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mirror of https://github.com/ppy/osu.git synced 2025-03-05 15:53:21 +08:00

Move resolved usage of WorkingBeatmap in editor components as local as possible to avoid misuse

This commit is contained in:
Dean Herbert 2021-01-04 16:47:08 +09:00
parent 7fdf876b4c
commit b7dd54847f
6 changed files with 32 additions and 33 deletions

View File

@ -16,6 +16,9 @@ namespace osu.Game.Screens.Edit.Compose
{
public class ComposeScreen : EditorScreenWithTimeline
{
[Resolved]
private IBindable<WorkingBeatmap> beatmap { get; set; }
private HitObjectComposer composer;
public ComposeScreen()
@ -59,7 +62,7 @@ namespace osu.Game.Screens.Edit.Compose
{
Debug.Assert(ruleset != null);
var beatmapSkinProvider = new BeatmapSkinProvidingContainer(Beatmap.Value.Skin);
var beatmapSkinProvider = new BeatmapSkinProvidingContainer(beatmap.Value.Skin);
// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
// full access to all skin sources.

View File

@ -2,10 +2,8 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
namespace osu.Game.Screens.Edit
{
@ -14,9 +12,6 @@ namespace osu.Game.Screens.Edit
/// </summary>
public abstract class EditorScreen : Container
{
[Resolved]
protected IBindable<WorkingBeatmap> Beatmap { get; private set; }
[Resolved]
protected EditorBeatmap EditorBeatmap { get; private set; }

View File

@ -34,7 +34,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = "Object Size",
Description = "The size of all hit objects",
Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize)
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.CircleSize)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -46,7 +46,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = "Health Drain",
Description = "The rate of passive health drain throughout playable time",
Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate)
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.DrainRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -58,7 +58,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = "Approach Rate",
Description = "The speed at which objects are presented to the player",
Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate)
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -70,7 +70,7 @@ namespace osu.Game.Screens.Edit.Setup
{
Label = "Overall Difficulty",
Description = "The harshness of hit windows and difficulty of special objects (ie. spinners)",
Current = new BindableFloat(Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty)
Current = new BindableFloat(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty)
{
Default = BeatmapDifficulty.DEFAULT_DIFFICULTY,
MinValue = 0,
@ -88,10 +88,10 @@ namespace osu.Game.Screens.Edit.Setup
{
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.Value.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.Value.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.Value.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.Value.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.CircleSize = circleSizeSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.DrainRate = healthDrainSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate = approachRateSlider.Current.Value;
Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty = overallDifficultySlider.Current.Value;
editorBeatmap.UpdateAllHitObjects();
}

View File

@ -29,25 +29,25 @@ namespace osu.Game.Screens.Edit.Setup
artistTextBox = new LabelledTextBox
{
Label = "Artist",
Current = { Value = Beatmap.Value.Metadata.Artist },
Current = { Value = Beatmap.Metadata.Artist },
TabbableContentContainer = this
},
titleTextBox = new LabelledTextBox
{
Label = "Title",
Current = { Value = Beatmap.Value.Metadata.Title },
Current = { Value = Beatmap.Metadata.Title },
TabbableContentContainer = this
},
creatorTextBox = new LabelledTextBox
{
Label = "Creator",
Current = { Value = Beatmap.Value.Metadata.AuthorString },
Current = { Value = Beatmap.Metadata.AuthorString },
TabbableContentContainer = this
},
difficultyTextBox = new LabelledTextBox
{
Label = "Difficulty Name",
Current = { Value = Beatmap.Value.BeatmapInfo.Version },
Current = { Value = Beatmap.BeatmapInfo.Version },
TabbableContentContainer = this
},
};
@ -62,10 +62,10 @@ namespace osu.Game.Screens.Edit.Setup
// for now, update these on commit rather than making BeatmapMetadata bindables.
// after switching database engines we can reconsider if switching to bindables is a good direction.
Beatmap.Value.Metadata.Artist = artistTextBox.Current.Value;
Beatmap.Value.Metadata.Title = titleTextBox.Current.Value;
Beatmap.Value.Metadata.AuthorString = creatorTextBox.Current.Value;
Beatmap.Value.BeatmapInfo.Version = difficultyTextBox.Current.Value;
Beatmap.Metadata.Artist = artistTextBox.Current.Value;
Beatmap.Metadata.Title = titleTextBox.Current.Value;
Beatmap.Metadata.AuthorString = creatorTextBox.Current.Value;
Beatmap.BeatmapInfo.Version = difficultyTextBox.Current.Value;
}
}
}

