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osu-lazer/osu.Game/Overlays/Settings/Sections/SkinSection.cs

199 lines
6.5 KiB
C#

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