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Add xmldoc for new method and reorder methods in SkinReloadableDrawable

This commit is contained in:
Dean Herbert 2023-03-16 15:58:42 +09:00
parent 159c8833c7
commit 8e6a4559e3

View File

@ -27,6 +27,30 @@ namespace osu.Game.Skinning
/// </summary>
protected ISkinSource CurrentSkin { get; private set; } = null!;
[BackgroundDependencyLoader]
private void load(ISkinSource source)
{
CurrentSkin = source;
CurrentSkin.SourceChanged += onChange;
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
skinChanged();
}
/// <summary>
/// Force any pending <see cref="SkinChanged"/> calls to be performed immediately.
/// </summary>
/// <remarks>
/// When a skin change occurs, the handling provided by this class is scheduled.
/// In some cases, such a sample playback, this can result in the sample being played
/// just before it is updated to a potentially different sample.
///
/// Calling this method will ensure any pending update operations are run immediately.
/// It is recommended to call this before consuming the result of skin changes for anything non-drawable.
/// </remarks>
protected void FlushPendingSkinChanges()
{
if (pendingSkinChange == null)
@ -36,11 +60,12 @@ namespace osu.Game.Skinning
pendingSkinChange = null;
}
[BackgroundDependencyLoader]
private void load(ISkinSource source)
/// <summary>
/// Called when a change is made to the skin.
/// </summary>
/// <param name="skin">The new skin.</param>
protected virtual void SkinChanged(ISkinSource skin)
{
CurrentSkin = source;
CurrentSkin.SourceChanged += onChange;
}
private void onChange()
@ -51,12 +76,6 @@ namespace osu.Game.Skinning
pendingSkinChange = Scheduler.Add(skinChanged);
}
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
skinChanged();
}
private void skinChanged()
{
SkinChanged(CurrentSkin);
@ -65,14 +84,6 @@ namespace osu.Game.Skinning
pendingSkinChange = null;
}
/// <summary>
/// Called when a change is made to the skin.
/// </summary>
/// <param name="skin">The new skin.</param>
protected virtual void SkinChanged(ISkinSource skin)
{
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);