// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics.Containers; using osu.Game.Input.Bindings; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Scoring; using osu.Game.Screens; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Components; using osu.Game.Screens.Menu; using osu.Game.Screens.Play; using osu.Game.Screens.Select; using osu.Game.Users; using osu.Game.Utils; using osuTK; namespace osu.Game.Overlays.SkinEditor { /// /// A container which handles loading a skin editor on user request for a specified target. /// This also handles the scaling / positioning adjustment of the target. /// public partial class SkinEditorOverlay : OverlayContainer, IKeyBindingHandler { private readonly ScalingContainer scalingContainer; protected override bool BlockNonPositionalInput => true; private SkinEditor? skinEditor; [Resolved] private IPerformFromScreenRunner? performer { get; set; } [Cached] public readonly EditorClipboard Clipboard = new EditorClipboard(); [Resolved] private OsuGame game { get; set; } = null!; [Resolved] private MusicController music { get; set; } = null!; [Resolved] private Bindable> mods { get; set; } = null!; [Resolved] private Bindable ruleset { get; set; } = null!; [Resolved] private IBindable beatmap { get; set; } = null!; private OsuScreen? lastTargetScreen; private Vector2 lastDrawSize; public SkinEditorOverlay(ScalingContainer scalingContainer) { this.scalingContainer = scalingContainer; RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { config.BindWith(OsuSetting.BeatmapSkins, beatmapSkins); } public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case GlobalAction.Back: if (skinEditor?.State.Value != Visibility.Visible) break; Hide(); return true; } return false; } protected override void PopIn() { globallyDisableBeatmapSkinSetting(); if (lastTargetScreen is MainMenu) PresentGameplay(); if (skinEditor != null) { skinEditor.Show(); return; } var editor = new SkinEditor(); editor.State.BindValueChanged(_ => updateComponentVisibility()); skinEditor = editor; LoadComponentAsync(editor, _ => { if (editor != skinEditor) return; AddInternal(editor); Debug.Assert(lastTargetScreen != null); SetTarget(lastTargetScreen); }); } protected override void PopOut() { skinEditor?.Save(false); skinEditor?.Hide(); globallyReenableBeatmapSkinSetting(); } public void PresentGameplay() { performer?.PerformFromScreen(screen => { if (beatmap.Value is DummyWorkingBeatmap) { // presume we don't have anything good to play and just bail. return; } // If we're playing the intro, switch away to another beatmap. if (beatmap.Value.BeatmapSetInfo.Protected) { music.NextTrack(); Schedule(PresentGameplay); return; } if (screen is Player) return; // the validity of the current game-wide beatmap + ruleset combination is enforced by song select. // if we're anywhere else, the state is unknown and may not make sense, so forcibly set something that does. if (screen is not PlaySongSelect) ruleset.Value = beatmap.Value.BeatmapInfo.Ruleset; var replayGeneratingMod = ruleset.Value.CreateInstance().GetAutoplayMod(); IReadOnlyList usableMods = mods.Value; if (replayGeneratingMod != null) usableMods = usableMods.Append(replayGeneratingMod).ToArray(); if (!ModUtils.CheckCompatibleSet(usableMods, out var invalid)) mods.Value = mods.Value.Except(invalid).ToArray(); if (replayGeneratingMod != null) screen.Push(new EndlessPlayer((beatmap, mods) => replayGeneratingMod.CreateScoreFromReplayData(beatmap, mods))); }, new[] { typeof(Player), typeof(PlaySongSelect) }); } protected override void Update() { base.Update(); if (game.DrawSize != lastDrawSize) { lastDrawSize = game.DrawSize; updateScreenSizing(); } } private void updateScreenSizing() { if (skinEditor?.State.Value != Visibility.Visible) return; const float padding = 10; float relativeSidebarWidth = (EditorSidebar.WIDTH + padding) / DrawWidth; float relativeToolbarHeight = (SkinEditorSceneLibrary.HEIGHT + SkinEditor.MENU_HEIGHT + padding) / DrawHeight; var rect = new RectangleF( relativeSidebarWidth, relativeToolbarHeight, 1 - relativeSidebarWidth * 2, 1f - relativeToolbarHeight - padding / DrawHeight); scalingContainer.SetCustomRect(rect, true); } private void updateComponentVisibility() { Debug.Assert(skinEditor != null); if (skinEditor.State.Value == Visibility.Visible) { Scheduler.AddOnce(updateScreenSizing); game.Toolbar.Hide(); game.CloseAllOverlays(); } else { scalingContainer.SetCustomRect(null); if (lastTargetScreen?.HideOverlaysOnEnter != true) game.Toolbar.Show(); } } public void OnReleased(KeyBindingReleaseEvent e) { } /// /// Set a new target screen which will be used to find skinnable components. /// public void SetTarget(OsuScreen screen) { lastTargetScreen = screen; if (skinEditor == null) return; // ensure the toolbar is re-hidden even if a new screen decides to try and show it. updateComponentVisibility(); // AddOnce with parameter will ensure the newest target is loaded if there is any overlap. Scheduler.AddOnce(setTarget, screen); } private void setTarget(OsuScreen? target) { if (target == null) return; Debug.Assert(skinEditor != null); if (!target.IsLoaded) { Scheduler.AddOnce(setTarget, target); return; } if (skinEditor.State.Value == Visibility.Visible) { skinEditor.Save(false); skinEditor.UpdateTargetScreen(target); } else { skinEditor.Hide(); skinEditor.Expire(); skinEditor = null; } } private readonly Bindable beatmapSkins = new Bindable(); private LeasedBindable? leasedBeatmapSkins; private void globallyDisableBeatmapSkinSetting() { if (beatmapSkins.Disabled) return; // The skin editor doesn't work well if beatmap skins are being applied to the player screen. // To keep things simple, disable the setting game-wide while using the skin editor. // // This causes a full reload of the skin, which is pretty ugly. // TODO: Investigate if we can avoid this when a beatmap skin is not being applied by the current beatmap. leasedBeatmapSkins = beatmapSkins.BeginLease(true); leasedBeatmapSkins.Value = false; } private void globallyReenableBeatmapSkinSetting() { leasedBeatmapSkins?.Return(); leasedBeatmapSkins = null; } private partial class EndlessPlayer : ReplayPlayer { protected override UserActivity? InitialActivity => null; public override bool DisallowExternalBeatmapRulesetChanges => true; public override bool? AllowGlobalTrackControl => false; public EndlessPlayer(Func, Score> createScore) : base(createScore, new PlayerConfiguration { ShowResults = false, AutomaticallySkipIntro = true, }) { } protected override void LoadComplete() { base.LoadComplete(); if (!LoadedBeatmapSuccessfully) Scheduler.AddDelayed(this.Exit, 3000); } protected override void Update() { base.Update(); if (!LoadedBeatmapSuccessfully) return; if (GameplayState.HasPassed) GameplayClockContainer.Seek(0); } } } }