Expose HitObjectComposer for other components in the Compose csreen to use

This commit is contained in:
Dean Herbert 2020-09-29 17:26:49 +09:00
parent 66e89f56d9
commit 53b3d23842

View File

@ -1,8 +1,12 @@
// 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.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Skinning;
@ -18,11 +22,23 @@ namespace osu.Game.Screens.Edit.Compose
{
}
protected override Drawable CreateMainContent()
private Ruleset ruleset;
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
{
var ruleset = Beatmap.Value.BeatmapInfo.Ruleset?.CreateInstance();
var dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
ruleset = parent.Get<IBindable<WorkingBeatmap>>().Value.BeatmapInfo.Ruleset?.CreateInstance();
composer = ruleset?.CreateHitObjectComposer();
// make the composer available to the timeline and other components in this screen.
dependencies.CacheAs(composer);
return dependencies;
}
protected override Drawable CreateMainContent()
{
if (ruleset == null || composer == null)
return new ScreenWhiteBox.UnderConstructionMessage(ruleset == null ? "This beatmap" : $"{ruleset.Description}'s composer");