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0e443b1c47
- Closes https://github.com/ppy/osu/issues/37757 Commit-by-commit reading is recommended. Commits will be split to PRs on request but I consider this to be the minimal viable functional increment. ## Done - This adds a first version of a full storyboard encoder (a66dc406f498e35d4e0c8f2a462e946a9a1aeccc). I expect there to be hiccups due to weird corners of the `.osb` format; this is only intended to be somewhat correct as a start to build upon. Storyboarders are asked to file issues as necessary. - Due to the fact that storyboard definitions can reside both in the `.osu` and the `.osb`, b60698a95c4de1bfeb36fbb159fd5a6028920832 adds the required storage to be able to tell which storyboard element lives where, so that it can be decoded properly later. - In c9d3e04a4135886b5b0943c85f3cc6f4fe99c84c, the storyboard decoder is weaved into the beatmap decoder to handle the `.osu` part of the storyboard, via the `LegacyStoryboardEncoder.Encode{General,Events}ToBeatmap()` methods. For `.osb`s, `LegacyStoryboardEncoder.EncodeStandaloneStoryboard()` is intended, but for now is not used outside tests. - Because of the above, dd1c4e43dc51154cd67860f096712f8b4f229661 removes `Beatmap.UnhandledEventLines` as no longer required. - 26ac417ed98a8937c42e5f52c4e15ef065a48902 adds tests. They are mostly handwritten to ensure basic encode-decode roundtripping. Using existing storyboards is difficult, see "Known issues" section as to why. - 5cc542366db7caac38eb0729260d884905a2c0d5 fixes a bug in the storyboard decoder where the trigger group number was not properly negated on decode (see inline comment reference to relevant stable code). ## Known issues - Any and all variables in the `[Variables]` section are inlined into their usages by `LegacyStoryboardDecoder`, and as such `LegacyStoryboardEncoder` will end up inlining them and discarding the `[Variables]` section. As far as I can tell stable will also do this. - `LegacyStoryboardDecoder` splits all `M` (move) commands into `MX`/`MY` commands. Therefore, `LegacyStoryboardEncoder` will write out things in the same split way. I did not put in effort to attempt to reconcile this, for reasons of part laziness, part not wanting to bloat this already-large diff. - Ordering of storyboard samples on decode may not match the order on decode. I'm crossing fingers this doesn't matter.
227 lines
9.0 KiB
C#
227 lines
9.0 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterfaceV2;
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using osu.Game.Localisation;
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using osu.Game.Overlays;
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using osu.Game.Resources.Localisation.Web;
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namespace osu.Game.Screens.Edit.Setup
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{
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public partial class MetadataSection : SetupSection
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{
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protected FormTextBox ArtistTextBox = null!;
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protected FormTextBox RomanisedArtistTextBox = null!;
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protected FormTextBox TitleTextBox = null!;
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protected FormTextBox RomanisedTitleTextBox = null!;
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private FormTextBox creatorTextBox = null!;
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private FormTextBox difficultyTextBox = null!;
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private FormTextBox sourceTextBox = null!;
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private FormTextBox tagsTextBox = null!;
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private bool reloading;
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private bool dirty;
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public override LocalisableString Title => EditorSetupStrings.MetadataHeader;
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[Resolved]
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private Editor? editor { get; set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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[Resolved]
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private IBindable<WorkingBeatmap> working { get; set; } = null!;
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[Resolved]
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private IDialogOverlay? dialogOverlay { get; set; }
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[BackgroundDependencyLoader]
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private void load(SetupScreen? setupScreen)
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{
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Children = new Drawable[]
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{
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ArtistTextBox = createTextBox<FormTextBox>(EditorSetupStrings.Artist),
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RomanisedArtistTextBox = createTextBox<FormRomanisedTextBox>(EditorSetupStrings.RomanisedArtist),
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TitleTextBox = createTextBox<FormTextBox>(EditorSetupStrings.Title),
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RomanisedTitleTextBox = createTextBox<FormRomanisedTextBox>(EditorSetupStrings.RomanisedTitle),
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creatorTextBox = createTextBox<FormTextBox>(EditorSetupStrings.Creator),
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difficultyTextBox = createTextBox<FormTextBox>(EditorSetupStrings.DifficultyName),
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sourceTextBox = createTextBox<FormTextBox>(BeatmapsetsStrings.ShowInfoSource),
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tagsTextBox = createTextBox<FormTextBox>(BeatmapsetsStrings.ShowInfoMapperTags),
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new RoundedButton
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{
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RelativeSizeAxes = Axes.X,
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Text = EditorSetupStrings.SyncMetadataWithAllDifficulties,
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TooltipText = EditorSetupStrings.SyncMetadataWithAllDifficultiesTooltip,
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Margin = new MarginPadding { Top = 10 },
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Action = () => dialogOverlay?.Push(new SyncMetadataConfirmationDialog(syncMetadataToAllOtherDifficulties)),
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Enabled = { Value = working.Value.BeatmapSetInfo.Beatmaps.Count > 1 }
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}
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};
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if (setupScreen != null)
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setupScreen.MetadataChanged += reloadMetadata;
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reloadMetadata();
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}
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private void syncMetadataToAllOtherDifficulties()
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{
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if (working.Value.BeatmapSetInfo.Beatmaps.Count <= 1)
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return;
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applyMetadata();
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var set = working.Value.BeatmapSetInfo;
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var current = Beatmap.BeatmapInfo;
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var source = Beatmap.Metadata;
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foreach (var b in set.Beatmaps)
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{
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if (b.Equals(current))
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continue;
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b.Metadata.ArtistUnicode = source.ArtistUnicode;
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b.Metadata.Artist = source.Artist;
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b.Metadata.TitleUnicode = source.TitleUnicode;
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b.Metadata.Title = source.Title;
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b.Metadata.Source = source.Source;
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b.Metadata.Tags = source.Tags;
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try
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{
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var targetWorking = beatmaps.GetWorkingBeatmap(b);
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beatmaps.Save(b, targetWorking.GetPlayableBeatmap(b.Ruleset), targetWorking.GetSkin(), targetWorking.Storyboard);
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}
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catch (Exception e)
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{
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Logger.Error(e, $@"Failed to sync metadata to {b.GetDisplayTitle()}");
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return;
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}
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}
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// Persist the current difficulty and align with how resource changes re-save the current beatmap.
