// 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.IO; using System.Linq; using System.Threading.Tasks; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.UserInterface; using osu.Framework.Input; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Framework.Localisation; using osu.Framework.Testing; using osu.Game.Database; using osu.Game.Graphics; using osu.Game.Graphics.Containers; using osu.Game.Graphics.Cursor; using osu.Game.Graphics.UserInterface; using osu.Game.Localisation; using osu.Game.Overlays.OSD; using osu.Game.Screens.Edit; using osu.Game.Screens.Edit.Components; using osu.Game.Screens.Edit.Components.Menus; using osu.Game.Skinning; namespace osu.Game.Overlays.SkinEditor { [Cached(typeof(SkinEditor))] public partial class SkinEditor : VisibilityContainer, ICanAcceptFiles, IKeyBindingHandler, IEditorChangeHandler { public const double TRANSITION_DURATION = 300; public const float MENU_HEIGHT = 40; public readonly BindableList SelectedComponents = new BindableList(); protected override bool StartHidden => true; private Drawable targetScreen = null!; private OsuTextFlowContainer headerText = null!; private Bindable currentSkin = null!; [Resolved] private OsuGame? game { get; set; } [Resolved] private SkinManager skins { get; set; } = null!; [Resolved] private OsuColour colours { get; set; } = null!; [Resolved] private RealmAccess realm { get; set; } = null!; [Resolved] private SkinEditorOverlay? skinEditorOverlay { get; set; } [Cached] private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue); private bool hasBegunMutating; private Container? content; private EditorSidebar componentsSidebar = null!; private EditorSidebar settingsSidebar = null!; private SkinEditorChangeHandler? changeHandler; private EditorMenuItem undoMenuItem = null!; private EditorMenuItem redoMenuItem = null!; [Resolved] private OnScreenDisplay? onScreenDisplay { get; set; } public SkinEditor() { } public SkinEditor(Drawable targetScreen) { UpdateTargetScreen(targetScreen); } [BackgroundDependencyLoader] private void load() { RelativeSizeAxes = Axes.Both; InternalChild = new OsuContextMenuContainer { RelativeSizeAxes = Axes.Both, Child = new GridContainer { RelativeSizeAxes = Axes.Both, RowDimensions = new[] { new Dimension(GridSizeMode.AutoSize), new Dimension(GridSizeMode.AutoSize), new Dimension(), }, Content = new[] { new Drawable[] { new Container { Name = @"Menu container", RelativeSizeAxes = Axes.X, Depth = float.MinValue, Height = MENU_HEIGHT, Children = new Drawable[] { new EditorMenuBar { Anchor = Anchor.CentreLeft, Origin = Anchor.CentreLeft, RelativeSizeAxes = Axes.Both, Items = new[] { new MenuItem(CommonStrings.MenuBarFile) { Items = new[] { new EditorMenuItem(Resources.Localisation.Web.CommonStrings.ButtonsSave, MenuItemType.Standard, () => Save()), new EditorMenuItem(CommonStrings.RevertToDefault, MenuItemType.Destructive, revert), new EditorMenuItemSpacer(), new EditorMenuItem(CommonStrings.Exit, MenuItemType.Standard, () => skinEditorOverlay?.Hide()), }, }, new MenuItem(CommonStrings.MenuBarEdit) { Items = new[] { undoMenuItem = new EditorMenuItem(CommonStrings.Undo, MenuItemType.Standard, Undo), redoMenuItem = new EditorMenuItem(CommonStrings.Redo, MenuItemType.Standard, Redo), } }, } }, headerText = new OsuTextFlowContainer { TextAnchor = Anchor.TopRight, Padding = new MarginPadding(5), Anchor = Anchor.TopRight, Origin = Anchor.TopRight, AutoSizeAxes = Axes.X, RelativeSizeAxes = Axes.Y, }, }, }, }, new Drawable[] { new SkinEditorSceneLibrary { RelativeSizeAxes = Axes.X, }, }, new Drawable[] { new GridContainer { RelativeSizeAxes = Axes.Both, ColumnDimensions = new[] { new Dimension(GridSizeMode.AutoSize), new Dimension(), new Dimension(GridSizeMode.AutoSize), }, Content = new[] { new Drawable[] { componentsSidebar = new EditorSidebar(), content = new Container { Depth = float.MaxValue, RelativeSizeAxes = Axes.Both, }, settingsSidebar = new EditorSidebar(), } } } }, } } }; } protected override void LoadComplete() { base.LoadComplete(); Show(); game?.RegisterImportHandler(this); // as long as the skin editor is loaded, let's make sure we can modify the current skin. currentSkin = skins.CurrentSkin.GetBoundCopy(); // 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(_ => { hasBegunMutating = false; Scheduler.AddOnce(skinChanged); }, true); SelectedComponents.BindCollectionChanged((_, _) => Scheduler.AddOnce(populateSettings), true); } public bool OnPressed(KeyBindingPressEvent e) { switch (e.Action) { case PlatformAction.Undo: Undo(); return true; case PlatformAction.Redo: Redo(); return true; case PlatformAction.Save: if (e.Repeat) return false; Save(); return true; } return false; } public void OnReleased(KeyBindingReleaseEvent e) { } public void UpdateTargetScreen(Drawable targetScreen) { this.targetScreen = targetScreen; changeHandler?.Dispose(); SelectedComponents.Clear(); // Immediately clear the previous blueprint container to ensure it doesn't try to interact with the old target. content?.Clear(); Scheduler.AddOnce(loadBlueprintContainer); Scheduler.AddOnce(populateSettings); void loadBlueprintContainer() { Debug.Assert(content != null); changeHandler = new SkinEditorChangeHandler(targetScreen); changeHandler.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true); changeHandler.