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https://github.com/ppy/osu.git
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Merge pull request #14640 from bdach/editor-new-change-diff
Add support for changing current beatmap set difficulty from within editor
This commit is contained in:
commit
5026485d4d
170
osu.Game.Tests/Visual/Editing/TestSceneDifficultySwitching.cs
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170
osu.Game.Tests/Visual/Editing/TestSceneDifficultySwitching.cs
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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 System;
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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.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.Screens.Menu;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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public class TestSceneDifficultySwitching : ScreenTestScene
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{
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private BeatmapSetInfo importedBeatmapSet;
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private Editor editor;
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// required for screen transitions to work properly
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// (see comment in EditorLoader.LogoArriving).
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[Cached]
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private OsuLogo logo = new OsuLogo
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{
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Alpha = 0
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};
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[Resolved]
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private OsuGameBase game { get; set; }
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[Resolved]
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private BeatmapManager beatmaps { get; set; }
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[BackgroundDependencyLoader]
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private void load() => Add(logo);
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[SetUpSteps]
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public void SetUp()
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{
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AddStep("import test beatmap", () => importedBeatmapSet = ImportBeatmapTest.LoadOszIntoOsu(game, virtualTrack: true).Result);
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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 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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public void TestBasicSwitch()
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{
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BeatmapInfo targetDifficulty = null;
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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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confirmEditingBeatmap(() => targetDifficulty);
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AddStep("exit editor", () => Stack.Exit());
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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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[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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[Test]
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public void TestAllowSwitchAfterDiscardingUnsavedChanges()
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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("discard changes", () =>
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{
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var continueButton = saveDialog.ChildrenOfType<PopupDialogOkButton>().Single();
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continueButton.TriggerClick();
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});
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confirmEditingBeatmap(() => targetDifficulty);
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AddStep("exit editor forcefully", () => Stack.Exit());
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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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AddStep("open file menu", () =>
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{
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var menuBar = editor.ChildrenOfType<EditorMenuBar>().Single();
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var fileMenu = menuBar.ChildrenOfType<DrawableOsuMenuItem>().First();
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InputManager.MoveMouseTo(fileMenu);
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InputManager.Click(MouseButton.Left);
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});
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AddStep("open difficulty menu", () =>
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{
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var difficultySelector =
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editor.ChildrenOfType<DrawableOsuMenuItem>().Single(item => item.Item.Text.Value.ToString().Contains("Change difficulty"));
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InputManager.MoveMouseTo(difficultySelector);
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});
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AddWaitStep("wait for open", 3);
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AddStep("switch to target difficulty", () =>
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{
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var difficultyMenuItem =
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editor.ChildrenOfType<DrawableOsuMenuItem>()
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.Last(item => item.Item is DifficultyMenuItem difficultyItem && difficultyItem.Beatmap.Equals(difficulty.Invoke()));
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InputManager.MoveMouseTo(difficultyMenuItem);
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InputManager.Click(MouseButton.Left);
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});
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}
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private void confirmEditingBeatmap(Func<BeatmapInfo> targetDifficulty)
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{
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AddUntilStep("current beatmap is correct", () => Beatmap.Value.BeatmapInfo.Equals(targetDifficulty.Invoke()));
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AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor);
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}
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}
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}
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27
osu.Game/Screens/Edit/Components/Menus/DifficultyMenuItem.cs
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27
osu.Game/Screens/Edit/Components/Menus/DifficultyMenuItem.cs
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@ -0,0 +1,27 @@
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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 System;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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namespace osu.Game.Screens.Edit.Components.Menus
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{
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public class DifficultyMenuItem : StatefulMenuItem<bool>
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{
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public BeatmapInfo Beatmap { get; }
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public DifficultyMenuItem(BeatmapInfo beatmapInfo, bool selected, Action<BeatmapInfo> difficultyChangeFunc)
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: base(beatmapInfo.Version ?? "(unnamed)", null)
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{
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Beatmap = beatmapInfo;
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State.Value = selected;
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if (!selected)
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Action.Value = () => difficultyChangeFunc.Invoke(beatmapInfo);
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}
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public override IconUsage? GetIconForState(bool state) => state ? (IconUsage?)FontAwesome.Solid.Check : null;
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}
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}
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -75,6 +76,9 @@ namespace osu.Game.Screens.Edit
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private Container<EditorScreen> screenContainer;
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[CanBeNull]
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private readonly EditorLoader loader;
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private EditorScreen currentScreen;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
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@ -101,6 +105,11 @@ namespace osu.Game.Screens.Edit
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[Resolved]
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private MusicController music { get; set; }
