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osu-lazer/osu.Game/Skinning/SkinnableDrawable.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

128 lines
4.4 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.Caching;
using osu.Framework.Graphics;
using osuTK;
namespace osu.Game.Skinning
{
/// <summary>
/// A drawable which can be skinned via an <see cref="ISkinSource"/>.
/// </summary>
public class SkinnableDrawable : SkinReloadableDrawable
{
/// <summary>
/// The displayed component.
/// </summary>
public Drawable Drawable { get; private set; }
private readonly ISkinComponent component;
private readonly ConfineMode confineMode;
/// <summary>
/// Create a new skinnable drawable.
/// </summary>
/// <param name="component">The namespace-complete resource name for this skinnable element.</param>
/// <param name="defaultImplementation">A function to create the default skin implementation of this element.</param>
/// <param name="allowFallback">A conditional to decide whether to allow fallback to the default implementation if a skinned element is not present.</param>
/// <param name="confineMode">How (if at all) the <see cref="Drawable"/> should be resize to fit within our own bounds.</param>
public SkinnableDrawable(ISkinComponent component, Func<ISkinComponent, Drawable> defaultImplementation, Func<ISkinSource, bool> allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit)
: this(component, allowFallback, confineMode)
{
createDefault = defaultImplementation;
}
protected SkinnableDrawable(ISkinComponent component, Func<ISkinSource, bool> allowFallback = null, ConfineMode confineMode = ConfineMode.ScaleDownToFit)
: base(allowFallback)
{
this.component = component;
this.confineMode = confineMode;
RelativeSizeAxes = Axes.Both;
}
private readonly Func<ISkinComponent, Drawable> createDefault;
private readonly Cached scaling = new Cached();
private bool isDefault;
protected virtual Drawable CreateDefault(ISkinComponent component) => createDefault(component);
/// <summary>
/// Whether to apply size restrictions (specified via <see cref="confineMode"/>) to the default implementation.
/// </summary>
protected virtual bool ApplySizeRestrictionsToDefault => false;
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
Drawable = skin.GetDrawableComponent(component);
isDefault = false;
if (Drawable == null && allowFallback)
{
Drawable = CreateDefault(component);
isDefault = true;
}
if (Drawable != null)
{
scaling.Invalidate();
Drawable.Origin = Anchor.Centre;
Drawable.Anchor = Anchor.Centre;
InternalChild = Drawable;
}
else
ClearInternal();
}
protected override void Update()
{
base.Update();
if (!scaling.IsValid)
{
try
{
if (Drawable == null || (isDefault && !ApplySizeRestrictionsToDefault)) return;
switch (confineMode)
{
case ConfineMode.NoScaling:
return;
case ConfineMode.ScaleDownToFit:
if (Drawable.DrawSize.X <= DrawSize.X && Drawable.DrawSize.Y <= DrawSize.Y)
return;
break;
}
Drawable.RelativeSizeAxes = Axes.Both;
Drawable.Size = Vector2.One;
Drawable.Scale = Vector2.One;
Drawable.FillMode = FillMode.Fit;
}
finally
{
scaling.Validate();
}
}
}
}
public enum ConfineMode
{
/// <summary>
/// Don't apply any scaling. This allows the user element to be of any size, exceeding specified bounds.
/// </summary>
NoScaling,
ScaleDownToFit,
ScaleToFit,
}
}