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true); content.Child = new SkinBlueprintContainer(targetScreen); componentsSidebar.Child = new SkinComponentToolbox(getFirstTarget() as CompositeDrawable) { RequestPlacement = placeComponent }; } } private void skinChanged() { headerText.Clear(); headerText.AddParagraph(SkinEditorStrings.SkinEditor, cp => cp.Font = OsuFont.Default.With(size: 16)); headerText.NewParagraph(); headerText.AddText(SkinEditorStrings.CurrentlyEditing, cp => { cp.Font = OsuFont.Default.With(size: 12); cp.Colour = colours.Yellow; }); headerText.AddText($" {currentSkin.Value.SkinInfo}", cp => { cp.Font = OsuFont.Default.With(size: 12, weight: FontWeight.Bold); cp.Colour = colours.Yellow; }); skins.EnsureMutableSkin(); hasBegunMutating = true; } private void placeComponent(Type type) { if (!(Activator.CreateInstance(type) is ISkinnableDrawable component)) throw new InvalidOperationException($"Attempted to instantiate a component for placement which was not an {typeof(ISkinnableDrawable)}."); placeComponent(component); } private void placeComponent(ISkinnableDrawable component, bool applyDefaults = true) { var targetContainer = getFirstTarget(); if (targetContainer == null) return; var drawableComponent = (Drawable)component; if (applyDefaults) { // give newly added components a sane starting location. drawableComponent.Origin = Anchor.TopCentre; drawableComponent.Anchor = Anchor.TopCentre; drawableComponent.Y = targetContainer.DrawSize.Y / 2; } targetContainer.Add(component); SelectedComponents.Clear(); SelectedComponents.Add(component); changeHandler?.SaveState(); } private void populateSettings() { settingsSidebar.Clear(); foreach (var component in SelectedComponents.OfType()) settingsSidebar.Add(new SkinSettingsToolbox(component)); } private IEnumerable availableTargets => targetScreen.ChildrenOfType(); private ISkinnableTarget? getFirstTarget() => availableTargets.FirstOrDefault(); private ISkinnableTarget? getTarget(GlobalSkinComponentLookup.LookupType target) { return availableTargets.FirstOrDefault(c => c.Target == target); } private void revert() { ISkinnableTarget[] targetContainers = availableTargets.ToArray(); foreach (var t in targetContainers) { currentSkin.Value.ResetDrawableTarget(t); // add back default components getTarget(t.Target)?.Reload(); } } protected void Undo() => changeHandler?.RestoreState(-1); protected void Redo() => changeHandler?.RestoreState(1); public void Save(bool userTriggered = true) { if (!hasBegunMutating) return; ISkinnableTarget[] targetContainers = availableTargets.ToArray(); foreach (var t in targetContainers) currentSkin.Value.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")); } protected override bool OnHover(HoverEvent e) => true; protected override bool OnMouseDown(MouseDownEvent e) => true; public override void Hide() { base.Hide(); SelectedComponents.Clear(); } protected override void PopIn() { this.FadeIn(TRANSITION_DURATION, Easing.OutQuint); } protected override void PopOut() { this.FadeOut(TRANSITION_DURATION, Easing.OutQuint); } public void DeleteItems(ISkinnableDrawable[] items) { foreach (var item in items) availableTargets.FirstOrDefault(t => t.Components.Contains(item))?.Remove(item); changeHandler?.SaveState(); } #region Drag & drop import handling public Task Import(params string[] paths) { Schedule(() => { var file = new FileInfo(paths.First()); // import to skin currentSkin.Value.SkinInfo.PerformWrite(skinInfo => { using (var contents = file.OpenRead()) skins.AddFile(skinInfo, contents, file.Name); }); // Even though we are 100% on an update thread, we need to wait for realm callbacks to fire (to correctly invalidate caches in RealmBackedResourceStore). // See https://github.com/realm/realm-dotnet/discussions/2634#discussioncomment-2483573 for further discussion. // This is the best we can do for now. realm.Run(r => r.Refresh()); var skinnableTarget = getFirstTarget(); // Import still should happen for now, even if not placeable (as it allows a user to import skin resources that would apply to legacy gameplay skins). if (skinnableTarget == null) return; // place component var sprite = new SkinnableSprite { SpriteName = { Value = file.Name }, Origin = Anchor.Centre, Position = skinnableTarget.ToLocalSpace(GetContainingInputManager().CurrentState.Mouse.Position), }; placeComponent(sprite, false); SkinSelectionHandler.ApplyClosestAnchor(sprite); }); return Task.CompletedTask; } Task ICanAcceptFiles.Import(ImportTask[] tasks, ImportParameters parameters) => throw new NotImplementedException(); public IEnumerable HandledExtensions => new[] { ".jpg", ".jpeg", ".png" }; #endregion protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); game?.UnregisterImportHandler(this); } private partial class SkinEditorToast : Toast { public SkinEditorToast(LocalisableString value, string skinDisplayName) : base(SkinSettingsStrings.SkinLayoutEditor, value, skinDisplayName) { } } #region Delegation of IEditorChangeHandler public event Action? OnStateChange { add => throw new NotImplementedException(); remove => throw new NotImplementedException(); } private IEditorChangeHandler? beginChangeHandler; public void BeginChange() { // Change handler may change between begin and end, which can cause unbalanced operations. // Let's track the one that was used when beginning the change so we can call EndChange on it specifically. (beginChangeHandler = changeHandler)?.BeginChange(); } public void EndChange() => beginChangeHandler?.EndChange(); public void SaveState() => changeHandler?.SaveState(); #endregion } }