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68 lines
1.9 KiB
C#
68 lines
1.9 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 osu.Framework.Allocation;
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using osu.Framework.Graphics.Pooling;
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namespace osu.Game.Skinning
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{
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/// <summary>
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/// A drawable which has a callback when the skin changes.
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/// </summary>
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public abstract class SkinReloadableDrawable : PoolableDrawable
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{
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/// <summary>
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/// Invoked when <see cref="CurrentSkin"/> has changed.
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/// </summary>
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public event Action OnSkinChanged;
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/// <summary>
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/// The current skin source.
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/// </summary>
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protected ISkinSource CurrentSkin { get; private set; }
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[BackgroundDependencyLoader]
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private void load(ISkinSource source)
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{
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CurrentSkin = source;
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CurrentSkin.SourceChanged += onChange;
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}
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private void onChange() =>
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// schedule required to avoid calls after disposed.
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// note that this has the side-effect of components only performing a skin change when they are alive.
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Scheduler.AddOnce(skinChanged);
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protected override void LoadAsyncComplete()
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{
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base.LoadAsyncComplete();
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skinChanged();
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}
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private void skinChanged()
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{
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SkinChanged(CurrentSkin);
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OnSkinChanged?.Invoke();
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}
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/// <summary>
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/// Called when a change is made to the skin.
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/// </summary>
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/// <param name="skin">The new skin.</param>
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protected virtual void SkinChanged(ISkinSource skin)
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{
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (CurrentSkin != null)
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CurrentSkin.SourceChanged -= onChange;
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OnSkinChanged = null;
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}
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}
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}
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