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osu-lazer/osu.Game/Screens/Edit/Setup/MetadataSection.cs

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// 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 System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Game.Graphics.UserInterfaceV2;
namespace osu.Game.Screens.Edit.Setup
{
internal class MetadataSection : SetupSection
{
private LabelledTextBox artistTextBox;
private LabelledTextBox titleTextBox;
private LabelledTextBox creatorTextBox;
private LabelledTextBox difficultyTextBox;
public override LocalisableString Title => "Metadata";
[BackgroundDependencyLoader]
private void load()
{
Children = new Drawable[]
{
artistTextBox = new LabelledTextBox
{
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Label = "Artist",
Current = { Value = Beatmap.Metadata.Artist },
TabbableContentContainer = this
},
titleTextBox = new LabelledTextBox
{
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Label = "Title",
Current = { Value = Beatmap.Metadata.Title },
TabbableContentContainer = this
},
creatorTextBox = new LabelledTextBox
{
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Label = "Creator",
Current = { Value = Beatmap.Metadata.AuthorString },
TabbableContentContainer = this
},
difficultyTextBox = new LabelledTextBox
{
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Label = "Difficulty Name",
Current = { Value = Beatmap.BeatmapInfo.Version },
TabbableContentContainer = this
},
};
foreach (var item in Children.OfType<LabelledTextBox>())
item.OnCommit += onCommit;
}
protected override void LoadComplete()
{
base.LoadComplete();
if (string.IsNullOrEmpty(artistTextBox.Current.Value))
GetContainingInputManager().ChangeFocus(artistTextBox);
}
private void onCommit(TextBox sender, bool newText)
{
if (!newText) return;
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.Metadata.Artist = artistTextBox.Current.Value;
Beatmap.Metadata.Title = titleTextBox.Current.Value;
Beatmap.Metadata.AuthorString = creatorTextBox.Current.Value;
Beatmap.BeatmapInfo.Version = difficultyTextBox.Current.Value;
}
}
}