// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Allocation; using osu.Framework.Graphics.Containers; namespace osu.Game.Skinning { /// /// A drawable which has a callback when the skin changes. /// public abstract class SkinReloadableDrawable : CompositeDrawable { /// /// Invoked when has changed. /// public event Action OnSkinChanged; /// /// The current skin source. /// protected ISkinSource CurrentSkin { get; private set; } private readonly Func allowFallback; /// /// Whether fallback to default skin should be allowed if the custom skin is missing this resource. /// private bool allowDefaultFallback => allowFallback == null || allowFallback.Invoke(CurrentSkin); /// /// Create a new /// /// A conditional to decide whether to allow fallback to the default implementation if a skinned element is not present. protected SkinReloadableDrawable(Func allowFallback = null) { this.allowFallback = allowFallback; } [BackgroundDependencyLoader] private void load(ISkinSource source) { CurrentSkin = source; CurrentSkin.SourceChanged += onChange; } private void onChange() => // schedule required to avoid calls after disposed. // note that this has the side-effect of components only performing a skin change when they are alive. Scheduler.AddOnce(skinChanged); protected override void LoadAsyncComplete() { base.LoadAsyncComplete(); skinChanged(); } private void skinChanged() { SkinChanged(CurrentSkin, allowDefaultFallback); OnSkinChanged?.Invoke(); } /// /// Called when a change is made to the skin. /// /// The new skin. /// Whether fallback to default skin should be allowed if the custom skin is missing this resource. protected virtual void SkinChanged(ISkinSource skin, bool allowFallback) { } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (CurrentSkin != null) CurrentSkin.SourceChanged -= onChange; OnSkinChanged = null; } } }