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0b25f7baeb
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
40 lines
1.8 KiB
C#
40 lines
1.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// An abstract skin implementation, whose primary purpose is to properly handle component fallback across multiple layers of skins (e.g.: beatmap skin, user skin, default skin).
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/// </summary>
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/// <remarks>
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/// Common usage is to do an initial lookup via <see cref="FindProvider"/>, and use the returned <see cref="ISkin"/>
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/// to do further lookups for related components.
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///
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/// The initial lookup is used to lock consecutive lookups to the same underlying skin source (as to not get some elements
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/// from one skin and others from another, which would be the case if using <see cref="ISkin"/> methods like
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/// <see cref="ISkin.GetSample"/> directly).
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/// </remarks>
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public interface ISkinSource : ISkin
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{
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/// <summary>
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/// Fired whenever a source change occurs, signalling that consumers should re-query as required.
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/// </summary>
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event Action SourceChanged;
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/// <summary>
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/// Find the first (if any) skin that can fulfill the lookup.
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/// This should be used for cases where subsequent lookups (for related components) need to occur on the same skin.
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/// </summary>
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/// <returns>The skin to be used for subsequent lookups, or <c>null</c> if none is available.</returns>
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ISkin? FindProvider(Func<ISkin, bool> lookupFunction);
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/// <summary>
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/// Retrieve all sources available for lookup, with highest priority source first.
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/// </summary>
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IEnumerable<ISkin> AllSources { get; }
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}
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}
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