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osu-lazer/osu.Game/Skinning/SkinReloadableDrawable.cs
2019-09-26 17:13:13 +09:00

72 lines
2.6 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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
{
/// <summary>
/// A drawable which has a callback when the skin changes.
/// </summary>
public abstract class SkinReloadableDrawable : CompositeDrawable
{
/// <summary>
/// The current skin source.
/// </summary>
protected ISkinSource CurrentSkin { get; private set; }
private readonly Func<ISkinSource, bool> allowFallback;
/// <summary>
/// Whether fallback to default skin should be allowed if the custom skin is missing this resource.
/// </summary>
private bool allowDefaultFallback => allowFallback == null || allowFallback.Invoke(CurrentSkin);
/// <summary>
/// Create a new <see cref="SkinReloadableDrawable"/>
/// </summary>
/// <param name="allowFallback">A conditional to decide whether to allow fallback to the default implementation if a skinned element is not present.</param>
protected SkinReloadableDrawable(Func<ISkinSource, bool> 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(CurrentSkin, allowDefaultFallback));
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
SkinChanged(CurrentSkin, allowDefaultFallback);
}
/// <summary>
/// Called when a change is made to the skin.
/// </summary>
/// <param name="skin">The new skin.</param>
/// <param name="allowFallback">Whether fallback to default skin should be allowed if the custom skin is missing this resource.</param>
protected virtual void SkinChanged(ISkinSource skin, bool allowFallback)
{
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (CurrentSkin != null)
CurrentSkin.SourceChanged -= onChange;
}
}
}