osu/osu.Game/Skinning/SkinManager.cs

365 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using System.Linq.Expressions;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Rendering;
using osu.Framework.Graphics.Textures;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Framework.Threading;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Database;
using osu.Game.IO;
using osu.Game.Overlays.Notifications;
using osu.Game.Utils;
namespace osu.Game.Skinning
{
/// <summary>
/// Handles the storage and retrieval of <see cref="Skin"/>s.
/// </summary>
/// <remarks>
/// This is also exposed and cached as <see cref="ISkinSource"/> to allow for any component to potentially have skinning support.
/// For gameplay components, see <see cref="RulesetSkinProvidingContainer"/> which adds extra legacy and toggle logic that may affect the lookup process.
/// </remarks>
public class SkinManager : ModelManager<SkinInfo>, ISkinSource, IStorageResourceProvider, IModelImporter<SkinInfo>
{
/// <summary>
/// The default "classic" skin.
/// </summary>
public Skin DefaultClassicSkin { get; }
private readonly AudioManager audio;
private readonly Scheduler scheduler;
private readonly GameHost host;
private readonly IResourceStore<byte[]> resources;
public readonly Bindable<Skin> CurrentSkin = new Bindable<Skin>();
public readonly Bindable<Live<SkinInfo>> CurrentSkinInfo = new Bindable<Live<SkinInfo>>(ArgonSkin.CreateInfo().ToLiveUnmanaged());
private readonly SkinImporter skinImporter;
private readonly LegacySkinExporter skinExporter;
private readonly IResourceStore<byte[]> userFiles;
private Skin argonSkin { get; }
private Skin trianglesSkin { get; }
public override bool PauseImports
{
get => base.PauseImports;
set
{
base.PauseImports = value;
skinImporter.PauseImports = value;
}
}
public SkinManager(Storage storage, RealmAccess realm, GameHost host, IResourceStore<byte[]> resources, AudioManager audio, Scheduler scheduler)
: base(storage, realm)
{
this.audio = audio;
this.scheduler = scheduler;
this.host = host;
this.resources = resources;
userFiles = new StorageBackedResourceStore(storage.GetStorageForDirectory("files"));
skinImporter = new SkinImporter(storage, realm, this)
{
PostNotification = obj => PostNotification?.Invoke(obj),
};
var defaultSkins = new[]
{
DefaultClassicSkin = new DefaultLegacySkin(this),
trianglesSkin = new TrianglesSkin(this),
argonSkin = new ArgonSkin(this),
new ArgonProSkin(this),
};
// Ensure the default entries are present.
realm.Write(r =>
{
foreach (var skin in defaultSkins)
{
if (r.Find<SkinInfo>(skin.SkinInfo.ID) == null)
r.Add(skin.SkinInfo.Value);
}
});
CurrentSkinInfo.ValueChanged += skin =>
{
CurrentSkin.Value = skin.NewValue.PerformRead(GetSkin);
};
CurrentSkin.Value = argonSkin;
CurrentSkin.ValueChanged += skin =>
{
if (!skin.NewValue.SkinInfo.Equals(CurrentSkinInfo.Value))
throw new InvalidOperationException($"Setting {nameof(CurrentSkin)}'s value directly is not supported. Use {nameof(CurrentSkinInfo)} instead.");
SourceChanged?.Invoke();
};
skinExporter = new LegacySkinExporter(storage)
{
PostNotification = obj => PostNotification?.Invoke(obj)
};
}
public void SelectRandomSkin()
{
Realm.Run(r =>
{
// Required local for iOS. Will cause runtime crash if inlined.
Guid currentSkinId = CurrentSkinInfo.Value.ID;
// choose from only user skins, removing the current selection to ensure a new one is chosen.
var randomChoices = r.All<SkinInfo>()
.Where(s => !s.DeletePending && s.ID != currentSkinId)
.ToArray();
if (randomChoices.Length == 0)
{
CurrentSkinInfo.Value = ArgonSkin.CreateInfo().ToLiveUnmanaged();
return;
}
var chosen = randomChoices.ElementAt(RNG.Next(0, randomChoices.Length));
CurrentSkinInfo.Value = chosen.ToLive(Realm);
});
}
/// <summary>
/// Retrieve a <see cref="Skin"/> instance for the provided <see cref="SkinInfo"/>
/// </summary>
/// <param name="skinInfo">The skin to lookup.</param>
/// <returns>A <see cref="Skin"/> instance correlating to the provided <see cref="SkinInfo"/>.</returns>
public Skin GetSkin(SkinInfo skinInfo) => skinInfo.CreateInstance(this);
/// <summary>
/// Ensure that the current skin is in a state it can accept user modifications.
/// This will create a copy of any internal skin and being tracking in the database if not already.
/// </summary>
/// <returns>
/// Whether a new skin was created to allow for mutation.
/// </returns>
public bool EnsureMutableSkin()
{
return CurrentSkinInfo.Value.PerformRead(s =>
{
if (!s.Protected)
return false;
string[] existingSkinNames = Realm.Run(r => r.All<SkinInfo>()
.Where(skin => !skin.DeletePending)
.AsEnumerable()
.Select(skin => skin.Name).ToArray());
// if the user is attempting to save one of the default skin implementations, create a copy first.
var skinInfo = new SkinInfo
{
Creator = s.Creator,
InstantiationInfo = s.InstantiationInfo,
Name = NamingUtils.GetNextBestName(existingSkinNames, $@"{s.Name} (modified)")
};
var result = skinImporter.ImportModel(skinInfo, parameters: new ImportParameters
{
ImportImmediately = true // to avoid possible deadlocks when editing skin during gameplay.
});
if (result != null)
{
// save once to ensure the required json content is populated.
