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osu-lazer/osu.Game/Screens/Edit/Compose/ComposeScreen.cs

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// 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.
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using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Skinning;
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namespace osu.Game.Screens.Edit.Compose
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{
public class ComposeScreen : EditorScreenWithTimeline
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{
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
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private HitObjectComposer composer;
public ComposeScreen()
: base(EditorScreenMode.Compose)
{
}
private Ruleset ruleset;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
ruleset = parent.Get<IBindable<WorkingBeatmap>>().Value.BeatmapInfo.Ruleset?.CreateInstance();
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composer = ruleset?.CreateHitObjectComposer();
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// make the composer available to the timeline and other components in this screen.
if (composer != null)
dependencies.CacheAs(composer);
return dependencies;
}
protected override Drawable CreateMainContent()
{
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if (ruleset == null || composer == null)
return new ScreenWhiteBox.UnderConstructionMessage(ruleset == null ? "This beatmap" : $"{ruleset.Description}'s composer");
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return wrapSkinnableContent(composer);
}
protected override Drawable CreateTimelineContent()
{
if (ruleset == null || composer == null)
return base.CreateTimelineContent();
return wrapSkinnableContent(new TimelineBlueprintContainer(composer));
}
private Drawable wrapSkinnableContent(Drawable content)
{
Debug.Assert(ruleset != null);
var beatmapSkinProvider = new BeatmapSkinProvidingContainer(beatmap.Value.Skin);
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
// full access to all skin sources.
var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, EditorBeatmap.PlayableBeatmap));
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// load the skinning hierarchy first.
// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
return beatmapSkinProvider.WithChild(rulesetSkinProvider.WithChild(content));
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}
}
}