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Add skin providing container responding to beatmap skin edits
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@ -15,7 +15,6 @@ using osu.Game.Extensions;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Skinning;
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namespace osu.Game.Screens.Edit.Compose
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namespace osu.Game.Screens.Edit.Compose
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{
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{
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@ -73,7 +72,7 @@ namespace osu.Game.Screens.Edit.Compose
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{
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{
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Debug.Assert(ruleset != null);
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Debug.Assert(ruleset != null);
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return new RulesetSkinProvidingContainer(ruleset, EditorBeatmap.PlayableBeatmap, beatmap.Value.Skin).WithChild(content);
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return new EditorSkinProvidingContainer(EditorBeatmap).WithChild(content);
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}
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}
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#region Input Handling
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#region Input Handling
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40
osu.Game/Screens/Edit/EditorSkinProvidingContainer.cs
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40
osu.Game/Screens/Edit/EditorSkinProvidingContainer.cs
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@ -0,0 +1,40 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Skinning;
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#nullable enable
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// A <see cref="SkinProvidingContainer"/> that fires <see cref="ISkinSource.SourceChanged"/> when users have made a change to the beatmap skin
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/// of the map being edited.
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/// </summary>
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public class EditorSkinProvidingContainer : RulesetSkinProvidingContainer
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{
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private readonly EditorBeatmapSkin? beatmapSkin;
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public EditorSkinProvidingContainer(EditorBeatmap editorBeatmap)
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: base(editorBeatmap.PlayableBeatmap.BeatmapInfo.Ruleset.CreateInstance(), editorBeatmap, editorBeatmap.BeatmapSkin)
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{
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beatmapSkin = editorBeatmap.BeatmapSkin;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (beatmapSkin != null)
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beatmapSkin.BeatmapSkinChanged += TriggerSourceChanged;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (beatmapSkin != null)
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beatmapSkin.BeatmapSkinChanged -= TriggerSourceChanged;
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}
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}
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}
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