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Merge pull request #16861 from bdach/copy-existing-difficulty
Add option to create copy of existing difficulty
This commit is contained in:
commit
081353890c
@ -6,15 +6,23 @@ using System.IO;
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using System.Linq;
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using NUnit.Framework;
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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.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Database;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Resources;
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using osuTK;
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using SharpCompress.Archives;
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using SharpCompress.Archives.Zip;
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@ -92,12 +100,27 @@ namespace osu.Game.Tests.Visual.Editing
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}
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[Test]
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public void TestCreateNewDifficulty()
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public void TestCreateNewDifficulty([Values] bool sameRuleset)
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{
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string firstDifficultyName = Guid.NewGuid().ToString();
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string secondDifficultyName = Guid.NewGuid().ToString();
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = firstDifficultyName);
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AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
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AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
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{
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new HitCircle
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{
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Position = new Vector2(0),
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StartTime = 0
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE,
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StartTime = 1000
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}
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}));
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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@ -111,13 +134,27 @@ namespace osu.Game.Tests.Visual.Editing
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});
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AddAssert("can save again", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(sameRuleset ? new OsuRuleset().RulesetInfo : new CatchRuleset().RulesetInfo));
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if (sameRuleset)
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{
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AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
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AddStep("confirm creation with no objects", () => DialogOverlay.CurrentDialog.PerformOkAction());
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}
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AddUntilStep("wait for created", () =>
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{
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string difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName != firstDifficultyName;
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});
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AddAssert("created difficulty has timing point", () =>
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{
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPoints.Single();
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return timingPoint.Time == 0 && timingPoint.BeatLength == 1000;
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});
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AddAssert("created difficulty has no objects", () => EditorBeatmap.HitObjects.Count == 0);
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = secondDifficultyName);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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@ -132,6 +169,105 @@ namespace osu.Game.Tests.Visual.Editing
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});
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}
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[Test]
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public void TestCopyDifficulty()
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{
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string originalDifficultyName = Guid.NewGuid().ToString();
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string copyDifficultyName = $"{originalDifficultyName} (copy)";
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = originalDifficultyName);
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AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
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AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
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{
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new HitCircle
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{
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Position = new Vector2(0),
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StartTime = 0
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE,
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StartTime = 1000
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}
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}));
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AddStep("set approach rate", () => EditorBeatmap.Difficulty.ApproachRate = 4);
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AddStep("set combo colours", () =>
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{
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var beatmapSkin = EditorBeatmap.BeatmapSkin.AsNonNull();
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beatmapSkin.ComboColours.Clear();
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beatmapSkin.ComboColours.AddRange(new[]
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{
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new Colour4(255, 0, 0, 255),
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new Colour4(0, 0, 255, 255)
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});
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});
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AddStep("set status & online ID", () =>
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{
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EditorBeatmap.BeatmapInfo.OnlineID = 123456;
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EditorBeatmap.BeatmapInfo.Status = BeatmapOnlineStatus.WIP;
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});
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == originalDifficultyName);
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID);
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return beatmap != null
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&& beatmap.DifficultyName == originalDifficultyName
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&& set != null
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&& set.PerformRead(s => s.Beatmaps.Single().ID == beatmap.ID);
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});
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AddAssert("can save again", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
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AddStep("confirm creation as a copy", () => DialogOverlay.CurrentDialog.Buttons.ElementAt(1).TriggerClick());
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AddUntilStep("wait for created", () =>
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{
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string difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName != originalDifficultyName;
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});
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AddAssert("created difficulty has copy suffix in name", () => EditorBeatmap.BeatmapInfo.DifficultyName == copyDifficultyName);
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AddAssert("created difficulty has timing point", () =>
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{
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPoints.Single();
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return timingPoint.Time == 0 && timingPoint.BeatLength == 1000;
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});
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AddAssert("created difficulty has objects", () => EditorBeatmap.HitObjects.Count == 2);
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AddAssert("approach rate correctly copied", () => EditorBeatmap.Difficulty.ApproachRate == 4);
