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Attempt full editor reload on key count change
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commit
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@ -110,9 +110,31 @@ namespace osu.Game.Rulesets.Mania.Edit.Setup
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tickRateSlider.Current.BindValueChanged(_ => updateValues());
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tickRateSlider.Current.BindValueChanged(_ => updateValues());
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}
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}
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private bool updatingKeyCount;
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private void updateKeyCount(ValueChangedEvent<float> keyCount)
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private void updateKeyCount(ValueChangedEvent<float> keyCount)
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{
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{
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if (updatingKeyCount) return;
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updatingKeyCount = true;
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updateValues();
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updateValues();
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editor.Reload().ContinueWith(t =>
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{
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if (!t.GetResultSafely())
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{
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Schedule(() =>
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{
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changeHandler.RestoreState(-1);
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Beatmap.Difficulty.CircleSize = keyCountSlider.Current.Value = keyCount.OldValue;
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updatingKeyCount = false;
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});
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}
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else
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{
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updatingKeyCount = false;
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}
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});
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}
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}
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private void updateValues()
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private void updateValues()
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@ -49,6 +49,11 @@ namespace osu.Game.Localisation
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/// </summary>
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/// </summary>
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public static LocalisableString ContinueEditing => new TranslatableString(getKey(@"continue_editing"), @"Oops, continue editing");
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public static LocalisableString ContinueEditing => new TranslatableString(getKey(@"continue_editing"), @"Oops, continue editing");
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/// <summary>
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/// "The editor must be reloaded to apply this change. The beatmap will be saved."
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/// </summary>
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public static LocalisableString EditorReloadDialogHeader => new TranslatableString(getKey(@"editor_reload_dialog_header"), @"The editor must be reloaded to apply this change. The beatmap will be saved.");
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private static string getKey(string key) => $@"{prefix}:{key}";
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private static string getKey(string key) => $@"{prefix}:{key}";
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}
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}
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}
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}
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@ -1231,6 +1231,27 @@ namespace osu.Game.Screens.Edit
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loader?.CancelPendingDifficultySwitch();
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loader?.CancelPendingDifficultySwitch();
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}
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}
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public Task<bool> Reload()
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{
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var tcs = new TaskCompletionSource<bool>();
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dialogOverlay.Push(new ReloadEditorDialog(
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reload: () =>
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{
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bool reloadedSuccessfully = attemptMutationOperation(() =>
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{
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if (!Save())
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return false;
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SwitchToDifficulty(editorBeatmap.BeatmapInfo);
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return true;
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});
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tcs.SetResult(reloadedSuccessfully);
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},
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cancel: () => tcs.SetResult(false)));
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return tcs.Task;
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}
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public void HandleTimestamp(string timestamp)
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public void HandleTimestamp(string timestamp)
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{
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{
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if (!EditorTimestampParser.TryParse(timestamp, out var timeSpan, out string selection))
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if (!EditorTimestampParser.TryParse(timestamp, out var timeSpan, out string selection))
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34
osu.Game/Screens/Edit/ReloadEditorDialog.cs
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34
osu.Game/Screens/Edit/ReloadEditorDialog.cs
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@ -0,0 +1,34 @@
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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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using osu.Game.Localisation;
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namespace osu.Game.Screens.Edit
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{
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public partial class ReloadEditorDialog : PopupDialog
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{
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public ReloadEditorDialog(Action reload, Action cancel)
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{
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HeaderText = EditorDialogsStrings.EditorReloadDialogHeader;
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Icon = FontAwesome.Solid.Sync;
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Buttons = new PopupDialogButton[]
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{
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new PopupDialogOkButton
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{
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Text = DialogStrings.Confirm,
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Action = reload
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},
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new PopupDialogCancelButton
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{
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Text = DialogStrings.Cancel,
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Action = cancel
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}
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};
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}
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}
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}
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