// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Beatmaps; using osu.Game.Rulesets; using osu.Game.Rulesets.Edit; using osu.Game.Screens.Edit.Compose.Components.Timeline; using osu.Game.Skinning; namespace osu.Game.Screens.Edit.Compose { public class ComposeScreen : EditorScreenWithTimeline { [Resolved] private IBindable beatmap { get; set; } private HitObjectComposer composer; public ComposeScreen() : base(EditorScreenMode.Compose) { } private Ruleset ruleset; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { var dependencies = new DependencyContainer(base.CreateChildDependencies(parent)); ruleset = parent.Get>().Value.BeatmapInfo.Ruleset?.CreateInstance(); composer = ruleset?.CreateHitObjectComposer(); // 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() { if (ruleset == null || composer == null) return new ScreenWhiteBox.UnderConstructionMessage(ruleset == null ? "This beatmap" : $"{ruleset.Description}'s composer"); 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); // 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)); // 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)); } } }