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AddAssert("combo colours correctly copied", () => EditorBeatmap.BeatmapSkin.AsNonNull().ComboColours.Count == 2);
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AddAssert("status not copied", () => EditorBeatmap.BeatmapInfo.Status == BeatmapOnlineStatus.None);
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AddAssert("online ID not copied", () => EditorBeatmap.BeatmapInfo.OnlineID == -1);
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AddStep("save beatmap", () => Editor.Save());
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BeatmapInfo refetchedBeatmap = null;
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Live<BeatmapSetInfo> refetchedBeatmapSet = null;
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AddStep("refetch from database", () =>
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{
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refetchedBeatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == copyDifficultyName);
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refetchedBeatmapSet = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID);
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});
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AddAssert("new beatmap persisted", () =>
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{
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return refetchedBeatmap != null
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&& refetchedBeatmap.DifficultyName == copyDifficultyName
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&& refetchedBeatmapSet != null
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&& refetchedBeatmapSet.PerformRead(s =>
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s.Beatmaps.Count == 2
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&& s.Beatmaps.Any(b => b.DifficultyName == originalDifficultyName)
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&& s.Beatmaps.Any(b => b.DifficultyName == copyDifficultyName));
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});
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AddAssert("old beatmap file not deleted", () => refetchedBeatmapSet.AsNonNull().PerformRead(s => s.Files.Count == 2));
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}
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[Test]
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public void TestCreateNewBeatmapFailsWithBlankNamedDifficulties()
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{
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@ -154,7 +290,7 @@ namespace osu.Game.Tests.Visual.Editing
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}
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[Test]
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public void TestCreateNewBeatmapFailsWithSameNamedDifficulties()
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public void TestCreateNewBeatmapFailsWithSameNamedDifficulties([Values] bool sameRuleset)
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{
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Guid setId = Guid.Empty;
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const string duplicate_difficulty_name = "duplicate";
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@ -168,7 +304,14 @@ namespace osu.Game.Tests.Visual.Editing
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(sameRuleset ? new OsuRuleset().RulesetInfo : new CatchRuleset().RulesetInfo));
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if (sameRuleset)
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{
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AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
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AddStep("confirm creation with no objects", () => DialogOverlay.CurrentDialog.PerformOkAction());
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}
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AddUntilStep("wait for created", () =>
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{
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string difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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@ -108,39 +108,73 @@ namespace osu.Game.Beatmaps
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}
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/// <summary>
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/// Add a new difficulty to the beatmap set represented by the provided <see cref="BeatmapSetInfo"/>.
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/// Add a new difficulty to the provided <paramref name="targetBeatmapSet"/> based on the provided <paramref name="referenceWorkingBeatmap"/>.
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/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
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/// and represented by the returned <see cref="WorkingBeatmap"/>.
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/// </summary>
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public virtual WorkingBeatmap CreateNewBlankDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo)
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/// <remarks>
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/// Contrary to <see cref="CopyExistingDifficulty"/>, this method does not preserve hitobjects and beatmap-level settings from <paramref name="referenceWorkingBeatmap"/>.
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/// The created beatmap will have zero hitobjects and will have default settings (including difficulty settings), but will preserve metadata and existing timing points.
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/// </remarks>
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/// <param name="targetBeatmapSet">The <see cref="BeatmapSetInfo"/> to add the new difficulty to.</param>
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/// <param name="referenceWorkingBeatmap">The <see cref="WorkingBeatmap"/> to use as a baseline reference when creating the new difficulty.</param>
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/// <param name="rulesetInfo">The ruleset with which the new difficulty should be created.</param>
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public virtual WorkingBeatmap CreateNewDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap, RulesetInfo rulesetInfo)
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{
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// fetch one of the existing difficulties to copy timing points and metadata from,
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// so that the user doesn't have to fill all of that out again.
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// this silently assumes that all difficulties have the same timing points and metadata,
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// but cases where this isn't true seem rather rare / pathological.
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var referenceBeatmap = GetWorkingBeatmap(beatmapSetInfo.Beatmaps.First());
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var playableBeatmap = referenceWorkingBeatmap.GetPlayableBeatmap(rulesetInfo);
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var newBeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), referenceBeatmap.Metadata.DeepClone());
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var newBeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), playableBeatmap.Metadata.DeepClone());
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var newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
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foreach (var timingPoint in playableBeatmap.ControlPointInfo.TimingPoints)
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newBeatmap.ControlPointInfo.Add(timingPoint.Time, timingPoint.DeepClone());
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return addDifficultyToSet(targetBeatmapSet, newBeatmap, referenceWorkingBeatmap.Skin);
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}
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/// <summary>
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/// Add a copy of the provided <paramref name="referenceWorkingBeatmap"/> to the provided <paramref name="targetBeatmapSet"/>.
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/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
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/// and represented by the returned <see cref="WorkingBeatmap"/>.
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/// </summary>
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/// <remarks>
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/// Contrary to <see cref="CreateNewDifficulty"/>, this method creates a nearly-exact copy of <paramref name="referenceWorkingBeatmap"/>
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/// (with the exception of a few key properties that cannot be copied under any circumstance, like difficulty name, beatmap hash, or online status).
