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osu-lazer/osu.Game/Skinning/Components/DefaultTextSkinComponent.cs

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2022-12-04 03:44:54 +08:00
// 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 osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
using osu.Game.Graphics;
namespace osu.Game.Skinning.Components
{
/// <summary>
/// Skin element that contains text and have ability to control its font.
/// </summary>
public abstract partial class DefaultTextSkinComponent : Container, ISkinnableDrawable
{
public bool UsesFixedAnchor { get; set; }
[SettingSource("Font", "Font to use.")]
public Bindable<DefaultFont> Font { get; } = new Bindable<DefaultFont>(DefaultFont.Torus);
protected abstract void SetFont(FontUsage font);
protected override void LoadComplete()
{
base.LoadComplete();
Font.BindValueChanged(e =>
{
FontUsage f = e.NewValue switch
{
DefaultFont.Venera => OsuFont.Numeric,
DefaultFont.Torus => OsuFont.Torus,
DefaultFont.TorusAlt => OsuFont.TorusAlternate,
DefaultFont.Inter => OsuFont.Inter,
_ => OsuFont.Default
};
SetFont(f);
}, true);
}
}
}