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public Editor(EditorLoader loader = null)
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{
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this.loader = loader;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, OsuConfigManager config)
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{
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@ -489,7 +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, cancelExit));
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return true;
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}
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}
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@ -703,11 +712,38 @@ namespace osu.Game.Screens.Edit
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if (RuntimeInfo.IsDesktop)
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fileMenuItems.Add(new EditorMenuItem("Export package", MenuItemType.Standard, exportBeatmap));
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fileMenuItems.Add(new EditorMenuItemSpacer());
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var beatmapSet = beatmapManager.QueryBeatmapSet(bs => bs.ID == Beatmap.Value.BeatmapSetInfo.ID) ?? playableBeatmap.BeatmapInfo.BeatmapSet;
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var difficultyItems = new List<MenuItem>();
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foreach (var rulesetBeatmaps in beatmapSet.Beatmaps.GroupBy(b => b.RulesetID).OrderBy(group => group.Key))
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{
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if (difficultyItems.Count > 0)
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difficultyItems.Add(new EditorMenuItemSpacer());
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foreach (var beatmap in rulesetBeatmaps.OrderBy(b => b.StarDifficulty))
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difficultyItems.Add(createDifficultyMenuItem(beatmap));
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}
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fileMenuItems.Add(new EditorMenuItem("Change difficulty") { Items = difficultyItems });
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fileMenuItems.Add(new EditorMenuItemSpacer());
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fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
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return fileMenuItems;
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}
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private DifficultyMenuItem createDifficultyMenuItem(BeatmapInfo beatmapInfo)
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{
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bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmapInfo);
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return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, switchToDifficulty);
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}
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private void switchToDifficulty(BeatmapInfo beatmapInfo) => loader?.ScheduleDifficultySwitch(beatmapInfo);
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private void cancelExit() => loader?.CancelPendingDifficultySwitch();
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public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);
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public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime);
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94
osu.Game/Screens/Edit/EditorLoader.cs
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94
osu.Game/Screens/Edit/EditorLoader.cs
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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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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.Graphics.UserInterface;
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using osu.Game.Screens.Menu;
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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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/// Transition screen for the editor.
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/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
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/// </summary>
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public class EditorLoader : ScreenWithBeatmapBackground
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{
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
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public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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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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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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base.LogoArriving(logo, resuming);
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if (!resuming)
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{
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// the push cannot happen in OnEntering() or similar (even if scheduled), because the transition from main menu will look bad.
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// that is because this screen pushing the editor makes it no longer current, and OsuScreen checks if the screen is current
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// before enqueueing this screen's LogoArriving onto the logo animation sequence.
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pushEditor();
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AddRangeInternal(new Drawable[]
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{
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new LoadingSpinner(true)
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{
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State = { Value = Visibility.Visible },
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}
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});
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}
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public void ScheduleDifficultySwitch(BeatmapInfo beatmapInfo)
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{
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scheduledDifficultySwitch?.Cancel();
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ValidForResume = true;
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this.MakeCurrent();
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scheduledDifficultySwitch = Schedule(() =>
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{
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(beatmapInfo);
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// This screen is a weird exception to the rule that nothing after song select changes the global beatmap.
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// Because of this, we need to update the background stack's beatmap to match.
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// If we don't do this, the editor will see a discrepancy and create a new background, along with an unnecessary transition.
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ApplyToBackground(b => b.Beatmap = Beatmap.Value);
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pushEditor();
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});
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}
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private void pushEditor()
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{
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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 CancelPendingDifficultySwitch()
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{
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scheduledDifficultySwitch?.Cancel();
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ValidForResume = false;
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}
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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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@ -103,7 +103,7 @@ namespace osu.Game.Screens.Menu
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OnEdit = delegate
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{
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Beatmap.SetDefault();
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this.Push(new Editor());
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this.Push(new EditorLoader());
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},
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OnSolo = loadSoloSongSelect,
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OnMultiplayer = () => this.Push(new Multiplayer()),
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@ -349,7 +349,7 @@ namespace osu.Game.Screens.Select
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throw new InvalidOperationException($"Attempted to edit when {nameof(AllowEditing)} is disabled");
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Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmap ?? beatmapNoDebounce);
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this.Push(new Editor());
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this.Push(new EditorLoader());
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}
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/// <summary>
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