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/// </remarks>
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/// <param name="targetBeatmapSet">The <see cref="BeatmapSetInfo"/> to add the copy to.</param>
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/// <param name="referenceWorkingBeatmap">The <see cref="WorkingBeatmap"/> to be copied.</param>
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public virtual WorkingBeatmap CopyExistingDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap)
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{
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var newBeatmap = referenceWorkingBeatmap.GetPlayableBeatmap(referenceWorkingBeatmap.BeatmapInfo.Ruleset).Clone();
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BeatmapInfo newBeatmapInfo;
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newBeatmap.BeatmapInfo = newBeatmapInfo = referenceWorkingBeatmap.BeatmapInfo.Clone();
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// assign a new ID to the clone.
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newBeatmapInfo.ID = Guid.NewGuid();
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// add "(copy)" suffix to difficulty name to avoid clashes on save.
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newBeatmapInfo.DifficultyName += " (copy)";
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// clear the hash, as that's what is used to match .osu files with their corresponding realm beatmaps.
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newBeatmapInfo.Hash = string.Empty;
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// clear online properties.
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newBeatmapInfo.OnlineID = -1;
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newBeatmapInfo.Status = BeatmapOnlineStatus.None;
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return addDifficultyToSet(targetBeatmapSet, newBeatmap, referenceWorkingBeatmap.Skin);
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}
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private WorkingBeatmap addDifficultyToSet(BeatmapSetInfo targetBeatmapSet, IBeatmap newBeatmap, ISkin beatmapSkin)
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{
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// populate circular beatmap set info <-> beatmap info references manually.
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// several places like `BeatmapModelManager.Save()` or `GetWorkingBeatmap()`
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// rely on them being freely traversable in both directions for correct operation.
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beatmapSetInfo.Beatmaps.Add(newBeatmapInfo);
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newBeatmapInfo.BeatmapSet = beatmapSetInfo;
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targetBeatmapSet.Beatmaps.Add(newBeatmap.BeatmapInfo);
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newBeatmap.BeatmapInfo.BeatmapSet = targetBeatmapSet;
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var newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
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foreach (var timingPoint in referenceBeatmap.Beatmap.ControlPointInfo.TimingPoints)
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newBeatmap.ControlPointInfo.Add(timingPoint.Time, timingPoint.DeepClone());
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beatmapModelManager.Save(newBeatmap.BeatmapInfo, newBeatmap, beatmapSkin);
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beatmapModelManager.Save(newBeatmapInfo, newBeatmap);
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workingBeatmapCache.Invalidate(beatmapSetInfo);
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workingBeatmapCache.Invalidate(targetBeatmapSet);
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return GetWorkingBeatmap(newBeatmap.BeatmapInfo);
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}
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// TODO: add back support for making a copy of another difficulty
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// (likely via a separate `CopyDifficulty()` method).
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/// <summary>
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/// Delete a beatmap difficulty.
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/// </summary>
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|
45
osu.Game/Screens/Edit/CreateNewDifficultyDialog.cs
Normal file
45
osu.Game/Screens/Edit/CreateNewDifficultyDialog.cs
Normal file
@ -0,0 +1,45 @@
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// 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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using osu.Framework.Graphics.Sprites;
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using osu.Game.Overlays.Dialog;
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namespace osu.Game.Screens.Edit
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{
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public class CreateNewDifficultyDialog : PopupDialog
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{
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/// <summary>
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/// Delegate used to create new difficulties.
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/// A value of <see langword="true"/> in the <c>createCopy</c> parameter
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/// indicates that the new difficulty should be an exact copy of an existing one;
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/// otherwise, the new difficulty should have its hitobjects and beatmap-level settings cleared.
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/// </summary>
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public delegate void CreateNewDifficulty(bool createCopy);
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public CreateNewDifficultyDialog(CreateNewDifficulty createNewDifficulty)
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{
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HeaderText = "Would you like to create a blank difficulty?";
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Icon = FontAwesome.Regular.Clone;
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Buttons = new PopupDialogButton[]
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{
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new PopupDialogOkButton
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{
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Text = "Yeah, let's start from scratch!",
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Action = () => createNewDifficulty.Invoke(false)
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},
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new PopupDialogCancelButton
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{
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Text = "No, create an exact copy of this difficulty",
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Action = () => createNewDifficulty.Invoke(true)
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},
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new PopupDialogCancelButton
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{
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Text = "I changed my mind, I want to keep editing this difficulty",
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Action = () => { }
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}
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};
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}
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}
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}
|
@ -358,14 +358,14 @@ namespace osu.Game.Screens.Edit
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/// <summary>
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/// Creates an <see cref="EditorState"/> instance representing the current state of the editor.