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// The reload is a crude measure to ensure places like the verify tab do not continue showing problems with mismatching metadata.
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editor?.SaveAndReload(withDialog: false);
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}
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private TTextBox createTextBox<TTextBox>(LocalisableString label)
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where TTextBox : FormTextBox, new()
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=> new TTextBox
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{
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Caption = label,
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TabbableContentContainer = this
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};
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (string.IsNullOrEmpty(ArtistTextBox.Current.Value))
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ScheduleAfterChildren(() => GetContainingFocusManager()!.ChangeFocus(ArtistTextBox));
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ArtistTextBox.Current.BindValueChanged(artist => transferIfRomanised(artist.NewValue, RomanisedArtistTextBox));
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TitleTextBox.Current.BindValueChanged(title => transferIfRomanised(title.NewValue, RomanisedTitleTextBox));
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foreach (var item in Children.OfType<FormTextBox>())
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{
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// Apply immediately on any change to ensure that if the user hits Ctrl+S after making a change (without committing)
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// it will still apply to the beatmap.
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item.Current.BindValueChanged(_ => applyMetadata());
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item.OnCommit += (_, newText) =>
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{
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if (newText && dirty)
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Beatmap.SaveState();
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};
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}
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if (editor != null)
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editor.Saved += () => dirty = false;
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updateReadOnlyState();
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}
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private void transferIfRomanised(string value, FormTextBox target)
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{
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if (MetadataUtils.IsRomanised(value))
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target.Current.Value = value;
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updateReadOnlyState();
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}
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private void updateReadOnlyState()
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{
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RomanisedArtistTextBox.ReadOnly = MetadataUtils.IsRomanised(ArtistTextBox.Current.Value);
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RomanisedTitleTextBox.ReadOnly = MetadataUtils.IsRomanised(TitleTextBox.Current.Value);
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}
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private void reloadMetadata()
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{
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reloading = true;
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var metadata = Beatmap.Metadata;
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RomanisedArtistTextBox.ReadOnly = false;
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RomanisedTitleTextBox.ReadOnly = false;
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ArtistTextBox.Current.Value = !string.IsNullOrEmpty(metadata.ArtistUnicode) ? metadata.ArtistUnicode : metadata.Artist;
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RomanisedArtistTextBox.Current.Value = !string.IsNullOrEmpty(metadata.Artist) ? metadata.Artist : MetadataUtils.StripNonRomanisedCharacters(metadata.ArtistUnicode);
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TitleTextBox.Current.Value = !string.IsNullOrEmpty(metadata.TitleUnicode) ? metadata.TitleUnicode : metadata.Title;
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RomanisedTitleTextBox.Current.Value = !string.IsNullOrEmpty(metadata.Title) ? metadata.Title : MetadataUtils.StripNonRomanisedCharacters(metadata.TitleUnicode);
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creatorTextBox.Current.Value = metadata.Author.Username;
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difficultyTextBox.Current.Value = Beatmap.BeatmapInfo.DifficultyName;
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sourceTextBox.Current.Value = metadata.Source;
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tagsTextBox.Current.Value = metadata.Tags;
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updateReadOnlyState();
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reloading = false;
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}
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private void applyMetadata()
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{
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if (reloading)
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return;
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Beatmap.Metadata.ArtistUnicode = ArtistTextBox.Current.Value;
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Beatmap.Metadata.Artist = RomanisedArtistTextBox.Current.Value;
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Beatmap.Metadata.TitleUnicode = TitleTextBox.Current.Value;
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Beatmap.Metadata.Title = RomanisedTitleTextBox.Current.Value;
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Beatmap.Metadata.Author.Username = creatorTextBox.Current.Value;
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Beatmap.BeatmapInfo.DifficultyName = difficultyTextBox.Current.Value;
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Beatmap.Metadata.Source = sourceTextBox.Current.Value;
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Beatmap.Metadata.Tags = tagsTextBox.Current.Value;
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dirty = true;
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}
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private partial class FormRomanisedTextBox : FormTextBox
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{
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internal override InnerTextBox CreateTextBox() => new RomanisedTextBox();
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private partial class RomanisedTextBox : InnerTextBox
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{
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public RomanisedTextBox()
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{
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InputProperties = new TextInputProperties(TextInputType.Text, false);
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}
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protected override bool CanAddCharacter(char character)
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=> MetadataUtils.IsRomanised(character);
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}
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}
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}
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}
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