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https://github.com/ppy/osu
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Make restoring state a public
call on Editor
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parent
2a894e7a3f
commit
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@ -317,6 +317,16 @@ namespace osu.Game.Screens.Edit
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/// </summary>
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public void UpdateClockSource() => clock.ChangeSource(Beatmap.Value.Track);
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/// <summary>
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/// Restore the editor to a provided state.
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/// </summary>
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/// <param name="state">The state to restore.</param>
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public void RestoreState([NotNull] EditorState state) => Schedule(() =>
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{
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clock.Seek(state.Time);
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clipboard.Value = state.ClipboardContent;
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});
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protected void Save()
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{
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// no longer new after first user-triggered save.
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@ -476,8 +486,6 @@ namespace osu.Game.Screens.Edit
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});
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resetTrack(true);
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if (loader?.State != null)
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restoreState(loader.State);
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}
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public override bool OnExiting(IScreen next)
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@ -745,17 +753,9 @@ namespace osu.Game.Screens.Edit
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protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, new EditorState
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{
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Time = clock.CurrentTimeAccurate,
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ClipboardContent = editorBeatmap.BeatmapInfo.RulesetID == nextBeatmap.RulesetID ? clipboard.Value : null
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ClipboardContent = editorBeatmap.BeatmapInfo.RulesetID == nextBeatmap.RulesetID ? clipboard.Value : string.Empty
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});
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private void restoreState([NotNull] EditorState state)
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{
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if (state.Time != null)
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clock.Seek(state.Time.Value);
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clipboard.Value = state.ClipboardContent ?? clipboard.Value;
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}
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private void cancelExit() => loader?.CancelPendingDifficultySwitch();
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public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);
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@ -91,7 +91,13 @@ namespace osu.Game.Screens.Edit
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private void pushEditor()
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{
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this.Push(CreateEditor());
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var editor = CreateEditor();
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this.Push(editor);
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if (state != null)
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editor.RestoreState(state);
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ValidForResume = false;
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}
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