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Test staying on same difficulty due to unsaved changes
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@ -8,6 +8,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Tests.Beatmaps.IO;
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@ -35,8 +36,9 @@ namespace osu.Game.Tests.Visual.Editing
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AddStep("set current beatmap", () => Beatmap.Value = beatmaps.GetWorkingBeatmap(importedBeatmapSet.Beatmaps.First()));
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AddStep("push loader", () => Stack.Push(new EditorLoader()));
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AddUntilStep("wait for editor to load", () => Stack.CurrentScreen is Editor);
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AddUntilStep("wait for editor push", () => Stack.CurrentScreen is Editor);
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AddStep("store editor", () => editor = (Editor)Stack.CurrentScreen);
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AddUntilStep("wait for editor to load", () => editor.IsLoaded);
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}
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[Test]
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@ -53,6 +55,39 @@ namespace osu.Game.Tests.Visual.Editing
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AddAssert("stack empty", () => Stack.CurrentScreen == null);
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}
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[Test]
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public void TestPreventSwitchDueToUnsavedChanges()
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{
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BeatmapInfo targetDifficulty = null;
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PromptForSaveDialog saveDialog = null;
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AddStep("remove first hitobject", () =>
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{
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var editorBeatmap = editor.ChildrenOfType<EditorBeatmap>().Single();
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editorBeatmap.RemoveAt(0);
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});
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AddStep("set target difficulty", () => targetDifficulty = importedBeatmapSet.Beatmaps.Last(beatmap => !beatmap.Equals(Beatmap.Value.BeatmapInfo)));
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switchToDifficulty(() => targetDifficulty);
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AddUntilStep("prompt for save dialog shown", () =>
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{
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saveDialog = this.ChildrenOfType<PromptForSaveDialog>().Single();
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return saveDialog != null;
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});
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AddStep("continue editing", () =>
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{
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var continueButton = saveDialog.ChildrenOfType<PopupDialogCancelButton>().Last();
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continueButton.TriggerClick();
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});
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confirmEditingBeatmap(() => importedBeatmapSet.Beatmaps.First());
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AddRepeatStep("exit editor forcefully", () => Stack.Exit(), 2);
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// ensure editor loader didn't resume.
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AddAssert("stack empty", () => Stack.CurrentScreen == null);
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}
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private void switchToDifficulty(Func<BeatmapInfo> difficulty)
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{
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AddUntilStep("wait for menubar to load", () => editor.ChildrenOfType<EditorMenuBar>().Any());
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@ -498,7 +498,7 @@ namespace osu.Game.Screens.Edit
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if (isNewBeatmap || HasUnsavedChanges)
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{
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dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave));
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dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave, cancelPendingDifficultySwitch));
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return true;
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}
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}
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@ -737,7 +737,16 @@ namespace osu.Game.Screens.Edit
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loader.ValidForResume = true;
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this.Exit();
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loader.PushEditor(beatmapInfo);
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loader.ScheduleDifficultySwitch(beatmapInfo);
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}
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private void cancelPendingDifficultySwitch()
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{
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if (loader == null)
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return;
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loader.ValidForResume = false;
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loader.CancelDifficultySwitch();
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}
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public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);
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@ -4,6 +4,7 @@
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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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.Screens.Play;
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@ -18,19 +19,31 @@ namespace osu.Game.Screens.Edit
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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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public override void OnEntering(IScreen last)
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{
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base.OnEntering(last);
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PushEditor();
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pushEditor();
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}
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public void PushEditor([CanBeNull] BeatmapInfo beatmapInfo = null) => Schedule(() =>
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private void pushEditor()
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{
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if (beatmapInfo != null)
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
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this.Push(new Editor(this));
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ValidForResume = false;
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}
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public void ScheduleDifficultySwitch(BeatmapInfo beatmapInfo)
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{
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CancelDifficultySwitch();
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scheduledDifficultySwitch = Schedule(() =>
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{
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
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pushEditor();
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});
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}
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public void CancelDifficultySwitch() => scheduledDifficultySwitch?.Cancel();
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}
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}
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@ -9,7 +9,7 @@ namespace osu.Game.Screens.Edit
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{
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public class PromptForSaveDialog : PopupDialog
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{
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public PromptForSaveDialog(Action exit, Action saveAndExit)
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public PromptForSaveDialog(Action exit, Action saveAndExit, Action cancel)
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{
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HeaderText = "Did you want to save your changes?";
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@ -30,6 +30,7 @@ namespace osu.Game.Screens.Edit
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new PopupDialogCancelButton
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{
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Text = @"Oops, continue editing",
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Action = cancel
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},
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};
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}
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