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Merge pull request #28030 from bdach/save-skin-on-change

Autosave edited skin on change
This commit is contained in:
Dean Herbert 2024-04-29 21:47:50 +08:00 committed by GitHub
commit 0c45a482eb
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2 changed files with 35 additions and 5 deletions

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@ -3,6 +3,7 @@
#nullable disable
using System;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
@ -321,6 +322,30 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("nested input disabled", () => ((Player)Game.ScreenStack.CurrentScreen).ChildrenOfType<PassThroughInputManager>().All(manager => !manager.UseParentInput));
}
[Test]
public void TestSkinSavesOnChange()
{
advanceToSongSelect();
openSkinEditor();
Guid editedSkinId = Guid.Empty;
AddStep("save skin id", () => editedSkinId = Game.Dependencies.Get<SkinManager>().CurrentSkinInfo.Value.ID);
AddStep("add skinnable component", () =>
{
skinEditor.ChildrenOfType<SkinComponentToolbox.ToolboxComponentButton>().First().TriggerClick();
});
AddStep("change to triangles skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(SkinInfo.TRIANGLES_SKIN.ToString()));
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
// sort of implicitly relies on song select not being skinnable.
// TODO: revisit if the above ever changes
AddUntilStep("skin changed", () => !skinEditor.ChildrenOfType<SkinBlueprint>().Any());
AddStep("change back to modified skin", () => Game.Dependencies.Get<SkinManager>().SetSkinFromConfiguration(editedSkinId.ToString()));
AddUntilStep("components loaded", () => Game.ChildrenOfType<SkinComponentsContainer>().All(c => c.ComponentsLoaded));
AddUntilStep("changes saved", () => skinEditor.ChildrenOfType<SkinBlueprint>().Any());
}
private void advanceToSongSelect()
{
PushAndConfirm(() => songSelect = new TestPlaySongSelect());

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@ -255,8 +255,11 @@ namespace osu.Game.Overlays.SkinEditor
// schedule ensures this only happens when the skin editor is visible.
// also avoid some weird endless recursion / bindable feedback loop (something to do with tracking skins across three different bindable types).
// probably something which will be factored out in a future database refactor so not too concerning for now.
currentSkin.BindValueChanged(_ =>
currentSkin.BindValueChanged(val =>
{
if (val.OldValue != null && hasBegunMutating)
save(val.OldValue);
hasBegunMutating = false;
Scheduler.AddOnce(skinChanged);
}, true);
@ -537,7 +540,9 @@ namespace osu.Game.Overlays.SkinEditor
protected void Redo() => changeHandler?.RestoreState(1);
public void Save(bool userTriggered = true)
public void Save(bool userTriggered = true) => save(currentSkin.Value);
private void save(Skin skin, bool userTriggered = true)
{
if (!hasBegunMutating)
return;
@ -551,11 +556,11 @@ namespace osu.Game.Overlays.SkinEditor
return;
foreach (var t in targetContainers)
currentSkin.Value.UpdateDrawableTarget(t);
skin.UpdateDrawableTarget(t);
// In the case the save was user triggered, always show the save message to make them feel confident.
if (skins.Save(skins.CurrentSkin.Value) || userTriggered)
onScreenDisplay?.Display(new SkinEditorToast(ToastStrings.SkinSaved, currentSkin.Value.SkinInfo.ToString() ?? "Unknown"));
if (skins.Save(skin) || userTriggered)
onScreenDisplay?.Display(new SkinEditorToast(ToastStrings.SkinSaved, skin.SkinInfo.ToString() ?? "Unknown"));
}
protected override bool OnHover(HoverEvent e) => true;