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osu-lazer/osu.Game/Skinning/Editor/SkinEditor.cs

382 lines
14 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.IO;
using System.Linq;
using System.Threading.Tasks;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
using osu.Framework.Testing;
using osu.Game.Database;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays;
using osu.Game.Screens.Edit.Components;
using osu.Game.Screens.Edit.Components.Menus;
namespace osu.Game.Skinning.Editor
{
[Cached(typeof(SkinEditor))]
public class SkinEditor : VisibilityContainer, ICanAcceptFiles
{
public const double TRANSITION_DURATION = 500;
public readonly BindableList<ISkinnableDrawable> SelectedComponents = new BindableList<ISkinnableDrawable>();
protected override bool StartHidden => true;
private Drawable targetScreen;
private OsuTextFlowContainer headerText;
private Bindable<Skin> currentSkin;
[Resolved(canBeNull: true)]
private OsuGame game { get; set; }
[Resolved]
private SkinManager skins { get; set; }
[Resolved]
private OsuColour colours { get; set; }
[Resolved]
private RealmAccess realm { get; set; }
[Resolved(canBeNull: true)]
private SkinEditorOverlay skinEditorOverlay { get; set; }
[Cached]
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
private bool hasBegunMutating;
private Container content;
private EditorSidebar componentsSidebar;
private EditorSidebar settingsSidebar;
public SkinEditor()
{
}
public SkinEditor(Drawable targetScreen)
{
UpdateTargetScreen(targetScreen);
}
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
const float menu_height = 40;
InternalChild = new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.Both,
Child = new GridContainer
{
RelativeSizeAxes = Axes.Both,
RowDimensions = new[]
{
new Dimension(GridSizeMode.AutoSize),
new Dimension(GridSizeMode.AutoSize),
new Dimension(),
},
Content = new[]
{
new Drawable[]
{
new Container
{
Name = "Menu container",
RelativeSizeAxes = Axes.X,
Depth = float.MinValue,
Height = menu_height,
Children = new Drawable[]
{
new EditorMenuBar
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Items = new[]
{
new MenuItem("File")
{
Items = new[]
{
new EditorMenuItem("Save", MenuItemType.Standard, Save),
new EditorMenuItem("Revert to default", MenuItemType.Destructive, revert),
new EditorMenuItemSpacer(),
new EditorMenuItem("Exit", MenuItemType.Standard, () => skinEditorOverlay?.Hide()),
},
},
}
},
headerText = new OsuTextFlowContainer
{
TextAnchor = Anchor.TopRight,
Padding = new MarginPadding(5),
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.X,
RelativeSizeAxes = Axes.Y,
},
},
},
},
new Drawable[]
{
new SkinEditorSceneLibrary
{
RelativeSizeAxes = Axes.X,
},
},
new Drawable[]
{
new GridContainer
{
RelativeSizeAxes = Axes.Both,
ColumnDimensions = new[]
{
new Dimension(GridSizeMode.AutoSize),
new Dimension(),
new Dimension(GridSizeMode.AutoSize),
},
Content = new[]
{
new Drawable[]
{
componentsSidebar = new EditorSidebar(),
content = new Container
{
Depth = float.MaxValue,
RelativeSizeAxes = Axes.Both,
},
settingsSidebar = new EditorSidebar(),
}
}
}
},
}
}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
Show();
game?.RegisterImportHandler(this);
// as long as the skin editor is loaded, let's make sure we can modify the current skin.
currentSkin = skins.CurrentSkin.GetBoundCopy();
// schedule ensures this only happens when the skin editor is visible.
// also avoid some weird endless recursion / bindable feedback loop (something to do with tracking skins across three different bindable types).
// probably something which will be factored out in a future database refactor so not too concerning for now.
