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https://github.com/ppy/osu
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98 lines
3.1 KiB
C#
98 lines
3.1 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.Extensions.ObjectExtensions;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Threading;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A poolable drawable implementation which has a pre-wired callback (see <see cref="SkinChanged"/>) that fires
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/// once on load and again on any subsequent skin change.
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/// </summary>
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public abstract partial class SkinReloadableDrawable : PoolableDrawable
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{
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private ScheduledDelegate? pendingSkinChange;
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/// <summary>
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/// Invoked when <see cref="CurrentSkin"/> has changed.
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/// </summary>
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public event Action? OnSkinChanged;
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/// <summary>
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/// The current skin source.
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/// </summary>
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protected ISkinSource CurrentSkin { get; private set; } = null!;
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[BackgroundDependencyLoader]
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private void load(ISkinSource source)
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{
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CurrentSkin = source;
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CurrentSkin.SourceChanged += onChange;
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}
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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skinChanged();
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}
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/// <summary>
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/// Force any pending <see cref="SkinChanged"/> calls to be performed immediately.
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/// </summary>
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/// <remarks>
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/// When a skin change occurs, the handling provided by this class is scheduled.
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/// In some cases, such a sample playback, this can result in the sample being played
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/// just before it is updated to a potentially different sample.
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///
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/// Calling this method will ensure any pending update operations are run immediately.
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/// It is recommended to call this before consuming the result of skin changes for anything non-drawable.
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/// </remarks>
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protected void FlushPendingSkinChanges()
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{
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if (pendingSkinChange == null)
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return;
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pendingSkinChange.RunTask();
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pendingSkinChange = null;
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}
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/// <summary>
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/// Called when a change is made to the skin.
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/// </summary>
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/// <param name="skin">The new skin.</param>
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protected virtual void SkinChanged(ISkinSource skin)
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{
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}
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private void onChange()
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{
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// schedule required to avoid calls after disposed.
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// note that this has the side-effect of components only performing a skin change when they are alive.
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pendingSkinChange?.Cancel();
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pendingSkinChange = Scheduler.Add(skinChanged);
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}
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private void skinChanged()
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{
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SkinChanged(CurrentSkin);
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OnSkinChanged?.Invoke();
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pendingSkinChange = null;
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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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if (CurrentSkin.IsNotNull())
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CurrentSkin.SourceChanged -= onChange;
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OnSkinChanged = null;
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}
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}
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}
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