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// 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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2021-07-06 07:40:23 +00:00
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.IO.Stores;
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using osu.Framework.Platform;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.UI;
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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"/> specialized for <see cref="DrawableRuleset"/> and other gameplay-related components.
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/// Providing access to parent skin sources and the beatmap skin each surrounded with the ruleset legacy skin transformer.
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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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/// <remarks>
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/// This container already re-exposes all parent <see cref="ISkinSource"/> sources in a ruleset-usable form.
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/// Therefore disallow falling back to any parent <see cref="ISkinSource"/> any further.
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/// </remarks>
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protected override bool AllowFallingBackToParent => false;
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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(beatmapSkin is LegacySkin ? GetLegacyRulesetTransformedSkin(beatmapSkin) : 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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private ResourceStoreBackedSkin rulesetResourcesSkin;
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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{
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if (Ruleset.CreateResourceStore() is IResourceStore<byte[]> resources)
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rulesetResourcesSkin = new ResourceStoreBackedSkin(resources, parent.Get<GameHost>(), parent.Get<AudioManager>());
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return base.CreateChildDependencies(parent);
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}
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protected override void OnSourceChanged()
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{
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ResetSources();
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// Populate a local list first so we can adjust the returned order as we go.
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var sources = new List<ISkin>();
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Debug.Assert(ParentSource != null);
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foreach (var skin in ParentSource.AllSources)
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{
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switch (skin)
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{
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case LegacySkin legacySkin:
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sources.Add(GetLegacyRulesetTransformedSkin(legacySkin));
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break;
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default:
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sources.Add(skin);
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break;
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}
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}
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int lastDefaultSkinIndex = sources.IndexOf(sources.OfType<DefaultSkin>().LastOrDefault());
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// Ruleset resources should be given the ability to override game-wide defaults
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// This is achieved by placing them before the last instance of DefaultSkin.
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// Note that DefaultSkin may not be present in some test scenes.
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if (lastDefaultSkinIndex >= 0)
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sources.Insert(lastDefaultSkinIndex, rulesetResourcesSkin);
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else
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sources.Add(rulesetResourcesSkin);
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foreach (var skin in sources)
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AddSource(skin);
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}
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protected ISkin GetLegacyRulesetTransformedSkin(ISkin legacySkin)
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{
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if (legacySkin == null)
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return null;
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var rulesetTransformed = Ruleset.CreateLegacySkinProvider(legacySkin, Beatmap);
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if (rulesetTransformed != null)
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return rulesetTransformed;
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return legacySkin;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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rulesetResourcesSkin?.Dispose();
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}
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}
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}
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