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Reload scrolling composer on control point changes

This commit is contained in:
Bartłomiej Dach 2024-06-11 09:33:25 +02:00
parent 694cfd0e25
commit 922837dd3a
No known key found for this signature in database
2 changed files with 26 additions and 0 deletions

View File

@ -4,6 +4,7 @@
using System.Linq; using System.Linq;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables; using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
@ -12,6 +13,7 @@ using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets.Edit.Tools; using osu.Game.Rulesets.Edit.Tools;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components.TernaryButtons; using osu.Game.Screens.Edit.Components.TernaryButtons;
using osu.Game.Screens.Edit.Compose.Components; using osu.Game.Screens.Edit.Compose.Components;
using osuTK; using osuTK;
@ -21,6 +23,9 @@ namespace osu.Game.Rulesets.Edit
public abstract partial class ScrollingHitObjectComposer<TObject> : HitObjectComposer<TObject> public abstract partial class ScrollingHitObjectComposer<TObject> : HitObjectComposer<TObject>
where TObject : HitObject where TObject : HitObject
{ {
[Resolved]
private Editor? editor { get; set; }
private readonly Bindable<TernaryState> showSpeedChanges = new Bindable<TernaryState>(); private readonly Bindable<TernaryState> showSpeedChanges = new Bindable<TernaryState>();
private Bindable<bool> configShowSpeedChanges = null!; private Bindable<bool> configShowSpeedChanges = null!;
@ -72,6 +77,8 @@ namespace osu.Game.Rulesets.Edit
if (beatSnapGrid != null) if (beatSnapGrid != null)
AddInternal(beatSnapGrid); AddInternal(beatSnapGrid);
EditorBeatmap.ControlPointInfo.ControlPointsChanged += expireComposeScreenOnControlPointChange;
} }
protected override void UpdateAfterChildren() protected override void UpdateAfterChildren()
@ -104,5 +111,15 @@ namespace osu.Game.Rulesets.Edit
beatSnapGrid.SelectionTimeRange = null; beatSnapGrid.SelectionTimeRange = null;
} }
} }
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (EditorBeatmap.IsNotNull())
EditorBeatmap.ControlPointInfo.ControlPointsChanged -= expireComposeScreenOnControlPointChange;
}
private void expireComposeScreenOnControlPointChange() => editor?.ReloadComposeScreen();
} }
} }

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@ -996,6 +996,15 @@ namespace osu.Game.Screens.Edit
} }
} }
/// <summary>
/// Forces a reload of the compose screen after significant configuration changes.
/// </summary>
/// <remarks>
/// This can be necessary for scrolling rulesets, as they do not easily support control points changing under them.
/// The reason that this works is that <see cref="onModeChanged"/> will re-instantiate the screen whenever it is requested next.
/// </remarks>
public void ReloadComposeScreen() => screenContainer.SingleOrDefault(s => s.Type == EditorScreenMode.Compose)?.RemoveAndDisposeImmediately();
[CanBeNull] [CanBeNull]
private ScheduledDelegate playbackDisabledDebounce; private ScheduledDelegate playbackDisabledDebounce;