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/// </summary>
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/// <param name="nextBeatmap">
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/// The next beatmap to be shown, in the case of difficulty switch.
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/// <param name="nextRuleset">
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/// The ruleset of the next beatmap to be shown, in the case of difficulty switch.
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/// <see langword="null"/> indicates that the beatmap will not be changing.
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/// </param>
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public EditorState GetState([CanBeNull] BeatmapInfo nextBeatmap = null) => new EditorState
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public EditorState GetState([CanBeNull] RulesetInfo nextRuleset = null) => new EditorState
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{
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Time = clock.CurrentTimeAccurate,
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ClipboardContent = nextBeatmap == null || editorBeatmap.BeatmapInfo.Ruleset.ShortName == nextBeatmap.Ruleset.ShortName ? Clipboard.Content.Value : string.Empty
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ClipboardContent = nextRuleset == null || editorBeatmap.BeatmapInfo.Ruleset.ShortName == nextRuleset.ShortName ? Clipboard.Content.Value : string.Empty
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};
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/// <summary>
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@ -841,7 +841,18 @@ namespace osu.Game.Screens.Edit
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}
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protected void CreateNewDifficulty(RulesetInfo rulesetInfo)
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=> loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo.BeatmapSet, rulesetInfo, GetState());
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{
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if (!rulesetInfo.Equals(editorBeatmap.BeatmapInfo.Ruleset))
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{
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switchToNewDifficulty(rulesetInfo, false);
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return;
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}
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dialogOverlay.Push(new CreateNewDifficultyDialog(createCopy => switchToNewDifficulty(rulesetInfo, createCopy)));
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}
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private void switchToNewDifficulty(RulesetInfo rulesetInfo, bool createCopy)
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=> loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo, rulesetInfo, createCopy, GetState(rulesetInfo));
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private EditorMenuItem createDifficultySwitchMenu()
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{
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@ -866,7 +877,7 @@ namespace osu.Game.Screens.Edit
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return new EditorMenuItem("Change difficulty") { Items = difficultyItems };
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}
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protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleSwitchToExistingDifficulty(nextBeatmap, GetState(nextBeatmap));
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protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleSwitchToExistingDifficulty(nextBeatmap, GetState(nextBeatmap.Ruleset));
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private void cancelExit()
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{
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@ -4,6 +4,7 @@
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using System;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions.ObjectExtensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Logging;
|
||||
@ -80,12 +81,18 @@ namespace osu.Game.Screens.Edit
|
||||
}
|
||||
}
|
||||
|
||||
public void ScheduleSwitchToNewDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo, EditorState editorState)
|
||||
public void ScheduleSwitchToNewDifficulty(BeatmapInfo referenceBeatmapInfo, RulesetInfo rulesetInfo, bool createCopy, EditorState editorState)
|
||||
=> scheduleDifficultySwitch(() =>
|
||||
{
|
||||
try
|
||||
{
|
||||
return beatmapManager.CreateNewBlankDifficulty(beatmapSetInfo, rulesetInfo);
|
||||
// fetch a fresh detached reference from database to avoid polluting model instances attached to cached working beatmaps.
|
||||
var targetBeatmapSet = beatmapManager.QueryBeatmap(b => b.ID == referenceBeatmapInfo.ID).AsNonNull().BeatmapSet.AsNonNull();
|
||||
var referenceWorkingBeatmap = beatmapManager.GetWorkingBeatmap(referenceBeatmapInfo);
|
||||
|
||||
return createCopy
|
||||
? beatmapManager.CopyExistingDifficulty(targetBeatmapSet, referenceWorkingBeatmap)
|
||||
: beatmapManager.CreateNewDifficulty(targetBeatmapSet, referenceWorkingBeatmap, rulesetInfo);
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
|
@ -136,7 +136,13 @@ 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 CreateNewDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap, RulesetInfo rulesetInfo)
|
||||
{
|
||||
// don't actually care about properly creating a difficulty for this context.
|
||||
return TestBeatmap;
|
||||
}
|
||||
|
||||
public override WorkingBeatmap CopyExistingDifficulty(BeatmapSetInfo targetBeatmapSet, WorkingBeatmap referenceWorkingBeatmap)
|
||||
{
|
||||
// don't actually care about properly creating a difficulty for this context.
|
||||
return TestBeatmap;
|
||||
|
Loading…
Reference in New Issue
Block a user