// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable 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 { /// /// A type of specialized for and other gameplay-related components. /// Providing access to parent skin sources and the beatmap skin each surrounded with the ruleset legacy skin transformer. /// public partial class RulesetSkinProvidingContainer : SkinProvidingContainer { protected readonly Ruleset Ruleset; protected readonly IBeatmap Beatmap; [CanBeNull] private readonly ISkin beatmapSkin; /// /// This container already re-exposes all parent sources in a ruleset-usable form. /// Therefore disallow falling back to any parent any further. /// protected override bool AllowFallingBackToParent => false; protected override Container Content { get; } = new Container { RelativeSizeAxes = Axes.Both, }; public RulesetSkinProvidingContainer(Ruleset ruleset, IBeatmap beatmap, [CanBeNull] ISkin beatmapSkin) { Ruleset = ruleset; Beatmap = beatmap; this.beatmapSkin = beatmapSkin; } [BackgroundDependencyLoader] private void load(SkinManager skinManager) { InternalChild = new BeatmapSkinProvidingContainer(GetRulesetTransformedSkin(beatmapSkin), GetRulesetTransformedSkin(skinManager.DefaultClassicSkin)) { Child = Content, }; } private ResourceStoreBackedSkin rulesetResourcesSkin; protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent) { if (Ruleset.CreateResourceStore() is IResourceStore resources) rulesetResourcesSkin = new ResourceStoreBackedSkin(resources, parent.Get(), parent.Get()); 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(); Debug.Assert(ParentSource != null); foreach (var source in ParentSource.AllSources) { switch (source) { case Skin skin: sources.Add(GetRulesetTransformedSkin(skin)); break; default: sources.Add(source); break; } } // TODO: check int lastDefaultSkinIndex = sources.IndexOf(sources.OfType().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 GetRulesetTransformedSkin(ISkin skin) { if (skin == null) return null; var rulesetTransformed = Ruleset.CreateSkinTransformer(skin, Beatmap); if (rulesetTransformed != null) return rulesetTransformed; return skin; } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); rulesetResourcesSkin?.Dispose(); } } }