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osu-lazer/osu.Game/Skinning/BeatmapSkinProvidingContainer.cs
Dean Herbert a15828ab25 Introduce the concept of SkinComponents
Removes reliance on string lookups and better defines elements for introduction into database
2019-08-30 14:55:52 +09:00

40 lines
1.5 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Game.Audio;
using osu.Game.Configuration;
namespace osu.Game.Skinning
{
/// <summary>
/// A container which overrides existing skin options with beatmap-local values.
/// </summary>
public class BeatmapSkinProvidingContainer : SkinProvidingContainer
{
private readonly Bindable<bool> beatmapSkins = new Bindable<bool>();
private readonly Bindable<bool> beatmapHitsounds = new Bindable<bool>();
protected override bool AllowConfigurationLookup => beatmapSkins.Value;
protected override bool AllowDrawableLookup(ISkinComponent component) => beatmapSkins.Value;
protected override bool AllowTextureLookup(string componentName) => beatmapSkins.Value;
protected override bool AllowSampleLookup(ISampleInfo componentName) => beatmapHitsounds.Value;
public BeatmapSkinProvidingContainer(ISkin skin)
: base(skin)
{
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.BeatmapSkins, beatmapSkins);
config.BindWith(OsuSetting.BeatmapHitsounds, beatmapHitsounds);
beatmapSkins.BindValueChanged(_ => TriggerSourceChanged());
beatmapHitsounds.BindValueChanged(_ => TriggerSourceChanged());
}
}
}