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- It is entirely derived from `SkinLayoutInfo.DrawableInfo`, which is the actual primary thing we want to serialise. - It will never get read out from any serialised files anyway (corollary of the previous point - it is a get-only property derived from another). - It is only used in tests. All of the three reasons above make serialising the property out to skin files nothing more than a waste of space.
38 lines
1.5 KiB
C#
38 lines
1.5 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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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Newtonsoft.Json;
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using osu.Game.Rulesets;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A serialisable model describing layout of a <see cref="SkinComponentsContainer"/>.
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/// May contain multiple configurations for different rulesets, each of which should manifest their own <see cref="SkinComponentsContainer"/> as required.
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/// </summary>
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[Serializable]
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public class SkinLayoutInfo
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{
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private const string global_identifier = @"global";
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[JsonIgnore]
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public IEnumerable<SerialisedDrawableInfo> AllDrawables => DrawableInfo.Values.SelectMany(v => v);
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[JsonProperty]
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public Dictionary<string, SerialisedDrawableInfo[]> DrawableInfo { get; set; } = new Dictionary<string, SerialisedDrawableInfo[]>();
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public bool TryGetDrawableInfo(RulesetInfo? ruleset, [NotNullWhen(true)] out SerialisedDrawableInfo[]? components) =>
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DrawableInfo.TryGetValue(ruleset?.ShortName ?? global_identifier, out components);
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public void Reset(RulesetInfo? ruleset) =>
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DrawableInfo.Remove(ruleset?.ShortName ?? global_identifier);
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public void Update(RulesetInfo? ruleset, SerialisedDrawableInfo[] components) =>
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DrawableInfo[ruleset?.ShortName ?? global_identifier] = components;
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}
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}
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