// currently this only happens on save.
result.PerformRead(skin => Save(skin.CreateInstance(this)));
CurrentSkinInfo.Value = result;
return true;
}
return false;
});
}
/// <summary>
/// Save a skin, serialising any changes to skin layouts to relevant JSON structures.
/// </summary>
/// <returns>Whether any change actually occurred.</returns>
public bool Save(Skin skin)
{
if (!skin.SkinInfo.IsManaged)
throw new InvalidOperationException($"Attempting to save a skin which is not yet tracked. Call {nameof(EnsureMutableSkin)} first.");
return skinImporter.Save(skin);
}
/// <summary>
/// Perform a lookup query on available <see cref="SkinInfo"/>s.
/// </summary>
/// <param name="query">The query.</param>
/// <returns>The first result for the provided query, or null if no results were found.</returns>
public Live<SkinInfo> Query(Expression<Func<SkinInfo, bool>> query)
{
return Realm.Run(r => r.All<SkinInfo>().FirstOrDefault(query)?.ToLive(Realm));
}
public event Action SourceChanged;
public Drawable GetDrawableComponent(ISkinComponentLookup lookup) => lookupWithFallback(s => s.GetDrawableComponent(lookup));
public Texture GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT) => lookupWithFallback(s => s.GetTexture(componentName, wrapModeS, wrapModeT));
public ISample GetSample(ISampleInfo sampleInfo) => lookupWithFallback(s => s.GetSample(sampleInfo));
public IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup) => lookupWithFallback(s => s.GetConfig<TLookup, TValue>(lookup));
public ISkin FindProvider(Func<ISkin, bool> lookupFunction)
{
foreach (var source in AllSources)
{
if (lookupFunction(source))
return source;
}
return null;
}
public IEnumerable<ISkin> AllSources
{
get
{
yield return CurrentSkin.Value;
// Skin manager provides default fallbacks.
// This handles cases where a user skin doesn't have the required resources for complete display of
// certain elements.
if (CurrentSkin.Value is LegacySkin && CurrentSkin.Value != DefaultClassicSkin)
yield return DefaultClassicSkin;
if (CurrentSkin.Value != trianglesSkin)
yield return trianglesSkin;
}
}
private T lookupWithFallback<T>(Func<ISkin, T> lookupFunction)
where T : class
{
try
{
Skin.LogLookupDebug(this, lookupFunction, Skin.LookupDebugType.Enter);
foreach (var source in AllSources)
{
if (lookupFunction(source) is T skinSourced)
return skinSourced;
}
return null;
}
finally
{
Skin.LogLookupDebug(this, lookupFunction, Skin.LookupDebugType.Exit);
}
}
#region IResourceStorageProvider
IRenderer IStorageResourceProvider.Renderer => host.Renderer;
AudioManager IStorageResourceProvider.AudioManager => audio;
IResourceStore<byte[]> IStorageResourceProvider.Resources => resources;
IResourceStore<byte[]> IStorageResourceProvider.Files => userFiles;
RealmAccess IStorageResourceProvider.RealmAccess => Realm;
IResourceStore<TextureUpload> IStorageResourceProvider.CreateTextureLoaderStore(IResourceStore<byte[]> underlyingStore) => host.CreateTextureLoaderStore(underlyingStore);
#endregion
#region Implementation of IModelImporter<SkinInfo>
public Action<IEnumerable<Live<SkinInfo>>> PresentImport
{
set => skinImporter.PresentImport = value;
}
public Task Import(params string[] paths) => skinImporter.Import(paths);
public Task Import(ImportTask[] imports, ImportParameters parameters = default) => skinImporter.Import(imports, parameters);
public IEnumerable<string> HandledExtensions => skinImporter.HandledExtensions;
public Task<IEnumerable<Live<SkinInfo>>> Import(ProgressNotification notification, ImportTask[] tasks, ImportParameters parameters = default) =>
skinImporter.Import(notification, tasks, parameters);
public Task<Live<SkinInfo>> ImportAsUpdate(ProgressNotification notification, ImportTask task, SkinInfo original) =>
skinImporter.ImportAsUpdate(notification, task, original);
public Task<ExternalEditOperation<SkinInfo>> BeginExternalEditing(SkinInfo model) => skinImporter.BeginExternalEditing(model);
public Task<Live<SkinInfo>> Import(ImportTask task, ImportParameters parameters = default, CancellationToken cancellationToken = default) =>
skinImporter.Import(task, parameters, cancellationToken);
public Task ExportCurrentSkin() => ExportSkin(CurrentSkinInfo.Value);
public Task ExportSkin(Live<SkinInfo> skin) => skinExporter.ExportAsync(skin);
#endregion
public void Delete([CanBeNull] Expression<Func<SkinInfo, bool>> filter = null, bool silent = false)
{
Realm.Run(r =>
{
var items = r.All<SkinInfo>()
.Where(s => !s.Protected && !s.DeletePending);
if (filter != null)
items = items.Where(filter);
// check the removed skin is not the current user choice. if it is, switch back to default.
Guid currentUserSkin = CurrentSkinInfo.Value.ID;
if (items.Any(s => s.ID == currentUserSkin))
scheduler.Add(() => CurrentSkinInfo.Value = ArgonSkin.CreateInfo().ToLiveUnmanaged());
Delete(items.ToList(), silent);
});
}
public void SetSkinFromConfiguration(string guidString)
{
Live<SkinInfo> skinInfo = null;
if (Guid.TryParse(guidString, out var guid))
skinInfo = Query(s => s.ID == guid);
if (skinInfo == null)
{
if (guid == SkinInfo.CLASSIC_SKIN)
skinInfo = DefaultClassicSkin.SkinInfo;
}
CurrentSkinInfo.Value = skinInfo ?? trianglesSkin.SkinInfo;
}
}
}