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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;
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;
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using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Skinning;
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using osuTK;
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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 string Header => "Skin";
public override Drawable CreateIcon() => new SpriteIcon
{
Icon = FontAwesome.Solid.PaintBrush
};
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private readonly Bindable<SkinInfo> dropdownBindable = new Bindable<SkinInfo> { Default = SkinInfo.Default };
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private readonly Bindable<int> configBindable = new Bindable<int>();
private static readonly SkinInfo random_skin_info = new SkinInfo
{
ID = SkinInfo.RANDOM_SKIN,
Name = "<Random Skin>",
};
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private List<SkinInfo> skinItems;
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private int firstNonDefaultSkinIndex
{
get
{
var index = skinItems.FindIndex(s => s.ID > 0);
if (index < 0)
index = skinItems.Count;
return index;
}
}
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[Resolved]
private SkinManager skins { get; set; }
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private IBindable<WeakReference<SkinInfo>> managerUpdated;
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private IBindable<WeakReference<SkinInfo>> managerRemoved;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
FlowContent.Spacing = new Vector2(0, 5);
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Children = new Drawable[]
{
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skinDropdown = new SkinSettingsDropdown(),
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new ExportSkinButton(),
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new SettingsSlider<float, SizeSlider>
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{
LabelText = "Gameplay cursor size",
Current = config.GetBindable<float>(OsuSetting.GameplayCursorSize),
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KeyboardStep = 0.01f
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},
new SettingsCheckbox
{
LabelText = "Adjust gameplay cursor size based on current beatmap",
Current = config.GetBindable<bool>(OsuSetting.AutoCursorSize)
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},
new SettingsCheckbox
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{
LabelText = "Beatmap skins",
Current = config.GetBindable<bool>(OsuSetting.BeatmapSkins)
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},
new SettingsCheckbox
{
LabelText = "Beatmap colours",
Current = config.GetBindable<bool>(OsuSetting.BeatmapColours)
},
new SettingsCheckbox
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{
LabelText = "Beatmap hitsounds",
Current = config.GetBindable<bool>(OsuSetting.BeatmapHitsounds)
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},
};
managerUpdated = skins.ItemUpdated.GetBoundCopy();
managerUpdated.BindValueChanged(itemUpdated);
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managerRemoved = skins.ItemRemoved.GetBoundCopy();
managerRemoved.BindValueChanged(itemRemoved);
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config.BindWith(OsuSetting.Skin, configBindable);
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skinDropdown.Current = dropdownBindable;
updateItems();
// Todo: This should not be necessary when OsuConfigManager is databased
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if (skinDropdown.Items.All(s => s.ID != configBindable.Value))
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configBindable.Value = 0;
configBindable.BindValueChanged(id => Scheduler.AddOnce(updateSelectedSkinFromConfig), true);
dropdownBindable.BindValueChanged(skin =>
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{
if (skin.NewValue == random_skin_info)
{
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skins.SelectRandomSkin();
return;
}
configBindable.Value = skin.NewValue.ID;
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});
}
private void updateSelectedSkinFromConfig()
{
int id = configBindable.Value;
var skin = skinDropdown.Items.FirstOrDefault(s => s.ID == id);
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 == id);
addItem(skin);
}
dropdownBindable.Value = skin;
}
private void updateItems()
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{
skinItems = skins.GetAllUsableSkins();
skinItems.Insert(firstNonDefaultSkinIndex, random_skin_info);
sortUserSkins(skinItems);
skinDropdown.Items = skinItems;
}
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private void itemUpdated(ValueChangedEvent<WeakReference<SkinInfo>> weakItem)
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{
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if (weakItem.NewValue.TryGetTarget(out var item))
Schedule(() => addItem(item));
}
private void addItem(SkinInfo item)
{
List<SkinInfo> newDropdownItems = skinDropdown.Items.Where(i => !i.Equals(item)).Append(item).ToList();
sortUserSkins(newDropdownItems);
skinDropdown.Items = newDropdownItems;
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}
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private void itemRemoved(ValueChangedEvent<WeakReference<SkinInfo>> weakItem)
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{
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if (weakItem.NewValue.TryGetTarget(out var item))
Schedule(() => skinDropdown.Items = skinDropdown.Items.Where(i => i.ID != item.ID).ToArray());
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}
private void sortUserSkins(List<SkinInfo> skinsList)
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{
// Sort user skins separately from built-in skins
skinsList.Sort(firstNonDefaultSkinIndex, skinsList.Count - firstNonDefaultSkinIndex,
Comparer<SkinInfo>.Create((a, b) => string.Compare(a.Name, b.Name, StringComparison.OrdinalIgnoreCase)));
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}
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private class SkinSettingsDropdown : SettingsDropdown<SkinInfo>
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{
protected override OsuDropdown<SkinInfo> CreateDropdown() => new SkinDropdownControl();
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private class SkinDropdownControl : DropdownControl
{
protected override LocalisableString GenerateItemText(SkinInfo item) => item.ToString();
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}
}
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private class ExportSkinButton : SettingsButton
{
[Resolved]
private SkinManager skins { get; set; }
private Bindable<Skin> currentSkin;
[BackgroundDependencyLoader]
private void load()
{
Text = "Export selected skin";
Action = export;
currentSkin = skins.CurrentSkin.GetBoundCopy();
currentSkin.BindValueChanged(skin => Enabled.Value = skin.NewValue.SkinInfo.ID > 0, true);
}
private void export()
{
try
{
skins.Export(currentSkin.Value.SkinInfo);
}
catch (Exception e)
{
Logger.Log($"Could not export current skin: {e.Message}", level: LogLevel.Error);
}
}
}
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}
}