// 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.Extensions.ObjectExtensions; using osu.Framework.Graphics.Pooling; namespace osu.Game.Skinning { /// /// A poolable drawable implementation which has a pre-wired callback (see ) that fires /// once on load and again on any subsequent skin change. /// public abstract partial class SkinReloadableDrawable : PoolableDrawable { /// /// Invoked when has changed. /// public event Action? OnSkinChanged; /// /// The current skin source. /// protected ISkinSource CurrentSkin { get; private set; } = null!; [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); OnSkinChanged?.Invoke(); } /// /// Called when a change is made to the skin. /// /// The new skin. protected virtual void SkinChanged(ISkinSource skin) { } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (CurrentSkin.IsNotNull()) CurrentSkin.SourceChanged -= onChange; OnSkinChanged = null; } } }