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osu-lazer/osu.Game/Skinning/Skin.cs

269 lines
10 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.Diagnostics;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using Newtonsoft.Json;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Logging;
using osu.Game.Audio;
using osu.Game.Database;
using osu.Game.IO;
using osu.Game.Screens.Play.HUD;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.Processing;
namespace osu.Game.Skinning
{
public abstract class Skin : IDisposable, ISkin
{
/// <summary>
/// A texture store which can be used to perform user file lookups for this skin.
/// </summary>
protected TextureStore? Textures { get; }
/// <summary>
/// A sample store which can be used to perform user file lookups for this skin.
/// </summary>
protected ISampleStore? Samples { get; }
public readonly Live<SkinInfo> SkinInfo;
public SkinConfiguration Configuration { get; set; }
public IDictionary<GlobalSkinComponentLookup.LookupType, SkinnableInfo[]> DrawableComponentInfo => drawableComponentInfo;
private readonly Dictionary<GlobalSkinComponentLookup.LookupType, SkinnableInfo[]> drawableComponentInfo = new Dictionary<GlobalSkinComponentLookup.LookupType, SkinnableInfo[]>();
public abstract ISample? GetSample(ISampleInfo sampleInfo);
public Texture? GetTexture(string componentName) => GetTexture(componentName, default, default);
public abstract Texture? GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT);
public abstract IBindable<TValue>? GetConfig<TLookup, TValue>(TLookup lookup)
where TLookup : notnull
where TValue : notnull;
private readonly RealmBackedResourceStore<SkinInfo>? realmBackedStorage;
/// <summary>
/// Construct a new skin.
/// </summary>
/// <param name="skin">The skin's metadata. Usually a live realm object.</param>
/// <param name="resources">Access to game-wide resources.</param>
/// <param name="storage">An optional store which will *replace* all file lookups that are usually sourced from <paramref name="skin"/>.</param>
/// <param name="configurationFilename">An optional filename to read the skin configuration from. If not provided, the configuration will be retrieved from the storage using "skin.ini".</param>
protected Skin(SkinInfo skin, IStorageResourceProvider? resources, IResourceStore<byte[]>? storage = null, string configurationFilename = @"skin.ini")
{
if (resources != null)
{
SkinInfo = skin.ToLive(resources.RealmAccess);
storage ??= realmBackedStorage = new RealmBackedResourceStore<SkinInfo>(SkinInfo, resources.Files, resources.RealmAccess);
var samples = resources.AudioManager?.GetSampleStore(storage);
if (samples != null)
samples.PlaybackConcurrency = OsuGameBase.SAMPLE_CONCURRENCY;
// osu-stable performs audio lookups in order of wav -> mp3 -> ogg.
// The GetSampleStore() call above internally adds wav and mp3, so ogg is added at the end to ensure expected ordering.
(storage as ResourceStore<byte[]>)?.AddExtension("ogg");
Samples = samples;
Textures = new TextureStore(resources.Renderer, new SquishingTextureLoaderStore(resources.CreateTextureLoaderStore(storage)));
}
else
{
// Generally only used for tests.
SkinInfo = skin.ToLiveUnmanaged();
}
var configurationStream = storage?.GetStream(configurationFilename);
if (configurationStream != null)
{
// stream will be closed after use by LineBufferedReader.
ParseConfigurationStream(configurationStream);
Debug.Assert(Configuration != null);
}
else
Configuration = new SkinConfiguration();
// skininfo files may be null for default skin.
foreach (GlobalSkinComponentLookup.LookupType skinnableTarget in Enum.GetValues<GlobalSkinComponentLookup.LookupType>())
{
string filename = $"{skinnableTarget}.json";
byte[]? bytes = storage?.Get(filename);
if (bytes == null)
continue;
try
{
string jsonContent = Encoding.UTF8.GetString(bytes);
// handle namespace changes...
