mirror of
https://github.com/ppy/osu
synced 2024-12-26 08:53:10 +00:00
Add flow for copying existing difficulty content
This commit is contained in:
parent
154460845b
commit
a2c2b2bbb3
@ -20,6 +20,7 @@ using osu.Game.Online.API;
|
||||
using osu.Game.Online.API.Requests.Responses;
|
||||
using osu.Game.Overlays.Notifications;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osu.Game.Skinning;
|
||||
using osu.Game.Stores;
|
||||
|
||||
@ -112,29 +113,36 @@ namespace osu.Game.Beatmaps
|
||||
/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
|
||||
/// and represented by the returned <see cref="WorkingBeatmap"/>.
|
||||
/// </summary>
|
||||
public virtual WorkingBeatmap CreateNewBlankDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo)
|
||||
public virtual WorkingBeatmap CreateNewBlankDifficulty(NewDifficultyCreationParameters creationParameters)
|
||||
{
|
||||
// fetch one of the existing difficulties to copy timing points and metadata from,
|
||||
// so that the user doesn't have to fill all of that out again.
|
||||
// this silently assumes that all difficulties have the same timing points and metadata,
|
||||
// but cases where this isn't true seem rather rare / pathological.
|
||||
var referenceBeatmap = GetWorkingBeatmap(beatmapSetInfo.Beatmaps.First());
|
||||
var referenceBeatmap = creationParameters.ReferenceBeatmap;
|
||||
var targetBeatmapSet = creationParameters.BeatmapSet;
|
||||
|
||||
var newBeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), referenceBeatmap.Metadata.DeepClone());
|
||||
var newBeatmapInfo = new BeatmapInfo(creationParameters.Ruleset, new BeatmapDifficulty(), referenceBeatmap.Metadata.DeepClone());
|
||||
|
||||
// populate circular beatmap set info <-> beatmap info references manually.
|
||||
// several places like `BeatmapModelManager.Save()` or `GetWorkingBeatmap()`
|
||||
// rely on them being freely traversable in both directions for correct operation.
|
||||
beatmapSetInfo.Beatmaps.Add(newBeatmapInfo);
|
||||
newBeatmapInfo.BeatmapSet = beatmapSetInfo;
|
||||
targetBeatmapSet.Beatmaps.Add(newBeatmapInfo);
|
||||
newBeatmapInfo.BeatmapSet = targetBeatmapSet;
|
||||
|
||||
var newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
|
||||
foreach (var timingPoint in referenceBeatmap.Beatmap.ControlPointInfo.TimingPoints)
|
||||
newBeatmap.ControlPointInfo.Add(timingPoint.Time, timingPoint.DeepClone());
|
||||
IBeatmap newBeatmap;
|
||||
|
||||
if (creationParameters.ClearAllObjects)
|
||||
{
|
||||
newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
|
||||
foreach (var timingPoint in referenceBeatmap.ControlPointInfo.TimingPoints)
|
||||
newBeatmap.ControlPointInfo.Add(timingPoint.Time, timingPoint.DeepClone());
|
||||
}
|
||||
else
|
||||
{
|
||||
newBeatmap = referenceBeatmap.Clone();
|
||||
newBeatmap.BeatmapInfo = newBeatmapInfo;
|
||||
}
|
||||
|
||||
beatmapModelManager.Save(newBeatmapInfo, newBeatmap);
|
||||
|
||||
workingBeatmapCache.Invalidate(beatmapSetInfo);
|
||||
workingBeatmapCache.Invalidate(targetBeatmapSet);
|
||||
return GetWorkingBeatmap(newBeatmap.BeatmapInfo);
|
||||
}
|
||||
|
||||
|
45
osu.Game/Screens/Edit/CreateNewDifficultyDialog.cs
Normal file
45
osu.Game/Screens/Edit/CreateNewDifficultyDialog.cs
Normal file
@ -0,0 +1,45 @@
|
||||
// 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 osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Overlays.Dialog;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
public class CreateNewDifficultyDialog : PopupDialog
|
||||
{
|
||||
/// <summary>
|
||||
/// Delegate used to create new difficulties.
|
||||
/// A value of <see langword="true"/> in the <c>clearAllObjects</c> parameter
|
||||
/// indicates that the new difficulty should have its hitobjects cleared;
|
||||
/// otherwise, the new difficulty should be an exact copy of an existing one.
