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osu-lazer/osu.Game/Overlays/Settings/Sections/SkinSection.cs

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// 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.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
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using osu.Framework.Logging;
using osu.Framework.Platform;
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using osu.Game.Configuration;
using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Localisation;
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using osu.Game.Skinning;
using osu.Game.Skinning.Editor;
using Realms;
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namespace osu.Game.Overlays.Settings.Sections
{
public class SkinSection : SettingsSection
{
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private SkinSettingsDropdown skinDropdown;
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public override LocalisableString Header => SkinSettingsStrings.SkinSectionHeader;
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public override Drawable CreateIcon() => new SpriteIcon
{
Icon = FontAwesome.Solid.PaintBrush
};
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private readonly Bindable<ILive<SkinInfo>> dropdownBindable = new Bindable<ILive<SkinInfo>> { Default = DefaultSkin.CreateInfo().ToLive() };
private readonly Bindable<string> configBindable = new Bindable<string>();
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private static readonly ILive<SkinInfo> random_skin_info = new SkinInfo
{
ID = SkinInfo.RANDOM_SKIN,
Name = "<Random Skin>",
}.ToLive();
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private List<ILive<SkinInfo>> skinItems;
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[Resolved]
private SkinManager skins { get; set; }
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[Resolved]
private RealmContextFactory realmFactory { get; set; }
private IDisposable realmSubscription;
private IQueryable<SkinInfo> realmSkins;
[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuConfigManager config, [CanBeNull] SkinEditorOverlay skinEditor)
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{
Children = new Drawable[]
{
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skinDropdown = new SkinSettingsDropdown
{
LabelText = SkinSettingsStrings.CurrentSkin
},
new SettingsButton
{
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Text = SkinSettingsStrings.SkinLayoutEditor,
Action = () => skinEditor?.Toggle(),
},
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new ExportSkinButton(),
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};
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config.BindWith(OsuSetting.Skin, configBindable);
}
protected override void LoadComplete()
{
base.LoadComplete();
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skinDropdown.Current = dropdownBindable;
realmSkins = realmFactory.Context.All<SkinInfo>()
.Where(s => !s.DeletePending)
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.OrderBy(s => s.Protected)
.ThenBy(s => s.Name, StringComparer.OrdinalIgnoreCase);
realmSubscription = realmSkins
.SubscribeForNotifications((sender, changes, error) =>
{
if (changes == null)
return;
// Eventually this should be handling the individual changes rather than refreshing the whole dropdown.
updateItems();
});
updateItems();
// Todo: This should not be necessary when OsuConfigManager is databased
if (!Guid.TryParse(configBindable.Value, out var configId) || skinDropdown.Items.All(s => s.ID != configId))
configBindable.Value = string.Empty;
configBindable.BindValueChanged(id => Scheduler.AddOnce(updateSelectedSkinFromConfig), true);
dropdownBindable.BindValueChanged(skin =>
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{
if (skin.NewValue.Equals(random_skin_info))
{
var skinBefore = skins.CurrentSkinInfo.Value;
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skins.SelectRandomSkin();
if (skinBefore == skins.CurrentSkinInfo.Value)
{
// the random selection didn't change the skin, so we should manually update the dropdown to match.
dropdownBindable.Value = skins.CurrentSkinInfo.Value;
}
return;
}
configBindable.Value = skin.NewValue.ID.ToString();
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});
}
private void updateSelectedSkinFromConfig()
{
if (!Guid.TryParse(configBindable.Value, out var configId)) return;
var skin = skinDropdown.Items.FirstOrDefault(s => s.ID == configId);
// TODO: i don't think this will be required any more.
if (skin == null)
{
// there may be a thread race condition where an item is selected that hasn't yet been added to the dropdown.
// to avoid adding complexity, let's just ensure the item is added so we can perform the selection.
skin = skins.Query(s => s.ID == configId);
updateItems();
}
dropdownBindable.Value = skin;
}
private void updateItems()
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{
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int protectedCount = realmSkins.Count(s => s.Protected);
skinItems = realmSkins.ToLive();
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skinItems.Insert(protectedCount, random_skin_info);
skinDropdown.Items = skinItems;
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}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
realmSubscription?.Dispose();
}
private class SkinSettingsDropdown : SettingsDropdown<ILive<SkinInfo>>
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{
protected override OsuDropdown<ILive<SkinInfo>> CreateDropdown() => new SkinDropdownControl();
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private class SkinDropdownControl : DropdownControl
{
protected override LocalisableString GenerateItemText(ILive<SkinInfo> item) => item.ToString();
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}
}
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private class ExportSkinButton : SettingsButton
{
[Resolved]
private SkinManager skins { get; set; }
[Resolved]
private Storage storage { get; set; }
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private Bindable<Skin> currentSkin;
[BackgroundDependencyLoader]
private void load()
{
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Text = SkinSettingsStrings.ExportSkinButton;
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Action = export;
}
protected override void LoadComplete()
{
base.LoadComplete();
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currentSkin = skins.CurrentSkin.GetBoundCopy();
currentSkin.BindValueChanged(skin => Enabled.Value = skin.NewValue.SkinInfo.PerformRead(s => s.IsManaged), true);
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}
private void export()
{
try
{
currentSkin.Value.SkinInfo.PerformRead(s => new LegacySkinExporter(storage).Export(s));
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}
catch (Exception e)
{
Logger.Log($"Could not export current skin: {e.Message}", level: LogLevel.Error);
}
}
}
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}
}