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osu-lazer/osu.Game/Skinning/Skin.cs
2019-01-07 20:12:39 +09:00

68 lines
1.8 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Audio.Sample;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Textures;
namespace osu.Game.Skinning
{
public abstract class Skin : IDisposable, ISkinSource
{
public readonly SkinInfo SkinInfo;
public virtual SkinConfiguration Configuration { get; protected set; }
public event Action SourceChanged;
public abstract Drawable GetDrawableComponent(string componentName);
public abstract SampleChannel GetSample(string sampleName);
public abstract Texture GetTexture(string componentName);
public TValue GetValue<TConfiguration, TValue>(Func<TConfiguration, TValue> query) where TConfiguration : SkinConfiguration
=> Configuration is TConfiguration conf ? query.Invoke(conf) : default;
public bool TryGetValue<TConfiguration, TValue>(Func<TConfiguration, TValue, bool> query, out TValue val) where TConfiguration : SkinConfiguration
{
val = default;
if (Configuration is TConfiguration conf)
return query(conf, val);
return false;
}
protected Skin(SkinInfo skin)
{
SkinInfo = skin;
}
#region Disposal
~Skin()
{
Dispose(false);
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
private bool isDisposed;
protected virtual void Dispose(bool isDisposing)
{
if (isDisposed)
return;
isDisposed = true;
}
#endregion
}
}