|
||||
/// </summary>
|
||||
public delegate void CreateNewDifficulty(bool clearAllObjects);
|
||||
|
||||
public CreateNewDifficultyDialog(CreateNewDifficulty createNewDifficulty)
|
||||
{
|
||||
HeaderText = "Would you like to clear all objects?";
|
||||
|
||||
Icon = FontAwesome.Regular.Clone;
|
||||
|
||||
Buttons = new PopupDialogButton[]
|
||||
{
|
||||
new PopupDialogOkButton
|
||||
{
|
||||
Text = "Yeah, let's start from scratch!",
|
||||
Action = () => createNewDifficulty.Invoke(true)
|
||||
},
|
||||
new PopupDialogCancelButton
|
||||
{
|
||||
Text = "No, create an exact copy of this difficulty",
|
||||
Action = () => createNewDifficulty.Invoke(false)
|
||||
},
|
||||
new PopupDialogCancelButton
|
||||
{
|
||||
Text = "I changed my mind, I want to keep editing this difficulty",
|
||||
Action = () => { }
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
@ -841,7 +841,25 @@ namespace osu.Game.Screens.Edit
|
||||
}
|
||||
|
||||
protected void CreateNewDifficulty(RulesetInfo rulesetInfo)
|
||||
=> loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo.BeatmapSet, rulesetInfo, GetState());
|
||||
{
|
||||
if (!rulesetInfo.Equals(editorBeatmap.BeatmapInfo.Ruleset))
|
||||
{
|
||||
switchToNewDifficulty(rulesetInfo, true);
|
||||
return;
|
||||
}
|
||||
|
||||
dialogOverlay.Push(new CreateNewDifficultyDialog(clearAllObjects => switchToNewDifficulty(rulesetInfo, clearAllObjects)));
|
||||
}
|
||||
|
||||
private void switchToNewDifficulty(RulesetInfo rulesetInfo, bool clearAllObjects)
|
||||
=> loader?.ScheduleSwitchToNewDifficulty(new NewDifficultyCreationParameters
|
||||
{
|
||||
BeatmapSet = editorBeatmap.BeatmapInfo.BeatmapSet,
|
||||
Ruleset = rulesetInfo,
|
||||
ReferenceBeatmap = playableBeatmap,
|
||||
ClearAllObjects = clearAllObjects,
|
||||
EditorState = GetState()
|
||||
});
|
||||
|
||||
private EditorMenuItem createDifficultySwitchMenu()
|
||||
{
|
||||
|
@ -11,7 +11,6 @@ using osu.Framework.Screens;
|
||||
using osu.Framework.Threading;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Screens.Menu;
|
||||
using osu.Game.Screens.Play;
|
||||
@ -80,12 +79,12 @@ namespace osu.Game.Screens.Edit
|
||||
}
|
||||
}
|
||||
|
||||
public void ScheduleSwitchToNewDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo, EditorState editorState)
|
||||
public void ScheduleSwitchToNewDifficulty(NewDifficultyCreationParameters creationParameters)
|
||||
=> scheduleDifficultySwitch(() =>
|
||||
{
|
||||
try
|
||||
{
|
||||
return beatmapManager.CreateNewBlankDifficulty(beatmapSetInfo, rulesetInfo);
|
||||
return beatmapManager.CreateNewBlankDifficulty(creationParameters);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
@ -94,7 +93,7 @@ namespace osu.Game.Screens.Edit
|
||||
Logger.Error(ex, ex.Message);
|
||||
return Beatmap.Value;
|
||||
}
|
||||
}, editorState);
|
||||
}, creationParameters.EditorState);
|
||||
|
||||
public void ScheduleSwitchToExistingDifficulty(BeatmapInfo beatmapInfo, EditorState editorState)
|
||||
=> scheduleDifficultySwitch(() => beatmapManager.GetWorkingBeatmap(beatmapInfo), editorState);
|
||||
|
36
osu.Game/Screens/Edit/NewDifficultyCreationParameters.cs
Normal file
36
osu.Game/Screens/Edit/NewDifficultyCreationParameters.cs
Normal file
@ -0,0 +1,36 @@
|
||||
// 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 osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets;
|
||||
|
||||
namespace osu.Game.Screens.Edit
|
||||
{
|
||||
public class NewDifficultyCreationParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// The <see cref="BeatmapSetInfo"/> that should contain the newly-created difficulty.
|
||||
/// </summary>
|
||||
public BeatmapSetInfo BeatmapSet { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The <see cref="RulesetInfo"/> that the new difficulty should be playable for.
|
||||
/// </summary>
|
||||
public RulesetInfo Ruleset { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// A reference <see cref="IBeatmap"/> upon which the new difficulty should be based.
|
||||
/// </summary>
|
||||
public IBeatmap ReferenceBeatmap { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether all objects should be cleared from the new difficulty.
|
||||
/// </summary>
|
||||
public bool ClearAllObjects { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The saved state of the previous <see cref="Editor"/> which should be restored upon opening the newly-created difficulty.
|
||||
/// </summary>
|
||||
public EditorState EditorState { get; set; }
|
||||
}
|
||||
}
|
@ -136,7 +136,7 @@ namespace osu.Game.Tests.Visual
|
||||
return new TestWorkingBeatmapCache(this, audioManager, resources, storage, defaultBeatmap, host);
|
||||
}
|
||||
|
||||
public override WorkingBeatmap CreateNewBlankDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo)
|
||||
public override WorkingBeatmap CreateNewBlankDifficulty(NewDifficultyCreationParameters creationParameters)
|
||||
{
|
||||
// don't actually care about properly creating a difficulty for this context.
|
||||
return TestBeatmap;
|
||||
|
Loading…
Reference in New Issue
Block a user