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osu-lazer/osu.Game/Skinning/SkinnableSprite.cs

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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;
using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Configuration;
using osu.Game.Overlays.Settings;
using osuTK;
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namespace osu.Game.Skinning
{
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/// <summary>
/// A skinnable element which uses a stable sprite and can therefore share implementation logic.
/// </summary>
public class SkinnableSprite : SkinnableDrawable, ISkinnableDrawable
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{
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protected override bool ApplySizeRestrictionsToDefault => true;
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[Resolved]
private TextureStore textures { get; set; }
[SettingSource("Sprite name", "The filename of the sprite", SettingControlType = typeof(SpriteSelectorControl))]
public Bindable<string> SpriteName { get; } = new Bindable<string>(string.Empty);
[Resolved]
private ISkinSource source { get; set; }
public SkinnableSprite(string textureName, ConfineMode confineMode = ConfineMode.NoScaling)
: base(new SpriteComponent(textureName), confineMode)
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{
SpriteName.Value = textureName;
}
public SkinnableSprite()
: base(new SpriteComponent(string.Empty), ConfineMode.NoScaling)
{
RelativeSizeAxes = Axes.None;
AutoSizeAxes = Axes.Both;
SpriteName.BindValueChanged(name =>
{
((SpriteComponent)Component).LookupName = name.NewValue ?? string.Empty;
if (IsLoaded)
SkinChanged(CurrentSkin);
});
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}
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protected override Drawable CreateDefault(ISkinComponent component)
{
var texture = textures.Get(component.LookupName);
if (texture == null)
{
return new SpriteIcon
{
Size = new Vector2(100),
Icon = FontAwesome.Solid.QuestionCircle
};
}
return new Sprite { Texture = texture };
}
public bool UsesFixedAnchor { get; set; }
private class SpriteComponent : ISkinComponent
{
public string LookupName { get; set; }
public SpriteComponent(string textureName)
{
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LookupName = textureName;
}
}
public class SpriteSelectorControl : SettingsDropdown<string>
{
protected override void LoadComplete()
{
base.LoadComplete();
// Round-about way of getting the user's skin to find available resources.
// In the future we'll probably want to allow access to resources from the fallbacks, or potentially other skins
// but that requires further thought.
var highestPrioritySkin = ((SkinnableSprite)SettingSourceObject).source.AllSources.First() as Skin;
string[] availableFiles = highestPrioritySkin?.SkinInfo.PerformRead(s => s.Files
.Where(f => f.Filename.EndsWith(".png", StringComparison.Ordinal)
|| f.Filename.EndsWith(".jpg", StringComparison.Ordinal))
.Select(f => f.Filename).Distinct()).ToArray();
if (availableFiles?.Length > 0)
Items = availableFiles;
}
}
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}
}