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