mirror of
https://github.com/ppy/osu.git
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199 lines
6.5 KiB
C#
199 lines
6.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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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.Sprites;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Localisation;
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using osu.Game.Skinning;
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using osu.Game.Skinning.Editor;
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namespace osu.Game.Overlays.Settings.Sections
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{
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public class SkinSection : SettingsSection
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{
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private SkinSettingsDropdown skinDropdown;
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public override LocalisableString Header => SkinSettingsStrings.SkinSectionHeader;
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public override Drawable CreateIcon() => new SpriteIcon
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{
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Icon = FontAwesome.Solid.PaintBrush
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};
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private readonly Bindable<ILive<SkinInfo>> dropdownBindable = new Bindable<ILive<SkinInfo>> { Default = DefaultSkin.CreateInfo().ToLiveUnmanaged() };
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private readonly Bindable<string> configBindable = new Bindable<string>();
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private static readonly ILive<SkinInfo> random_skin_info = new SkinInfo
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{
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ID = SkinInfo.RANDOM_SKIN,
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Name = "<Random Skin>",
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}.ToLiveUnmanaged();
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private List<ILive<SkinInfo>> skinItems;
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[Resolved]
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private SkinManager skins { get; set; }
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[Resolved]
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private RealmContextFactory realmFactory { get; set; }
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private IDisposable realmSubscription;
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private IQueryable<SkinInfo> realmSkins;
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuConfigManager config, [CanBeNull] SkinEditorOverlay skinEditor)
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{
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Children = new Drawable[]
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{
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skinDropdown = new SkinSettingsDropdown
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{
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LabelText = SkinSettingsStrings.CurrentSkin
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},
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new SettingsButton
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{
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Text = SkinSettingsStrings.SkinLayoutEditor,
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Action = () => skinEditor?.Toggle(),
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},
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new ExportSkinButton(),
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};
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config.BindWith(OsuSetting.Skin, configBindable);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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skinDropdown.Current = dropdownBindable;
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realmSkins = realmFactory.Context.All<SkinInfo>()
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.Where(s => !s.DeletePending)
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.OrderByDescending(s => s.Protected) // protected skins should be at the top.
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.ThenBy(s => s.Name, StringComparer.OrdinalIgnoreCase);
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realmSubscription = realmSkins
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.QueryAsyncWithNotifications((sender, changes, error) =>
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{
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if (changes == null)
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return;
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// Eventually this should be handling the individual changes rather than refreshing the whole dropdown.
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updateItems();
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});
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updateItems();
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configBindable.BindValueChanged(id => Scheduler.AddOnce(updateSelectedSkinFromConfig));
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updateSelectedSkinFromConfig();
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dropdownBindable.BindValueChanged(skin =>
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{
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if (skin.NewValue.Equals(random_skin_info))
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{
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var skinBefore = skins.CurrentSkinInfo.Value;
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skins.SelectRandomSkin();
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if (skinBefore == skins.CurrentSkinInfo.Value)
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{
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// the random selection didn't change the skin, so we should manually update the dropdown to match.
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dropdownBindable.Value = skins.CurrentSkinInfo.Value;
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}
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return;
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}
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configBindable.Value = skin.NewValue.ID.ToString();
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});
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}
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private void updateSelectedSkinFromConfig()
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{
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ILive<SkinInfo> skin = null;
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if (Guid.TryParse(configBindable.Value, out var configId))
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skin = skinDropdown.Items.FirstOrDefault(s => s.ID == configId);
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dropdownBindable.Value = skin ?? skinDropdown.Items.First();
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}
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private void updateItems()
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{
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int protectedCount = realmSkins.Count(s => s.Protected);
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skinItems = realmSkins.ToLive(realmFactory);
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skinItems.Insert(protectedCount, random_skin_info);
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skinDropdown.Items = skinItems;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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realmSubscription?.Dispose();
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}
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private class SkinSettingsDropdown : SettingsDropdown<ILive<SkinInfo>>
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{
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protected override OsuDropdown<ILive<SkinInfo>> CreateDropdown() => new SkinDropdownControl();
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private class SkinDropdownControl : DropdownControl
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{
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protected override LocalisableString GenerateItemText(ILive<SkinInfo> item) => item.ToString();
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}
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}
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public class ExportSkinButton : SettingsButton
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{
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[Resolved]
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private SkinManager skins { get; set; }
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[Resolved]
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private Storage storage { get; set; }
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private Bindable<Skin> currentSkin;
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[BackgroundDependencyLoader]
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private void load()
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{
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Text = SkinSettingsStrings.ExportSkinButton;
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Action = export;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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currentSkin = skins.CurrentSkin.GetBoundCopy();
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currentSkin.BindValueChanged(skin => Enabled.Value = skin.NewValue.SkinInfo.PerformRead(s => !s.Protected), true);
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}
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private void export()
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{
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try
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{
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currentSkin.Value.SkinInfo.PerformRead(s => new LegacySkinExporter(storage).Export(s));
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}
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catch (Exception e)
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{
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Logger.Log($"Could not export current skin: {e.Message}", level: LogLevel.Error);
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}
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}
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}
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}
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}
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