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// 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.
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using System ;
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using System.Collections.Generic ;
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namespace osu.Game.Skinning
{
/// <summary>
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/// An abstract skin implementation, whose primary purpose is to properly handle component fallback across multiple layers of skins (e.g.: beatmap skin, user skin, default skin).
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/// </summary>
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/// <remarks>
/// Common usage is to do an initial lookup via <see cref="FindProvider"/>, and use the returned <see cref="ISkin"/>
/// to do further lookups for related components.
///
/// The initial lookup is used to lock consecutive lookups to the same underlying skin source (as to not get some elements
/// from one skin and others from another, which would be the case if using <see cref="ISkin"/> methods like
/// <see cref="ISkin.GetSample"/> directly).
/// </remarks>
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public interface ISkinSource : ISkin
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{
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/// <summary>
/// Fired whenever a source change occurs, signalling that consumers should re-query as required.
/// </summary>
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event Action SourceChanged ;
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/// <summary>
/// Find the first (if any) skin that can fulfill the lookup.
/// This should be used for cases where subsequent lookups (for related components) need to occur on the same skin.
/// </summary>
/// <returns>The skin to be used for subsequent lookups, or <c>null</c> if none is available.</returns>
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ISkin ? FindProvider ( Func < ISkin , bool > lookupFunction ) ;
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/// <summary>
/// Retrieve all sources available for lookup, with highest priority source first.
/// </summary>
IEnumerable < ISkin > AllSources { get ; }
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}
}