpace(lowestScreenSpace).Y;
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bottomRightElements.Y = -Progress.Height;
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}
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}
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topRightElements.Y = TopScoringElementsHeight = ToLocalSpace(lowestScreenSpace).Y;
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bottomRightElements.Y = -Progress.Height;
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}
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}
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private void updateVisibility()
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private void updateVisibility()
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@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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namespace osu.Game.Skinning
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namespace osu.Game.Skinning
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{
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{
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/// <summary>
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/// <summary>
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@ -20,6 +18,6 @@ namespace osu.Game.Skinning
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/// <summary>
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/// <summary>
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/// Add the provided item to this target.
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/// Add the provided item to this target.
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/// </summary>
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/// </summary>
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public void Add(Drawable drawable);
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public void Add(ISkinnableComponent drawable);
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}
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}
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}
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}
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@ -8,7 +8,7 @@ using osu.Framework.Graphics.Containers;
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namespace osu.Game.Skinning
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namespace osu.Game.Skinning
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{
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{
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/// <summary>
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/// <summary>
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/// A container which is serialised and can encapsulate multiple skinnable elements into a single return type.
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/// A container which is serialised and can encapsulate multiple skinnable elements into a single return type (for consumption via <see cref="ISkin.GetDrawableComponent"/>.
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/// Will also optionally apply default cross-element layout dependencies when initialised from a non-deserialised source.
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/// Will also optionally apply default cross-element layout dependencies when initialised from a non-deserialised source.
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/// </summary>
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/// </summary>
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public class SkinnableTargetWrapper : Container, ISkinSerialisable
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public class SkinnableTargetWrapper : Container, ISkinSerialisable
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