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osu-lazer/osu.Game/Skinning/BeatmapSkinProvidingContainer.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.
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Audio;
using osu.Game.Configuration;
using osu.Game.Storyboards;
namespace osu.Game.Skinning
{
/// <summary>
/// A container which overrides existing skin options with beatmap-local values.
/// </summary>
public partial class BeatmapSkinProvidingContainer : SkinProvidingContainer
{
private Bindable<bool> beatmapSkins = null!;
private Bindable<bool> beatmapColours = null!;
private Bindable<bool> beatmapHitsounds = null!;
protected override bool AllowConfigurationLookup
{
get
{
if (beatmapSkins == null)
throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
return beatmapSkins.Value;
}
}
protected override bool AllowColourLookup
{
get
{
if (beatmapColours == null)
throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
return beatmapColours.Value;
}
}
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protected override bool AllowDrawableLookup(ISkinComponentLookup lookup)
{
if (beatmapSkins == null)
throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
return beatmapSkins.Value;
}
protected override bool AllowTextureLookup(string componentName)
{
if (beatmapSkins == null)
throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
return beatmapSkins.Value;
}
protected override bool AllowSampleLookup(ISampleInfo sampleInfo)
{
if (beatmapSkins == null)
throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
return sampleInfo is StoryboardSampleInfo || beatmapHitsounds.Value;
}
private readonly ISkin skin;
private readonly ISkin? classicFallback;
private Bindable<Skin> currentSkin = null!;
public BeatmapSkinProvidingContainer(ISkin skin, ISkin? classicFallback = null)
: base(skin)
{
this.skin = skin;
this.classicFallback = classicFallback;
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var config = parent.Get<OsuConfigManager>();
beatmapSkins = config.GetBindable<bool>(OsuSetting.BeatmapSkins);
beatmapColours = config.GetBindable<bool>(OsuSetting.BeatmapColours);
beatmapHitsounds = config.GetBindable<bool>(OsuSetting.BeatmapHitsounds);
return base.CreateChildDependencies(parent);
}
[BackgroundDependencyLoader]
private void load(SkinManager skins)
{
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beatmapSkins.BindValueChanged(_ => TriggerSourceChanged());
beatmapColours.BindValueChanged(_ => TriggerSourceChanged());
beatmapHitsounds.BindValueChanged(_ => TriggerSourceChanged());
currentSkin = skins.CurrentSkin.GetBoundCopy();
currentSkin.BindValueChanged(_ =>
{
bool userSkinIsLegacy = skins.CurrentSkin.Value is LegacySkin;
bool beatmapProvidingResources = skin is LegacySkinTransformer legacySkin && legacySkin.IsProvidingLegacyResources;
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// Some beatmaps provide a limited selection of skin elements to add some visual flair.
// In stable, these elements will take lookup priority over the selected skin (whether that be a user skin or default).
//
// To replicate this we need to pay special attention to the fallback order.
// If a user has a non-legacy skin (argon, triangles) selected, the game won't normally fall back to a legacy skin.
// In turn this can create an unexpected visual experience.
//
// So here, check what skin the user has selected. If it's already a legacy skin then we don't need to do anything special.
// If it isn't, we insert the classic default. Note that this is only done if the beatmap seems to be providing skin elements,
// as we only want to override the user's (non-legacy) skin choice when required for beatmap skin visuals.
if (!userSkinIsLegacy && beatmapProvidingResources && classicFallback != null)
SetSources(new[] { skin, classicFallback });
else
SetSources(new[] { skin });
}, true);
}
}
}