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Merge pull request #10602 from peppy/fix-editor-samples-not-pausing-screen-swap
Fix editor not pausing samples when switching away from compose mode
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commit
37e9e39ee8
@ -43,8 +43,9 @@ using osuTK.Input;
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namespace osu.Game.Screens.Edit
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{
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[Cached(typeof(IBeatSnapProvider))]
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[Cached(typeof(ISamplePlaybackDisabler))]
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[Cached]
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler
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{
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public override float BackgroundParallaxAmount => 0.1f;
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@ -64,6 +65,10 @@ namespace osu.Game.Screens.Edit
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[Resolved(canBeNull: true)]
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private DialogOverlay dialogOverlay { get; set; }
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public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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private bool exitConfirmed;
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private string lastSavedHash;
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@ -109,9 +114,10 @@ namespace osu.Game.Screens.Edit
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UpdateClockSource();
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dependencies.CacheAs(clock);
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dependencies.CacheAs<ISamplePlaybackDisabler>(clock);
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AddInternal(clock);
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clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState());
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// todo: remove caching of this and consume via editorBeatmap?
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dependencies.Cache(beatDivisor);
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@ -557,40 +563,52 @@ namespace osu.Game.Screens.Edit
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.ScaleTo(0.98f, 200, Easing.OutQuint)
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.FadeOut(200, Easing.OutQuint);
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if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
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try
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{
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screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
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if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
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{
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screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
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currentScreen
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.ScaleTo(1, 200, Easing.OutQuint)
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.FadeIn(200, Easing.OutQuint);
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return;
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currentScreen
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.ScaleTo(1, 200, Easing.OutQuint)
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.FadeIn(200, Easing.OutQuint);
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return;
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}
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switch (e.NewValue)
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{
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case EditorScreenMode.SongSetup:
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currentScreen = new SetupScreen();
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break;
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case EditorScreenMode.Compose:
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currentScreen = new ComposeScreen();
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break;
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case EditorScreenMode.Design:
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currentScreen = new DesignScreen();
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break;
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case EditorScreenMode.Timing:
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currentScreen = new TimingScreen();
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break;
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}
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LoadComponentAsync(currentScreen, newScreen =>
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{
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if (newScreen == currentScreen)
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screenContainer.Add(newScreen);
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});
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}
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switch (e.NewValue)
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finally
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{
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case EditorScreenMode.SongSetup:
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currentScreen = new SetupScreen();
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break;
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case EditorScreenMode.Compose:
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currentScreen = new ComposeScreen();
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break;
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case EditorScreenMode.Design:
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currentScreen = new DesignScreen();
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break;
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case EditorScreenMode.Timing:
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currentScreen = new TimingScreen();
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break;
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updateSampleDisabledState();
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}
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}
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LoadComponentAsync(currentScreen, newScreen =>
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{
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if (newScreen == currentScreen)
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screenContainer.Add(newScreen);
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});
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private void updateSampleDisabledState()
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{
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samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value || !(currentScreen is ComposeScreen);
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}
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private void seek(UIEvent e, int direction)
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@ -11,14 +11,13 @@ using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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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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/// A decoupled clock which adds editor-specific functionality, such as snapping to a user-defined beat divisor.
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/// </summary>
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public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock, ISamplePlaybackDisabler
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public class EditorClock : Component, IFrameBasedClock, IAdjustableClock, ISourceChangeableClock
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{
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public IBindable<Track> Track => track;
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@ -32,9 +31,9 @@ namespace osu.Game.Screens.Edit
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private readonly DecoupleableInterpolatingFramedClock underlyingClock;
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public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
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public IBindable<bool> SeekingOrStopped => seekingOrStopped;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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private readonly Bindable<bool> seekingOrStopped = new Bindable<bool>(true);
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public EditorClock(WorkingBeatmap beatmap, BindableBeatDivisor beatDivisor)
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: this(beatmap.Beatmap.ControlPointInfo, beatmap.Track.Length, beatDivisor)
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@ -171,13 +170,13 @@ namespace osu.Game.Screens.Edit
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public void Stop()
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{
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samplePlaybackDisabled.Value = true;
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seekingOrStopped.Value = true;
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underlyingClock.Stop();
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}
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public bool Seek(double position)
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{
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samplePlaybackDisabled.Value = true;
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seekingOrStopped.Value = true;
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ClearTransforms();
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return underlyingClock.Seek(position);
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@ -228,7 +227,7 @@ namespace osu.Game.Screens.Edit
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private void updateSeekingState()
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{
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if (samplePlaybackDisabled.Value)
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if (seekingOrStopped.Value)
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{
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if (track.Value?.IsRunning != true)
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{
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@ -240,13 +239,13 @@ namespace osu.Game.Screens.Edit
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// we are either running a seek tween or doing an immediate seek.
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// in the case of an immediate seek the seeking bool will be set to false after one update.
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// this allows for silencing hit sounds and the likes.
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samplePlaybackDisabled.Value = Transforms.Any();
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seekingOrStopped.Value = Transforms.Any();
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}
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}
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public void SeekTo(double seekDestination)
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{
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samplePlaybackDisabled.Value = true;
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seekingOrStopped.Value = true;
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if (IsRunning)
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Seek(seekDestination);
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