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osu-lazer/osu.Game/Skinning/SkinnableDrawable.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 osu.Framework.Caching;
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using osu.Framework.Graphics;
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using osuTK;
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namespace osu.Game.Skinning
{
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/// <summary>
/// A drawable which can be skinned via an <see cref="ISkinSource"/>.
/// </summary>
public class SkinnableDrawable : SkinReloadableDrawable
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{
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/// <summary>
/// The displayed component.
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/// </summary>
public Drawable Drawable { get; private set; }
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private readonly ISkinComponent component;
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private readonly ConfineMode confineMode;
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/// <summary>
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/// Create a new skinnable drawable.
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/// </summary>
/// <param name="component">The namespace-complete resource name for this skinnable element.</param>
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/// <param name="defaultImplementation">A function to create the default skin implementation of this element.</param>
/// <param name="allowFallback">A conditional to decide whether to allow fallback to the default implementation if a skinned element is not present.</param>
/// <param name="confineMode">How (if at all) the <see cref="Drawable"/> should be resize to fit within our own bounds.</param>
public SkinnableDrawable(ISkinComponent component, Func<ISkinComponent, Drawable> defaultImplementation, Func<ISkinSource, bool> allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit)
: this(component, allowFallback, confineMode)
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{
createDefault = defaultImplementation;
}
protected SkinnableDrawable(ISkinComponent component, Func<ISkinSource, bool> allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit)
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: base(allowFallback)
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{
this.component = component;
this.confineMode = confineMode;
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RelativeSizeAxes = Axes.Both;
}
private readonly Func<ISkinComponent, Drawable> createDefault;
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private readonly Cached scaling = new Cached();
private bool isDefault;
protected virtual Drawable CreateDefault(ISkinComponent component) => createDefault(component);
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/// <summary>
/// Whether to apply size restrictions (specified via <see cref="confineMode"/>) to the default implementation.
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/// </summary>
protected virtual bool ApplySizeRestrictionsToDefault => false;
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
Drawable = skin.GetDrawableComponent(component);
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isDefault = false;
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if (Drawable == null && allowFallback)
{
Drawable = CreateDefault(component);
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isDefault = true;
}
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if (Drawable != null)
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{
scaling.Invalidate();
Drawable.Origin = Anchor.Centre;
Drawable.Anchor = Anchor.Centre;
InternalChild = Drawable;
}
else
ClearInternal();
}
protected override void Update()
{
base.Update();
if (!scaling.IsValid)
{
try
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{
if (Drawable == null || (isDefault && !ApplySizeRestrictionsToDefault)) return;
switch (confineMode)
{
case ConfineMode.NoScaling:
return;
case ConfineMode.ScaleDownToFit:
if (Drawable.DrawSize.X <= DrawSize.X && Drawable.DrawSize.Y <= DrawSize.Y)
return;
break;
}
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Drawable.RelativeSizeAxes = Axes.Both;
Drawable.Size = Vector2.One;
Drawable.Scale = Vector2.One;
Drawable.FillMode = FillMode.Fit;
}
finally
{
scaling.Validate();
}
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}
}
}
public enum ConfineMode
{
/// <summary>
/// Don't apply any scaling. This allows the user element to be of any size, exceeding specified bounds.
/// </summary>
NoScaling,
ScaleDownToFit,
ScaleToFit,
}
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}