// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; 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 { private HitObjectComposer composer; protected override Drawable CreateMainContent() { var ruleset = Beatmap.Value.BeatmapInfo.Ruleset?.CreateInstance(); composer = ruleset?.CreateHitObjectComposer(); if (ruleset == null || composer == null) return new ScreenWhiteBox.UnderConstructionMessage(ruleset == null ? "This beatmap" : $"{ruleset.Description}'s composer"); 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(composer)); } protected override Drawable CreateTimelineContent() => composer == null ? base.CreateTimelineContent() : new TimelineBlueprintContainer(); } }