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osu-lazer/osu.Game/Screens/Edit/Compose/ComposeScreen.cs
2019-12-06 12:51:43 +09:00

38 lines
1.7 KiB
C#

// 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 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));
// 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() => new TimelineHitObjectDisplay(composer.EditorBeatmap);
}
}