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Allow skin editor to be invoked from any context
This is kind of how I see things working going forward, where the editor can be applied to anything in the game which supports it (ie. a results screen, gameplay screen, etc.) and it will immediately allow changing the interface. This adds a test scene which shows this working with gameplay.
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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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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning.Editor;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneSkinEditorMultipleSkins : SkinnableTestScene
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{
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create editor overlay", () =>
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{
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SetContents(() =>
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{
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var ruleset = new OsuRuleset();
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var working = CreateWorkingBeatmap(ruleset.RulesetInfo);
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var beatmap = working.GetPlayableBeatmap(ruleset.RulesetInfo);
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ScoreProcessor scoreProcessor = new ScoreProcessor();
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var drawableRuleset = ruleset.CreateDrawableRulesetWith(beatmap);
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var hudOverlay = new HUDOverlay(scoreProcessor, null, drawableRuleset, Array.Empty<Mod>())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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// Add any key just to display the key counter visually.
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hudOverlay.KeyCounter.Add(new KeyCounterKeyboard(Key.Space));
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hudOverlay.ComboCounter.Current.Value = 1;
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return new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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drawableRuleset,
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hudOverlay,
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new SkinEditor(hudOverlay),
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}
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};
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});
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});
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}
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protected override Ruleset CreateRulesetForSkinProvider() => new OsuRuleset();
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}
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}
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