// 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 System.Globalization; using osu.Framework.Bindables; using osu.Framework.Extensions.TypeExtensions; using osu.Framework.Graphics; using osu.Game.Configuration; namespace osu.Game.Skinning { /// /// A drawable which is intended to be serialised to . /// /// /// This is currently used exclusively for serialisation to a skin, and leaned on heavily to allow placement and customisation in the skin layout editor. /// That said, it is intended to be flexible enough to potentially be used in other places we want to serialise drawables in the future. /// /// Attaching this interface to any will make it serialisable via . /// Adding annotated bindables will also allow serialising settings automatically. /// public interface ISerialisableDrawable : IDrawable { /// /// Whether this component should be editable by an end user. /// bool IsEditable => true; /// /// In the context of the skin layout editor, whether this has a permanent anchor defined. /// If , this 's is automatically determined by proximity, /// If , a fixed anchor point has been defined. /// bool UsesFixedAnchor { get; set; } void CopyAdjustedSetting(IBindable target, object source) { if (source is IBindable sourceBindable) { // copy including transfer of default values. target.BindTo(sourceBindable); target.UnbindFrom(sourceBindable); } else { if (!(target is IParseable parseable)) throw new InvalidOperationException($"Bindable type {target.GetType().ReadableName()} is not {nameof(IParseable)}."); parseable.Parse(source, CultureInfo.InvariantCulture); } } } }