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108a3deb27
Let's just go this way for now, maybe it's a better choice to always create transformers and disallow null, but it's too much work and out of scope at this point
79 lines
2.4 KiB
C#
79 lines
2.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A type of <see cref="SkinProvidingContainer"/> that provides access to the beatmap skin and user skin,
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/// each transformed with the ruleset's own skin transformer individually.
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/// </summary>
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public class RulesetSkinProvidingContainer : SkinProvidingContainer
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{
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protected readonly Ruleset Ruleset;
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protected readonly IBeatmap Beatmap;
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protected override Container<Drawable> Content { get; }
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public RulesetSkinProvidingContainer(Ruleset ruleset, IBeatmap beatmap, [CanBeNull] ISkin beatmapSkin)
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{
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Ruleset = ruleset;
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Beatmap = beatmap;
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InternalChild = new BeatmapSkinProvidingContainer(GetRulesetTransformedSkin(beatmapSkin))
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{
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Child = Content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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}
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};
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}
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[Resolved]
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private SkinManager skinManager { get; set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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UpdateSkins();
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}
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protected override void OnSourceChanged()
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{
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UpdateSkins();
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base.OnSourceChanged();
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}
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protected virtual void UpdateSkins()
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{
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SkinSources.Clear();
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.CurrentSkin.Value));
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// TODO: we also want to return a DefaultLegacySkin here if the current *beatmap* is providing any skinned elements.
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if (skinManager.CurrentSkin.Value is LegacySkin)
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.DefaultLegacySkin));
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.DefaultSkin));
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}
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protected ISkin GetRulesetTransformedSkin(ISkin skin)
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{
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if (skin == null)
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return null;
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var rulesetTransformed = Ruleset.CreateLegacySkinProvider(skin, Beatmap);
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if (rulesetTransformed != null)
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return rulesetTransformed;
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return skin;
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}
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}
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}
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