Add flow for copying existing difficulty content

This commit is contained in:
Bartłomiej Dach 2022-02-06 17:52:59 +01:00
parent 154460845b
commit a2c2b2bbb3
No known key found for this signature in database
GPG Key ID: BCECCD4FA41F6497
6 changed files with 125 additions and 19 deletions

View File

@ -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)
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);
}

View 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 = () => { }
}
};
}
}
}

View File

@ -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()
{

View File

@ -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);

View 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; }
}
}

View File

@ -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;