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osu-lazer/osu.Game/Skinning/SkinReloadableDrawable.cs
2022-06-17 16:37:17 +09:00

70 lines
1.9 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.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Pooling;
namespace osu.Game.Skinning
{
/// <summary>
/// A drawable which has a callback when the skin changes.
/// </summary>
public abstract class SkinReloadableDrawable : PoolableDrawable
{
/// <summary>
/// Invoked when <see cref="CurrentSkin"/> has changed.
/// </summary>
public event Action OnSkinChanged;
/// <summary>
/// The current skin source.
/// </summary>
protected ISkinSource CurrentSkin { get; private set; }
[BackgroundDependencyLoader]
private void load(ISkinSource source)
{
CurrentSkin = source;
CurrentSkin.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);
protected override void LoadAsyncComplete()
{
base.LoadAsyncComplete();
skinChanged();
}
private void skinChanged()
{
SkinChanged(CurrentSkin);
OnSkinChanged?.Invoke();
}
/// <summary>
/// Called when a change is made to the skin.
/// </summary>
/// <param name="skin">The new skin.</param>
protected virtual void SkinChanged(ISkinSource skin)
{
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (CurrentSkin != null)
CurrentSkin.SourceChanged -= onChange;
OnSkinChanged = null;
}
}
}