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osu-lazer/osu.Game/Skinning/SkinReloadableDrawable.cs
2019-07-29 18:35:22 +09:00

68 lines
2.4 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
{
private readonly Func<ISkinSource, bool> allowFallback;
private ISkinSource skin;
/// <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(skin);
/// <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)
{
skin = source;
skin.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(skin, allowDefaultFallback));
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
SkinChanged(skin, 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 (skin != null)
skin.SourceChanged -= onChange;
}
}
}