View File

@ -42,6 +42,9 @@ namespace osu.Game.Screens.Edit.Setup
[Resolved]
private BeatmapManager beatmaps { get; set; }
[Resolved]
private IBindable<WorkingBeatmap> working { get; set; }
[Resolved(canBeNull: true)]
private Editor editor { get; set; }
@ -70,7 +73,7 @@ namespace osu.Game.Screens.Edit.Setup
audioTrackTextBox = new FileChooserLabelledTextBox
{
Label = "Audio Track",
Current = { Value = Beatmap.Value.Metadata.AudioFile ?? "Click to select a track" },
Current = { Value = Beatmap.Metadata.AudioFile ?? "Click to select a track" },
Target = audioTrackFileChooserContainer,
TabbableContentContainer = this
},
@ -115,11 +118,11 @@ namespace osu.Game.Screens.Edit.Setup
if (!info.Exists)
return false;
var set = Beatmap.Value.BeatmapSetInfo;
var set = working.Value.BeatmapSetInfo;
// remove the previous background for now.
// in the future we probably want to check if this is being used elsewhere (other difficulties?)
var oldFile = set.Files.FirstOrDefault(f => f.Filename == Beatmap.Value.Metadata.BackgroundFile);
var oldFile = set.Files.FirstOrDefault(f => f.Filename == working.Value.Metadata.BackgroundFile);
using (var stream = info.OpenRead())
{
@ -129,7 +132,7 @@ namespace osu.Game.Screens.Edit.Setup
beatmaps.AddFile(set, stream, info.Name);
}
Beatmap.Value.Metadata.BackgroundFile = info.Name;
working.Value.Metadata.BackgroundFile = info.Name;
updateBackgroundSprite();
return true;
@ -148,11 +151,11 @@ namespace osu.Game.Screens.Edit.Setup
if (!info.Exists)
return false;
var set = Beatmap.Value.BeatmapSetInfo;
var set = working.Value.BeatmapSetInfo;
// remove the previous audio track for now.
// in the future we probably want to check if this is being used elsewhere (other difficulties?)
var oldFile = set.Files.FirstOrDefault(f => f.Filename == Beatmap.Value.Metadata.AudioFile);
var oldFile = set.Files.FirstOrDefault(f => f.Filename == working.Value.Metadata.AudioFile);
using (var stream = info.OpenRead())
{
@ -162,7 +165,7 @@ namespace osu.Game.Screens.Edit.Setup
beatmaps.AddFile(set, stream, info.Name);
}
Beatmap.Value.Metadata.AudioFile = info.Name;
working.Value.Metadata.AudioFile = info.Name;
music.ReloadCurrentTrack();
@ -178,7 +181,7 @@ namespace osu.Game.Screens.Edit.Setup
private void updateBackgroundSprite()
{
LoadComponentAsync(new BeatmapBackgroundSprite(Beatmap.Value)
LoadComponentAsync(new BeatmapBackgroundSprite(working.Value)
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,

View File

@ -2,10 +2,8 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osuTK;
@ -19,7 +17,7 @@ namespace osu.Game.Screens.Edit.Setup
protected OsuColour Colours { get; private set; }
[Resolved]
protected IBindable<WorkingBeatmap> Beatmap { get; private set; }
protected EditorBeatmap Beatmap { get; private set; }
protected override Container<Drawable> Content => flow;