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Add prompt to save beatmap on exiting editor
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commit
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@ -2,39 +2,40 @@
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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 osuTK.Graphics;
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using osu.Framework.Screens;
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using System.Collections.Generic;
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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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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Framework.Timing;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Design;
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using osuTK.Input;
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using System.Collections.Generic;
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using osu.Framework;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Screens.Edit.Components;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Design;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Edit.Timing;
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using osu.Game.Screens.Play;
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using osu.Game.Users;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Screens.Edit
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{
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@ -54,6 +55,11 @@ namespace osu.Game.Screens.Edit
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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[Resolved(canBeNull: true)]
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private DialogOverlay dialogOverlay { get; set; }
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private bool exitConfirmed;
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private Box bottomBackground;
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private Container screenContainer;
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@ -346,12 +352,31 @@ namespace osu.Game.Screens.Edit
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public override bool OnExiting(IScreen next)
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{
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if (!exitConfirmed && dialogOverlay != null)
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{
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dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave));
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return true;
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}
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Background.FadeColour(Color4.White, 500);
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resetTrack();
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return base.OnExiting(next);
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}
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private void confirmExitWithSave()
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{
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exitConfirmed = true;
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saveBeatmap();
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this.Exit();
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}
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private void confirmExit()
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{
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exitConfirmed = true;
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this.Exit();
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}
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protected void Undo() => changeHandler.RestoreState(-1);
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protected void Redo() => changeHandler.RestoreState(1);
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33
osu.Game/Screens/Edit/PromptForSaveDialog.cs
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33
osu.Game/Screens/Edit/PromptForSaveDialog.cs
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@ -0,0 +1,33 @@
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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.Overlays.Dialog;
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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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{
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HeaderText = "Did you want to save your changes?";
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Icon = FontAwesome.Regular.Save;
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Buttons = new PopupDialogButton[]
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{
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new PopupDialogCancelButton
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{
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Text = @"Save my masterpiece!",
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Action = saveAndExit
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},
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new PopupDialogOkButton
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{
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Text = @"Forget all changes",
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Action = exit
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},
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};
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}
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}
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}
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