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osu-lazer/osu.Game/Skinning/RulesetSkinProvidingContainer.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.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.IO.Stores;
using osu.Framework.Platform;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.UI;
namespace osu.Game.Skinning
{
/// <summary>
/// A type of <see cref="SkinProvidingContainer"/> specialized for <see cref="DrawableRuleset"/> and other gameplay-related components.
/// Providing access to parent skin sources and the beatmap skin each surrounded with the ruleset legacy skin transformer.
/// </summary>
public class RulesetSkinProvidingContainer : SkinProvidingContainer
{
protected readonly Ruleset Ruleset;
protected readonly IBeatmap Beatmap;
/// <remarks>
/// This container already re-exposes all parent <see cref="ISkinSource"/> sources in a ruleset-usable form.
/// Therefore disallow falling back to any parent <see cref="ISkinSource"/> any further.
/// </remarks>
protected override bool AllowFallingBackToParent => false;
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protected override Container<Drawable> Content { get; }
public RulesetSkinProvidingContainer(Ruleset ruleset, IBeatmap beatmap, [CanBeNull] ISkin beatmapSkin)
{
Ruleset = ruleset;
Beatmap = beatmap;
InternalChild = new BeatmapSkinProvidingContainer(beatmapSkin is LegacySkin ? GetLegacyRulesetTransformedSkin(beatmapSkin) : beatmapSkin)
{
Child = Content = new Container
{
RelativeSizeAxes = Axes.Both,
}
};
}
private ISkinSource parentSource;
private ResourceStoreBackedSkin rulesetResourcesSkin;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
parentSource = parent.Get<ISkinSource>();
parentSource.SourceChanged += OnSourceChanged;
if (Ruleset.CreateResourceStore() is IResourceStore<byte[]> resources)
rulesetResourcesSkin = new ResourceStoreBackedSkin(resources, parent.Get<GameHost>(), parent.Get<AudioManager>());
// ensure sources are populated and ready for use before childrens' asynchronous load flow.
UpdateSkinSources();
return base.CreateChildDependencies(parent);
}
protected override void OnSourceChanged()
{
UpdateSkinSources();
base.OnSourceChanged();
}
protected virtual void UpdateSkinSources()
{
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ResetSources();
var skinSources = new List<ISkin>();
foreach (var skin in parentSource.AllSources)
{
switch (skin)
{
case LegacySkin legacySkin:
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skinSources.Add(GetLegacyRulesetTransformedSkin(legacySkin));
break;
default:
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skinSources.Add(skin);
break;
}
}
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int lastDefaultSkinIndex = skinSources.IndexOf(skinSources.OfType<DefaultSkin>().LastOrDefault());
// Ruleset resources should be given the ability to override game-wide defaults
// This is achieved by placing them before the last instance of DefaultSkin.
// Note that DefaultSkin may not be present in some test scenes.
if (lastDefaultSkinIndex >= 0)
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skinSources.Insert(lastDefaultSkinIndex, rulesetResourcesSkin);
else
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skinSources.Add(rulesetResourcesSkin);
foreach (var skin in skinSources)
AddSource(skin);
}
protected ISkin GetLegacyRulesetTransformedSkin(ISkin legacySkin)
{
if (legacySkin == null)
return null;
var rulesetTransformed = Ruleset.CreateLegacySkinProvider(legacySkin, Beatmap);
if (rulesetTransformed != null)
return rulesetTransformed;
return legacySkin;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (parentSource != null)
parentSource.SourceChanged -= OnSourceChanged;
rulesetResourcesSkin?.Dispose();
}
}
}