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Ensure default skins are copied before modifying
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commit
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@ -4,6 +4,7 @@
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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@ -30,6 +31,8 @@ namespace osu.Game.Skinning.Editor
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[Resolved]
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private SkinManager skins { get; set; }
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private Bindable<Skin> currentSkin;
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public SkinEditor(Drawable targetScreen)
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{
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this.targetScreen = targetScreen;
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@ -119,23 +122,25 @@ namespace osu.Game.Skinning.Editor
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Show();
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// as long as the skin editor is loaded, let's make sure we can modify the current skin.
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currentSkin = skins.CurrentSkin.GetBoundCopy();
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// schedule ensures this only happens when the skin editor is visible.
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// also avoid some weird endless recursion / bindable feedback loop (something to do with tracking skins across three different bindable types).
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// probably something which will be factored out in a future database refactor so not too concerning for now.
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currentSkin.BindValueChanged(skin => Scheduler.AddOnce(skins.EnsureMutableSkin), true);
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}
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private void revert()
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{
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var currentSkin = skins.CurrentSkin.Value;
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var legacySkin = currentSkin as LegacySkin;
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if (legacySkin == null)
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return;
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SkinnableElementTargetContainer[] targetContainers = targetScreen.ChildrenOfType<SkinnableElementTargetContainer>().ToArray();
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foreach (var t in targetContainers)
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{
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legacySkin.ResetDrawableTarget(t);
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currentSkin.Value.ResetDrawableTarget(t);
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// add back default components
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getTarget(t.Target).Reload();
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@ -144,17 +149,10 @@ namespace osu.Game.Skinning.Editor
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private void save()
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{
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var currentSkin = skins.CurrentSkin.Value;
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var legacySkin = currentSkin as LegacySkin;
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if (legacySkin == null)
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return;
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SkinnableElementTargetContainer[] targetContainers = targetScreen.ChildrenOfType<SkinnableElementTargetContainer>().ToArray();
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foreach (var t in targetContainers)
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legacySkin.UpdateDrawableTarget(t);
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currentSkin.Value.UpdateDrawableTarget(t);
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skins.Save(skins.CurrentSkin.Value);
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}
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@ -153,22 +153,30 @@ namespace osu.Game.Skinning
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/// <param name="skinInfo">The skin to lookup.</param>
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/// <returns>A <see cref="Skin"/> instance correlating to the provided <see cref="SkinInfo"/>.</returns>
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public Skin GetSkin(SkinInfo skinInfo) => skinInfo.CreateInstance(legacyDefaultResources, this);
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/// <summary>
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/// Ensure that the current skin is in a state it can accept user modifications.
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/// This will create a copy of any internal skin and being tracking in the database if not already.
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/// </summary>
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public void EnsureMutableSkin()
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{
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if (skinInfo == SkinInfo.Default)
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return new DefaultSkin();
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if (CurrentSkinInfo.Value.ID >= 1) return;
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if (skinInfo == DefaultLegacySkin.Info)
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return new DefaultLegacySkin(legacyDefaultResources, this);
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var skin = CurrentSkin.Value;
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return new LegacySkin(skinInfo, this);
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// if the user is attempting to save one of the default skin implementations, create a copy first.
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CurrentSkinInfo.Value = Import(new SkinInfo
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{
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Name = skin.SkinInfo.Name + " (modified)",
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Creator = skin.SkinInfo.Creator,
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InstantiationInfo = skin.SkinInfo.InstantiationInfo,
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}).Result;
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}
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public void Save(Skin skin)
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{
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// some skins don't support saving just yet.
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// eventually we will want to create a copy of the skin to allow for customisation.
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if (skin.SkinInfo.Files == null)
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return;
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if (skin.SkinInfo.ID <= 0)
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throw new InvalidOperationException($"Attempting to save a skin which is not yet tracked. Call {nameof(EnsureMutableSkin)} first.");
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foreach (var drawableInfo in skin.DrawableComponentInfo)
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{
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