// can be removed 2023-01-31
jsonContent = jsonContent.Replace(@"osu.Game.Screens.Play.SongProgress", @"osu.Game.Screens.Play.HUD.DefaultSongProgress");
jsonContent = jsonContent.Replace(@"osu.Game.Screens.Play.HUD.LegacyComboCounter", @"osu.Game.Skinning.LegacyComboCounter");
var deserializedContent = JsonConvert.DeserializeObject<IEnumerable<SkinnableInfo>>(jsonContent);
if (deserializedContent == null)
continue;
DrawableComponentInfo[skinnableTarget] = deserializedContent.ToArray();
}
catch (Exception ex)
{
Logger.Error(ex, "Failed to load skin configuration.");
}
}
}
protected virtual void ParseConfigurationStream(Stream stream)
{
using (LineBufferedReader reader = new LineBufferedReader(stream, true))
Configuration = new LegacySkinDecoder().Decode(reader);
}
/// <summary>
/// Remove all stored customisations for the provided target.
/// </summary>
/// <param name="targetContainer">The target container to reset.</param>
public void ResetDrawableTarget(ISkinnableTarget targetContainer)
{
DrawableComponentInfo.Remove(targetContainer.Target);
}
/// <summary>
/// Update serialised information for the provided target.
/// </summary>
/// <param name="targetContainer">The target container to serialise to this skin.</param>
public void UpdateDrawableTarget(ISkinnableTarget targetContainer)
{
DrawableComponentInfo[targetContainer.Target] = targetContainer.CreateSkinnableInfo().ToArray();
}
public virtual Drawable? GetDrawableComponent(ISkinComponentLookup lookup)
{
switch (lookup)
{
// This fallback is important for user skins which use SkinnableSprites.
case SkinnableSprite.SpriteComponentLookup sprite:
return this.GetAnimation(sprite.LookupName, false, false);
case GlobalSkinComponentLookup target:
if (!DrawableComponentInfo.TryGetValue(target.Lookup, out var skinnableInfo))
return null;
var components = new List<Drawable>();
foreach (var i in skinnableInfo)
components.Add(i.CreateInstance());
return new SkinnableTargetComponentsContainer
{
Children = components,
};
}
return null;
}
#region Disposal
~Skin()
{
// required to potentially clean up sample store from audio hierarchy.
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private bool isDisposed;
protected virtual void Dispose(bool isDisposing)
{
if (isDisposed)
return;
isDisposed = true;
Textures?.Dispose();
Samples?.Dispose();
realmBackedStorage?.Dispose();
}
#endregion
public class SquishingTextureLoaderStore : IResourceStore<TextureUpload>
{
private readonly IResourceStore<TextureUpload> textureStore;
public SquishingTextureLoaderStore(IResourceStore<TextureUpload> textureStore)
{
this.textureStore = textureStore;
}
public void Dispose()
{
textureStore.Dispose();
}
public TextureUpload Get(string name)
{
var textureUpload = textureStore.Get(name);
// NRT not enabled on framework side classes (IResourceStore / TextureLoaderStore), welp.
if (textureUpload.IsNull())
return null!;
// So there's a thing where some users have taken it upon themselves to create skin elements of insane dimensions.
// To the point where GPUs cannot load the textures (along with most image editor apps).
// To work around this, let's look out for any stupid images and shrink them down into a usable size.
const int max_supported_texture_size = 16384;
if (textureUpload.Height > max_supported_texture_size || textureUpload.Width > max_supported_texture_size)
{
var image = Image.LoadPixelData(textureUpload.Data.ToArray(), textureUpload.Width, textureUpload.Height);
image.Mutate(i => i.Resize(new Size(
Math.Min(textureUpload.Width, max_supported_texture_size),
Math.Min(textureUpload.Height, max_supported_texture_size)
)));
return new TextureUpload(image);
}
return textureUpload;
}
public Task<TextureUpload> GetAsync(string name, CancellationToken cancellationToken = new CancellationToken()) => textureStore.GetAsync(name, cancellationToken);
public Stream GetStream(string name) => textureStore.GetStream(name);
public IEnumerable<string> GetAvailableResources() => textureStore.GetAvailableResources();
}
}
}