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osu-lazer/osu.Game/Skinning/Skin.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.Audio.Sample;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Textures;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Audio;
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namespace osu.Game.Skinning
{
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public abstract class Skin : IDisposable, ISkin
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{
public readonly SkinInfo SkinInfo;
public SkinConfiguration Configuration { get; protected set; }
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public abstract Drawable GetDrawableComponent(ISkinComponent componentName);
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public abstract ISample GetSample(ISampleInfo sampleInfo);
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public Texture GetTexture(string componentName) => GetTexture(componentName, default, default);
public abstract Texture GetTexture(string componentName, WrapMode wrapModeS, WrapMode wrapModeT);
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public abstract IBindable<TValue> GetConfig<TLookup, TValue>(TLookup lookup);
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protected Skin(SkinInfo skin)
{
SkinInfo = skin;
}
#region Disposal
~Skin()
{
// required to potentially clean up sample store from audio hierarchy.
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Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private bool isDisposed;
protected virtual void Dispose(bool isDisposing)
{
if (isDisposed)
return;
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isDisposed = true;
}
#endregion
}
}