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122 lines
5.0 KiB
C#
122 lines
5.0 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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Audio;
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using osu.Game.Configuration;
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using osu.Game.Storyboards;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A container which overrides existing skin options with beatmap-local values.
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/// </summary>
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public partial class BeatmapSkinProvidingContainer : SkinProvidingContainer
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{
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private Bindable<bool> beatmapSkins = null!;
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private Bindable<bool> beatmapColours = null!;
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private Bindable<bool> beatmapHitsounds = null!;
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protected override bool AllowConfigurationLookup
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{
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get
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{
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if (beatmapSkins == null)
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throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
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return beatmapSkins.Value;
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}
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}
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protected override bool AllowColourLookup
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{
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get
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{
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if (beatmapColours == null)
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throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
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return beatmapColours.Value;
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}
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}
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protected override bool AllowDrawableLookup(ISkinComponentLookup lookup)
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{
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if (beatmapSkins == null)
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throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
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return beatmapSkins.Value;
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}
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protected override bool AllowTextureLookup(string componentName)
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{
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if (beatmapSkins == null)
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throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
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return beatmapSkins.Value;
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}
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protected override bool AllowSampleLookup(ISampleInfo sampleInfo)
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{
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if (beatmapSkins == null)
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throw new InvalidOperationException($"{nameof(BeatmapSkinProvidingContainer)} needs to be loaded before being consumed.");
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return sampleInfo is StoryboardSampleInfo || beatmapHitsounds.Value;
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}
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private readonly ISkin skin;
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private readonly ISkin? classicFallback;
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private Bindable<Skin> currentSkin = null!;
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public BeatmapSkinProvidingContainer(ISkin skin, ISkin? classicFallback = null)
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: base(skin)
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{
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this.skin = skin;
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this.classicFallback = classicFallback;
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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var config = parent.Get<OsuConfigManager>();
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beatmapSkins = config.GetBindable<bool>(OsuSetting.BeatmapSkins);
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beatmapColours = config.GetBindable<bool>(OsuSetting.BeatmapColours);
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beatmapHitsounds = config.GetBindable<bool>(OsuSetting.BeatmapHitsounds);
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return base.CreateChildDependencies(parent);
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}
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[BackgroundDependencyLoader]
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private void load(SkinManager skins)
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{
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beatmapSkins.BindValueChanged(_ => TriggerSourceChanged());
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beatmapColours.BindValueChanged(_ => TriggerSourceChanged());
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beatmapHitsounds.BindValueChanged(_ => TriggerSourceChanged());
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currentSkin = skins.CurrentSkin.GetBoundCopy();
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currentSkin.BindValueChanged(_ =>
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{
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bool userSkinIsLegacy = skins.CurrentSkin.Value is LegacySkin;
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bool beatmapProvidingResources = skin is LegacySkinTransformer legacySkin && legacySkin.IsProvidingLegacyResources;
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// Some beatmaps provide a limited selection of skin elements to add some visual flair.
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// In stable, these elements will take lookup priority over the selected skin (whether that be a user skin or default).
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//
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// To replicate this we need to pay special attention to the fallback order.
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// If a user has a non-legacy skin (argon, triangles) selected, the game won't normally fall back to a legacy skin.
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// In turn this can create an unexpected visual experience.
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//
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// So here, check what skin the user has selected. If it's already a legacy skin then we don't need to do anything special.
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// If it isn't, we insert the classic default. Note that this is only done if the beatmap seems to be providing skin elements,
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// as we only want to override the user's (non-legacy) skin choice when required for beatmap skin visuals.
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if (!userSkinIsLegacy && beatmapProvidingResources && classicFallback != null)
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SetSources(new[] { skin, classicFallback });
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else
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SetSources(new[] { skin });
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}, true);
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}
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}
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}
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