mirror of
https://github.com/ppy/osu
synced 2024-12-28 09:52:56 +00:00
155 lines
5.7 KiB
C#
155 lines
5.7 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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#nullable disable
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using System;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// Transition screen for the editor.
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/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
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/// </summary>
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public partial class EditorLoader : ScreenWithBeatmapBackground
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{
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/// <summary>
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/// The stored state from the last editor opened.
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/// This will be read by the next editor instance to be opened to restore any relevant previous state.
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/// </summary>
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[CanBeNull]
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private EditorState state;
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
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public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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public override bool? AllowGlobalTrackControl => false;
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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[CanBeNull]
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private ScheduledDelegate scheduledDifficultySwitch;
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[BackgroundDependencyLoader]
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private void load()
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{
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AddRangeInternal(new Drawable[]
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{
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new LoadingSpinner(true)
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{
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State = { Value = Visibility.Visible },
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}
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});
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// will be restored via lease, see `DisallowExternalBeatmapRulesetChanges`.
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if (!(Beatmap.Value is DummyWorkingBeatmap))
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Ruleset.Value = Beatmap.Value.BeatmapInfo.Ruleset;
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Mods.Value = Array.Empty<Mod>();
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}
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protected virtual Editor CreateEditor() => new Editor(this);
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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if (!resuming)
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{
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// the push cannot happen in OnEntering() or similar (even if scheduled), because the transition from main menu will look bad.
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// that is because this screen pushing the editor makes it no longer current, and OsuScreen checks if the screen is current
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// before enqueueing this screen's LogoArriving onto the logo animation sequence.
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pushEditor();
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}
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}
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public void ScheduleSwitchToNewDifficulty(BeatmapInfo referenceBeatmapInfo, RulesetInfo rulesetInfo, bool createCopy, EditorState editorState)
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=> scheduleDifficultySwitch(() =>
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{
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try
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{
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// fetch a fresh detached reference from database to avoid polluting model instances attached to cached working beatmaps.
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var targetBeatmapSet = beatmapManager.QueryBeatmap(b => b.ID == referenceBeatmapInfo.ID).AsNonNull().BeatmapSet.AsNonNull();
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var referenceWorkingBeatmap = beatmapManager.GetWorkingBeatmap(referenceBeatmapInfo);
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return createCopy
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? beatmapManager.CopyExistingDifficulty(targetBeatmapSet, referenceWorkingBeatmap)
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: beatmapManager.CreateNewDifficulty(targetBeatmapSet, referenceWorkingBeatmap, rulesetInfo);
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}
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catch (Exception ex)
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{
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// if the beatmap creation fails (e.g. due to duplicated difficulty names),
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// bring the user back to the previous beatmap as a best-effort.
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Logger.Error(ex, ex.Message);
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return Beatmap.Value;
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}
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}, editorState);
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public void ScheduleSwitchToExistingDifficulty(BeatmapInfo beatmapInfo, EditorState editorState)
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=> scheduleDifficultySwitch(() => beatmapManager.GetWorkingBeatmap(beatmapInfo), editorState);
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private void scheduleDifficultySwitch(Func<WorkingBeatmap> nextBeatmap, EditorState editorState)
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{
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scheduledDifficultySwitch?.Cancel();
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ValidForResume = true;
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this.MakeCurrent();
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scheduledDifficultySwitch = Schedule(() =>
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{
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Beatmap.Value = nextBeatmap.Invoke();
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state = editorState;
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// This screen is a weird exception to the rule that nothing after song select changes the global beatmap.
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// Because of this, we need to update the background stack's beatmap to match.
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// If we don't do this, the editor will see a discrepancy and create a new background, along with an unnecessary transition.
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ApplyToBackground(b => b.Beatmap = Beatmap.Value);
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pushEditor();
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});
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}
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private void pushEditor()
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{
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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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public void CancelPendingDifficultySwitch()
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{
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scheduledDifficultySwitch?.Cancel();
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ValidForResume = false;
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}
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}
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}
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