mirror of
https://github.com/ppy/osu
synced 2024-12-15 19:36:34 +00:00
85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
// 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 System;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics.Pooling;
|
|
|
|
namespace osu.Game.Skinning
|
|
{
|
|
/// <summary>
|
|
/// A drawable which has a callback when the skin changes.
|
|
/// </summary>
|
|
public abstract class SkinReloadableDrawable : PoolableDrawable
|
|
{
|
|
/// <summary>
|
|
/// Invoked when <see cref="CurrentSkin"/> has changed.
|
|
/// </summary>
|
|
public event Action OnSkinChanged;
|
|
|
|
/// <summary>
|
|
/// The current skin source.
|
|
/// </summary>
|
|
protected ISkinSource CurrentSkin { get; private set; }
|
|
|
|
private readonly Func<ISkinSource, bool> allowFallback;
|
|
|
|
/// <summary>
|
|
/// Whether fallback to default skin should be allowed if the custom skin is missing this resource.
|
|
/// </summary>
|
|
private bool allowDefaultFallback => allowFallback == null || allowFallback.Invoke(CurrentSkin);
|
|
|
|
/// <summary>
|
|
/// Create a new <see cref="SkinReloadableDrawable"/>
|
|
/// </summary>
|
|
/// <param name="allowFallback">A conditional to decide whether to allow fallback to the default implementation if a skinned element is not present.</param>
|
|
protected SkinReloadableDrawable(Func<ISkinSource, bool> allowFallback = null)
|
|
{
|
|
this.allowFallback = allowFallback;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(ISkinSource source)
|
|
{
|
|
CurrentSkin = source;
|
|
CurrentSkin.SourceChanged += onChange;
|
|
}
|
|
|
|
private void onChange() =>
|
|
// schedule required to avoid calls after disposed.
|
|
// note that this has the side-effect of components only performing a skin change when they are alive.
|
|
Scheduler.AddOnce(skinChanged);
|
|
|
|
protected override void LoadAsyncComplete()
|
|
{
|
|
base.LoadAsyncComplete();
|
|
skinChanged();
|
|
}
|
|
|
|
private void skinChanged()
|
|
{
|
|
SkinChanged(CurrentSkin, allowDefaultFallback);
|
|
OnSkinChanged?.Invoke();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called when a change is made to the skin.
|
|
/// </summary>
|
|
/// <param name="skin">The new skin.</param>
|
|
/// <param name="allowFallback">Whether fallback to default skin should be allowed if the custom skin is missing this resource.</param>
|
|
protected virtual void SkinChanged(ISkinSource skin, bool allowFallback)
|
|
{
|
|
}
|
|
|
|
protected override void Dispose(bool isDisposing)
|
|
{
|
|
base.Dispose(isDisposing);
|
|
|
|
if (CurrentSkin != null)
|
|
CurrentSkin.SourceChanged -= onChange;
|
|
|
|
OnSkinChanged = null;
|
|
}
|
|
}
|
|
}
|