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Fix potential editor data loss if exiting while a textbox is focused
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@ -719,6 +719,12 @@ namespace osu.Game.Screens.Edit
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public override bool OnExiting(ScreenExitEvent e)
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{
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// Before exiting, trigger a focus loss.
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//
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// This is important to ensure that if the user is still editing a textbox, it will commit
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// (and potentially block the exit procedure for save).
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GetContainingInputManager().TriggerFocusContention(this);
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if (!ExitConfirmed)
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{
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// dialog overlay may not be available in visual tests.
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@ -53,9 +53,6 @@ namespace osu.Game.Screens.Edit.Setup
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sourceTextBox = createTextBox<LabelledTextBox>(BeatmapsetsStrings.ShowInfoSource, metadata.Source),
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tagsTextBox = createTextBox<LabelledTextBox>(BeatmapsetsStrings.ShowInfoTags, metadata.Tags)
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};
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foreach (var item in Children.OfType<LabelledTextBox>())
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item.OnCommit += onCommit;
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}
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private TTextBox createTextBox<TTextBox>(LocalisableString label, string initialValue)
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@ -77,6 +74,10 @@ namespace osu.Game.Screens.Edit.Setup
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ArtistTextBox.Current.BindValueChanged(artist => transferIfRomanised(artist.NewValue, RomanisedArtistTextBox));
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TitleTextBox.Current.BindValueChanged(title => transferIfRomanised(title.NewValue, RomanisedTitleTextBox));
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foreach (var item in Children.OfType<LabelledTextBox>())
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item.OnCommit += onCommit;
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updateReadOnlyState();
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}
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@ -86,7 +87,6 @@ namespace osu.Game.Screens.Edit.Setup
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target.Current.Value = value;
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updateReadOnlyState();
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Scheduler.AddOnce(updateMetadata);
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}
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private void updateReadOnlyState()
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@ -101,7 +101,7 @@ namespace osu.Game.Screens.Edit.Setup
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// for now, update on commit rather than making BeatmapMetadata bindables.
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// after switching database engines we can reconsider if switching to bindables is a good direction.
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Scheduler.AddOnce(updateMetadata);
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updateMetadata();
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}
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private void updateMetadata()
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