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osu-lazer/osu.Game/Skinning/Skin.cs
2018-03-22 17:32:05 +09:00

76 lines
1.9 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;
using OpenTK.Graphics;
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 virtual Color4? GetColour(string colourName)
{
var namespaces = colourName.Split('/');
switch (namespaces[0])
{
case "Play":
switch (namespaces[1])
{
case "Combo":
int index = int.Parse(namespaces[2]);
return Configuration.ComboColours.Count == 0 ? (Color4?)null : Configuration.ComboColours[index % Configuration.ComboColours.Count];
}
break;
}
return null;
}
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
}
}