private void load()
        {
            SelectedItems.BindTo(state.SelectedTimeTags);

            // Add time-tag into blueprint container
            RegistBindable(timeTags);
        }
예제 #2
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        protected override void LoadComplete()
        {
            base.LoadComplete();

            SelectedItems.BindTo(editor.SelectedComponents);

            // track each target container on the current screen.
            var targetContainers = target.ChildrenOfType <ISkinnableTarget>().ToArray();

            if (targetContainers.Length == 0)
            {
                string targetScreen = target.ChildrenOfType <Screen>().LastOrDefault()?.GetType().Name ?? "this screen";

                AddInternal(new ScreenWhiteBox.UnderConstructionMessage(targetScreen, "doesn't support skin customisation just yet."));
                return;
            }

            foreach (var targetContainer in targetContainers)
            {
                var bindableList = new BindableList <ISkinnableDrawable> {
                    BindTarget = targetContainer.Components
                };
                bindableList.BindCollectionChanged(componentsChanged, true);

                targetComponents.Add(bindableList);
            }
        }
예제 #3
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        private void load()
        {
            SelectedItems.BindTo(state.SelectedTextTags);

            // Add ruby and romaji tag into blueprint container
            RegistBindable(rubyTags);
            RegistBindable(romajiTags);
        }
예제 #4
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        private void load(NoteEditor noteEditor, EditorBeatmap beatmap)
        {
            SelectedItems.BindTo(noteEditor.SelectedNotes);

            // todo : might deal with the cause if create or delete notes.
            notes.Value = beatmap.HitObjects.OfType <Note>().Where(x => x.ParentLyric == lyric).ToArray();

            // Add time-tag into blueprint container
            RegistBindable(notes);
        }
예제 #5
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        private void load()
        {
            createStateBindables();

            // bring in updates from selection changes
            EditorBeatmap.HitObjectUpdated += _ => Scheduler.AddOnce(UpdateTernaryStates);

            SelectedItems.BindTo(EditorBeatmap.SelectedHitObjects);
            SelectedItems.CollectionChanged += (sender, args) =>
            {
                Scheduler.AddOnce(UpdateTernaryStates);
            };
        }
 private void load()
 {
     SelectedItems.BindTo(state.SelectedTimeTags);
 }
예제 #7
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 private void load()
 {
     SelectedItems.BindTo(Beatmap.SelectedHitObjects);
 }
예제 #8
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 private void load(SkinEditor editor)
 {
     SelectedItems.BindTo(editor.SelectedComponents);
 }