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Simplify save dialogs
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b0d6c8ca6d
commit
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@ -481,7 +481,7 @@ namespace osu.Game.Screens.Edit
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{
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if (HasUnsavedChanges)
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{
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dialogOverlay.Push(new SaveRequiredPopupDialog("The beatmap will be saved in order to test it.", () => attemptMutationOperation(() =>
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dialogOverlay.Push(new SaveRequiredPopupDialog(() => attemptMutationOperation(() =>
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{
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if (!Save()) return false;
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@ -1146,7 +1146,7 @@ namespace osu.Game.Screens.Edit
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{
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if (HasUnsavedChanges)
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{
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dialogOverlay.Push(new SaveRequiredPopupDialog("The beatmap will be saved in order to export it.", () => attemptAsyncMutationOperation(() =>
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dialogOverlay.Push(new SaveRequiredPopupDialog(() => attemptAsyncMutationOperation(() =>
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{
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if (!Save())
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return Task.CompletedTask;
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@ -1224,17 +1224,14 @@ namespace osu.Game.Screens.Edit
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{
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if (isNewBeatmap)
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{
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dialogOverlay.Push(new SaveRequiredPopupDialog("This beatmap will be saved in order to create another difficulty.", () =>
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dialogOverlay.Push(new SaveRequiredPopupDialog(() => attemptMutationOperation(() =>
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{
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attemptMutationOperation(() =>
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{
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if (!Save())
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return false;
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if (!Save())
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return false;
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CreateNewDifficulty(rulesetInfo);
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return true;
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});
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}));
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CreateNewDifficulty(rulesetInfo);
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return true;
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})));
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return;
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}
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@ -9,9 +9,9 @@ namespace osu.Game.Screens.Edit
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{
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public partial class SaveRequiredPopupDialog : PopupDialog
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{
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public SaveRequiredPopupDialog(string headerText, Action saveAndAction)
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public SaveRequiredPopupDialog(Action saveAndAction)
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{
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HeaderText = headerText;
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HeaderText = "The beatmap will be saved to continue with this operation.";
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Icon = FontAwesome.Regular.Save;
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