mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 16:48:22 +08:00
375 lines
12 KiB
C#
375 lines
12 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.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Framework.Input;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Framework.Layout;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens;
|
|
using osu.Game.Screens.Edit;
|
|
using osu.Game.Screens.Edit.Components;
|
|
using osu.Game.Screens.Menu;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Screens.Select;
|
|
using osu.Game.Users;
|
|
using osu.Game.Utils;
|
|
|
|
namespace osu.Game.Overlays.SkinEditor
|
|
{
|
|
/// <summary>
|
|
/// A container which handles loading a skin editor on user request for a specified target.
|
|
/// This also handles the scaling / positioning adjustment of the target.
|
|
/// </summary>
|
|
public partial class SkinEditorOverlay : OverlayContainer, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
private readonly ScalingContainer scalingContainer;
|
|
|
|
protected override bool BlockNonPositionalInput => true;
|
|
|
|
private SkinEditor? skinEditor;
|
|
|
|
[Resolved]
|
|
private IPerformFromScreenRunner? performer { get; set; }
|
|
|
|
[Cached]
|
|
public readonly EditorClipboard Clipboard = new EditorClipboard();
|
|
|
|
[Resolved]
|
|
private OsuGame game { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private MusicController music { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private Bindable<IReadOnlyList<Mod>> mods { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private Bindable<RulesetInfo> ruleset { get; set; } = null!;
|
|
|
|
[Resolved]
|
|
private IBindable<WorkingBeatmap> beatmap { get; set; } = null!;
|
|
|
|
private OsuScreen? lastTargetScreen;
|
|
private InvokeOnDisposal? nestedInputManagerDisable;
|
|
|
|
private readonly LayoutValue drawSizeLayout;
|
|
|
|
public SkinEditorOverlay(ScalingContainer scalingContainer)
|
|
{
|
|
this.scalingContainer = scalingContainer;
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
AddLayout(drawSizeLayout = new LayoutValue(Invalidation.DrawSize));
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
config.BindWith(OsuSetting.BeatmapSkins, beatmapSkins);
|
|
}
|
|
|
|
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
|
|
{
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.Back:
|
|
if (skinEditor?.State.Value != Visibility.Visible)
|
|
break;
|
|
|
|
Hide();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
protected override void PopIn()
|
|
{
|
|
globallyDisableBeatmapSkinSetting();
|
|
|
|
if (skinEditor != null)
|
|
{
|
|
disableNestedInputManagers();
|
|
skinEditor.Show();
|
|
|
|
if (lastTargetScreen is MainMenu)
|
|
PresentGameplay();
|
|
|
|
return;
|
|
}
|
|
|
|
var editor = new SkinEditor();
|
|
|
|
editor.State.BindValueChanged(_ => updateComponentVisibility());
|
|
|
|
skinEditor = editor;
|
|
|
|
LoadComponentAsync(editor, _ =>
|
|
{
|
|
if (editor != skinEditor)
|
|
return;
|
|
|
|
AddInternal(editor);
|
|
|
|
if (lastTargetScreen is MainMenu)
|
|
PresentGameplay();
|
|
|
|
Debug.Assert(lastTargetScreen != null);
|
|
|
|
SetTarget(lastTargetScreen);
|
|
});
|
|
}
|
|
|
|
protected override void PopOut()
|
|
{
|
|
skinEditor?.Save(false);
|
|
skinEditor?.Hide();
|
|
nestedInputManagerDisable?.Dispose();
|
|
nestedInputManagerDisable = null;
|
|
|
|
globallyReenableBeatmapSkinSetting();
|
|
}
|
|
|
|
public void PresentGameplay() => presentGameplay(false);
|
|
|
|
private void presentGameplay(bool attemptedBeatmapSwitch)
|
|
{
|
|
performer?.PerformFromScreen(screen =>
|
|
{
|
|
if (State.Value != Visibility.Visible)
|
|
return;
|
|
|
|
if (beatmap.Value is DummyWorkingBeatmap)
|
|
{
|
|
// presume we don't have anything good to play and just bail.
|
|
return;
|
|
}
|
|
|
|
// If we're playing the intro, switch away to another beatmap.
|
|
if (beatmap.Value.BeatmapSetInfo.Protected)
|
|
{
|
|
if (!attemptedBeatmapSwitch)
|
|
{
|
|
music.NextTrack();
|
|
Schedule(() => presentGameplay(true));
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (screen is Player)
|
|
return;
|
|
|
|
// the validity of the current game-wide beatmap + ruleset combination is enforced by song select.
|
|
// if we're anywhere else, the state is unknown and may not make sense, so forcibly set something that does.
