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osu-lazer/osu.Game/Screens/Edit/EditorBeatmapSkin.cs
Bartłomiej Dach d1d32fc16c
Fix editor displaying combo colours in effectively incorrect order
Addresses https://github.com/ppy/osu/discussions/27316.

Stable lies about the first combo colour being first; in the `.osu`
file it is actually second. It does a thing in editor itself to correct
for this.

    https://github.com/peppy/osu-stable-reference/blob/master/osu!/GameModes/Edit/Forms/SongSetup.cs#L233-L234
2024-02-23 14:49:46 +01:00

76 lines
2.9 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.
#nullable disable
using System;
using System.Collections.Generic;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
using osu.Game.Audio;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Screens.Edit
{
/// <summary>
/// A beatmap skin which is being edited.
/// </summary>
public class EditorBeatmapSkin : ISkin
{
public event Action BeatmapSkinChanged;
/// <summary>
/// The underlying beatmap skin.
/// </summary>
protected internal readonly Skin Skin;
/// <summary>
/// The combo colours of this skin.
/// If empty, the default combo colours will be used.
/// </summary>
public BindableList<Colour4> ComboColours { get; }
public EditorBeatmapSkin(Skin skin)
{
Skin = skin;
ComboColours = new BindableList<Colour4>();
if (Skin.Configuration.ComboColours is IReadOnlyList<Color4> comboColours)
{
// due to the foibles of how `IHasComboInformation` / `ComboIndexWithOffsets` work,
// the actual effective first combo colour that will be used on the beatmap is the one with index 1, not 0.
// see also: `IHasComboInformation.UpdateComboInformation`,
// https://github.com/peppy/osu-stable-reference/blob/46cd3a10af7cc6cc96f4eba92ef1812dc8c3a27e/osu!/GameModes/Edit/Forms/SongSetup.cs#L233-L234.
for (int i = 0; i < comboColours.Count; ++i)
ComboColours.Add(comboColours[(i + 1) % comboColours.Count]);
}
ComboColours.BindCollectionChanged((_, _) => updateColours());
}
private void invokeSkinChanged() => BeatmapSkinChanged?.Invoke();
private void updateColours()
{
// performs the inverse of the index rotation operation described in the ctor.
Skin.Configuration.CustomComboColours.Clear();
for (int i = 0; i < ComboColours.Count; ++i)
Skin.Configuration.CustomComboColours.Add(ComboColours[(ComboColours.Count + i - 1) % ComboColours.Count]);
invokeSkinChanged();
}
#region Delegated ISkin implementation
public Drawable GetDrawableComponent(ISkinComponentLookup lookup) => Skin.GetDrawableComponent(lookup);
public Texture GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT) => Skin.GetTexture(componentName, wrapModeS, wrapModeT);
public ISample GetSample(ISampleInfo sampleInfo) => Skin.GetSample(sampleInfo);
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup) => Skin.GetConfig<TLookup, TValue>(lookup);
#endregion
}
}