currentSkin.BindValueChanged(skin =>
{
hasBegunMutating = false;
Scheduler.AddOnce(skinChanged);
}, true);
SelectedComponents.BindCollectionChanged((_, __) => Scheduler.AddOnce(populateSettings), true);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
game?.UnregisterImportHandler(this);
}
public void UpdateTargetScreen(Drawable targetScreen)
{
this.targetScreen = targetScreen;
SelectedComponents.Clear();
Scheduler.AddOnce(loadBlueprintContainer);
Scheduler.AddOnce(populateSettings);
void loadBlueprintContainer()
{
content.Child = new SkinBlueprintContainer(targetScreen);
componentsSidebar.Child = new SkinComponentToolbox(getFirstTarget() as CompositeDrawable)
{
RequestPlacement = placeComponent
};
}
}
private void skinChanged()
{
headerText.Clear();
headerText.AddParagraph("Skin editor", cp => cp.Font = OsuFont.Default.With(size: 16));
headerText.NewParagraph();
headerText.AddText("Currently editing ", cp =>
{
cp.Font = OsuFont.Default.With(size: 12);
cp.Colour = colours.Yellow;
});
headerText.AddText($"{currentSkin.Value.SkinInfo}", cp =>
{
cp.Font = OsuFont.Default.With(size: 12, weight: FontWeight.Bold);
cp.Colour = colours.Yellow;
});
skins.EnsureMutableSkin();
hasBegunMutating = true;
}
private void placeComponent(Type type)
{
if (!(Activator.CreateInstance(type) is ISkinnableDrawable component))
throw new InvalidOperationException($"Attempted to instantiate a component for placement which was not an {typeof(ISkinnableDrawable)}.");
placeComponent(component);
}
private void placeComponent(ISkinnableDrawable component, bool applyDefaults = true)
{
var targetContainer = getFirstTarget();
if (targetContainer == null)
return;
var drawableComponent = (Drawable)component;
if (applyDefaults)
{
// give newly added components a sane starting location.
drawableComponent.Origin = Anchor.TopCentre;
drawableComponent.Anchor = Anchor.TopCentre;
drawableComponent.Y = targetContainer.DrawSize.Y / 2;
}
targetContainer.Add(component);
SelectedComponents.Clear();
SelectedComponents.Add(component);
}
private void populateSettings()
{
settingsSidebar.Clear();
foreach (var component in SelectedComponents.OfType<Drawable>())
settingsSidebar.Add(new SkinSettingsToolbox(component));
}
private IEnumerable<ISkinnableTarget> availableTargets => targetScreen.ChildrenOfType<ISkinnableTarget>();
private ISkinnableTarget getFirstTarget() => availableTargets.FirstOrDefault();
private ISkinnableTarget getTarget(SkinnableTarget target)
{
return availableTargets.FirstOrDefault(c => c.Target == target);
}
private void revert()
{
ISkinnableTarget[] targetContainers = availableTargets.ToArray();
foreach (var t in targetContainers)
{
currentSkin.Value.ResetDrawableTarget(t);
// add back default components
getTarget(t.Target).Reload();
}
}
public void Save()
{
if (!hasBegunMutating)
return;
ISkinnableTarget[] targetContainers = availableTargets.ToArray();
foreach (var t in targetContainers)
currentSkin.Value.UpdateDrawableTarget(t);
skins.Save(skins.CurrentSkin.Value);
}
protected override bool OnHover(HoverEvent e) => true;
protected override bool OnMouseDown(MouseDownEvent e) => true;
protected override void PopIn()
{
this.FadeIn(TRANSITION_DURATION, Easing.OutQuint);
}
protected override void PopOut()
{
this.FadeOut(TRANSITION_DURATION, Easing.OutQuint);
}
public void DeleteItems(ISkinnableDrawable[] items)
{
foreach (var item in items)
availableTargets.FirstOrDefault(t => t.Components.Contains(item))?.Remove(item);
}
public Task Import(params string[] paths)
{
Schedule(() =>
{
var file = new FileInfo(paths.First());
// import to skin
currentSkin.Value.SkinInfo.PerformWrite(skinInfo =>
{
using (var contents = file.OpenRead())
skins.AddFile(skinInfo, contents, file.Name);
});
// Even though we are 100% on an update thread, we need to wait for realm callbacks to fire (to correctly invalidate caches in RealmBackedResourceStore).
// See https://github.com/realm/realm-dotnet/discussions/2634#discussioncomment-2483573 for further discussion.
// This is the best we can do for now.
realm.Run(r => r.Refresh());
// place component
var sprite = new SkinnableSprite
{
SpriteName = { Value = file.Name },
Origin = Anchor.Centre,
Position = getFirstTarget().ToLocalSpace(GetContainingInputManager().CurrentState.Mouse.Position),
};
placeComponent(sprite, false);
SkinSelectionHandler.ApplyClosestAnchor(sprite);
});
return Task.CompletedTask;
}
public Task Import(params ImportTask[] tasks) => throw new NotImplementedException();
public IEnumerable<string> HandledExtensions => new[] { ".jpg", ".jpeg", ".png" };
}
}