|
|
if (screen is not PlaySongSelect)
|
|
ruleset.Value = beatmap.Value.BeatmapInfo.Ruleset;
|
|
var replayGeneratingMod = ruleset.Value.CreateInstance().GetAutoplayMod();
|
|
|
|
IReadOnlyList<Mod> usableMods = mods.Value;
|
|
|
|
if (replayGeneratingMod != null)
|
|
usableMods = usableMods.Append(replayGeneratingMod).ToArray();
|
|
|
|
if (!ModUtils.CheckCompatibleSet(usableMods, out var invalid))
|
|
mods.Value = mods.Value.Except(invalid).ToArray();
|
|
|
|
if (replayGeneratingMod != null)
|
|
screen.Push(new EndlessPlayer((beatmap, mods) => replayGeneratingMod.CreateScoreFromReplayData(beatmap, mods)));
|
|
}, new[] { typeof(Player), typeof(PlaySongSelect) });
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (!drawSizeLayout.IsValid)
|
|
{
|
|
updateScreenSizing();
|
|
drawSizeLayout.Validate();
|
|
}
|
|
}
|
|
|
|
private void updateScreenSizing()
|
|
{
|
|
if (skinEditor?.State.Value != Visibility.Visible) return;
|
|
|
|
const float padding = 10;
|
|
|
|
float relativeSidebarWidth = (EditorSidebar.WIDTH + padding) / DrawWidth;
|
|
float relativeToolbarHeight = (SkinEditorSceneLibrary.HEIGHT + SkinEditor.MENU_HEIGHT + padding) / DrawHeight;
|
|
|
|
var rect = new RectangleF(
|
|
relativeSidebarWidth,
|
|
relativeToolbarHeight,
|
|
1 - relativeSidebarWidth * 2,
|
|
1f - relativeToolbarHeight - padding / DrawHeight);
|
|
|
|
scalingContainer.SetCustomRect(rect, true);
|
|
}
|
|
|
|
private void updateComponentVisibility()
|
|
{
|
|
Debug.Assert(skinEditor != null);
|
|
|
|
if (skinEditor.State.Value == Visibility.Visible)
|
|
{
|
|
Scheduler.AddOnce(updateScreenSizing);
|
|
|
|
game.Toolbar.Hide();
|
|
game.CloseAllOverlays();
|
|
}
|
|
else
|
|
{
|
|
scalingContainer.SetCustomRect(null);
|
|
|
|
if (lastTargetScreen?.HideOverlaysOnEnter != true)
|
|
game.Toolbar.Show();
|
|
}
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set a new target screen which will be used to find skinnable components.
|
|
/// </summary>
|
|
public void SetTarget(OsuScreen screen)
|
|
{
|
|
nestedInputManagerDisable?.Dispose();
|
|
nestedInputManagerDisable = null;
|
|
|
|
lastTargetScreen = screen;
|
|
|
|
if (skinEditor == null) return;
|
|
|
|
// ensure the toolbar is re-hidden even if a new screen decides to try and show it.
|
|
updateComponentVisibility();
|
|
|
|
// AddOnce with parameter will ensure the newest target is loaded if there is any overlap.
|
|
Scheduler.AddOnce(setTarget, screen);
|
|
}
|
|
|
|
private void setTarget(OsuScreen? target)
|
|
{
|
|
if (target == null)
|
|
return;
|
|
|
|
Debug.Assert(skinEditor != null);
|
|
|
|
if (!target.IsLoaded || !skinEditor.IsLoaded)
|
|
{
|
|
Scheduler.AddOnce(setTarget, target);
|
|
return;
|
|
}
|
|
|
|
if (skinEditor.State.Value == Visibility.Visible)
|
|
{
|
|
skinEditor.Save(false);
|
|
skinEditor.UpdateTargetScreen(target);
|
|
disableNestedInputManagers();
|
|
}
|
|
else
|
|
{
|
|
skinEditor.Hide();
|
|
skinEditor.Expire();
|
|
skinEditor = null;
|
|
}
|
|
}
|
|
|
|
private void disableNestedInputManagers()
|
|
{
|
|
if (lastTargetScreen == null)
|
|
return;
|
|
|
|
var nestedInputManagers = lastTargetScreen.ChildrenOfType<PassThroughInputManager>().Where(manager => manager.UseParentInput).ToArray();
|
|
foreach (var inputManager in nestedInputManagers)
|
|
inputManager.UseParentInput = false;
|
|
nestedInputManagerDisable = new InvokeOnDisposal(() =>
|
|
{
|
|
foreach (var inputManager in nestedInputManagers)
|
|
inputManager.UseParentInput = true;
|
|
});
|
|
}
|
|
|
|
private readonly Bindable<bool> beatmapSkins = new Bindable<bool>();
|
|
private LeasedBindable<bool>? leasedBeatmapSkins;
|
|
|
|
private void globallyDisableBeatmapSkinSetting()
|
|
{
|
|
if (beatmapSkins.Disabled)
|
|
return;
|
|
|
|
// The skin editor doesn't work well if beatmap skins are being applied to the player screen.
|
|
// To keep things simple, disable the setting game-wide while using the skin editor.
|
|
//
|
|
// This causes a full reload of the skin, which is pretty ugly.
|
|
// TODO: Investigate if we can avoid this when a beatmap skin is not being applied by the current beatmap.
|
|
leasedBeatmapSkins = beatmapSkins.BeginLease(true);
|
|
leasedBeatmapSkins.Value = false;
|
|
}
|
|
|
|
private void globallyReenableBeatmapSkinSetting()
|
|
{
|
|
leasedBeatmapSkins?.Return();
|
|
leasedBeatmapSkins = null;
|
|
}
|
|
|
|
private partial class EndlessPlayer : ReplayPlayer
|
|
{
|
|
protected override UserActivity? InitialActivity => null;
|
|
|
|
public override bool DisallowExternalBeatmapRulesetChanges => true;
|
|
|
|
public override bool? AllowGlobalTrackControl => false;
|
|
|
|
public EndlessPlayer(Func<IBeatmap, IReadOnlyList<Mod>, Score> createScore)
|
|
: base(createScore, new PlayerConfiguration
|
|
{
|
|
ShowResults = false,
|
|
AutomaticallySkipIntro = true,
|
|
})
|
|
{
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
|
|
if (!LoadedBeatmapSuccessfully)
|
|
Scheduler.AddDelayed(this.Exit, 1000);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (!LoadedBeatmapSuccessfully)
|
|
return;
|
|
|
|
if (GameplayState.HasPassed)
|
|
GameplayClockContainer.Seek(0);
|
|
}
|
|
}
|
|
}
|
|
}
|