// 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.Collections.Generic; using System.Diagnostics; 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; 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 ResourceStoreBackedSkin rulesetResourcesSkin; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { if (Ruleset.CreateResourceStore() is IResourceStore<byte[]> resources) rulesetResourcesSkin = new ResourceStoreBackedSkin(resources, parent.Get<GameHost>(), parent.Get<AudioManager>()); return base.CreateChildDependencies(parent); } protected override void RefreshSources() { // Populate a local list first so we can adjust the returned order as we go. var sources = new List<ISkin>(); Debug.Assert(ParentSource != null); foreach (var skin in ParentSource.AllSources) { switch (skin) { case LegacySkin legacySkin: sources.Add(GetLegacyRulesetTransformedSkin(legacySkin)); break; default: sources.Add(skin); break; } } int lastDefaultSkinIndex = sources.IndexOf(sources.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) sources.Insert(lastDefaultSkinIndex, rulesetResourcesSkin); else sources.Add(rulesetResourcesSkin); SetSources(sources); } 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); rulesetResourcesSkin?.Dispose(); } } }