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Autosave edited skin on change

This commit is contained in:
Bartłomiej Dach 2024-04-29 14:06:23 +02:00
parent fa3aeca09d
commit f78abf801c
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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;