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Add support for creating new blank difficulties
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@ -73,7 +73,9 @@ namespace osu.Game.Beatmaps
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new BeatmapModelManager(realm, storage, onlineLookupQueue);
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/// <summary>
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/// Create a new <see cref="WorkingBeatmap"/>.
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/// Create a new beatmap set, backed by a <see cref="BeatmapSetInfo"/> model,
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/// with a single difficulty which is backed by a <see cref="BeatmapInfo"/> model
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/// and represented by the returned usable <see cref="WorkingBeatmap"/>.
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/// </summary>
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public WorkingBeatmap CreateNew(RulesetInfo ruleset, APIUser user)
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{
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@ -105,6 +107,34 @@ namespace osu.Game.Beatmaps
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return imported.PerformRead(s => GetWorkingBeatmap(s.Beatmaps.First()));
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}
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/// <summary>
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/// Add a new difficulty to the beatmap set represented by the provided <see cref="BeatmapSetInfo"/>.
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/// The new difficulty will be backed by a <see cref="BeatmapInfo"/> model
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/// and represented by the returned <see cref="WorkingBeatmap"/>.
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/// </summary>
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public WorkingBeatmap CreateNewBlankDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo)
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{
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// fetch one of the existing difficulties to copy timing points and metadata from,
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// so that the user doesn't have to fill all of that out again.
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// this silently assumes that all difficulties have the same timing points and metadata,
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// but cases where this isn't true seem rather rare / pathological.
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var referenceBeatmap = GetWorkingBeatmap(beatmapSetInfo.Beatmaps.First());
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var newBeatmap = new Beatmap
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{
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BeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), referenceBeatmap.Metadata.DeepClone())
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};
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foreach (var timingPoint in referenceBeatmap.Beatmap.ControlPointInfo.TimingPoints)
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newBeatmap.ControlPointInfo.Add(timingPoint.Time, timingPoint.DeepClone());
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var createdBeatmapInfo = beatmapModelManager.AddDifficultyToBeatmapSet(beatmapSetInfo, newBeatmap);
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return GetWorkingBeatmap(createdBeatmapInfo);
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}
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// TODO: add back support for making a copy of another difficulty
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// (likely via a separate `CopyDifficulty()` method).
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/// <summary>
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/// Delete a beatmap difficulty.
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/// </summary>
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@ -7,6 +7,7 @@ using Newtonsoft.Json;
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using osu.Framework.Testing;
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using osu.Game.Models;
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using osu.Game.Users;
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using osu.Game.Utils;
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using Realms;
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#nullable enable
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@ -16,7 +17,7 @@ namespace osu.Game.Beatmaps
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[ExcludeFromDynamicCompile]
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[Serializable]
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[MapTo("BeatmapMetadata")]
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public class BeatmapMetadata : RealmObject, IBeatmapMetadataInfo
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public class BeatmapMetadata : RealmObject, IBeatmapMetadataInfo, IDeepCloneable<BeatmapMetadata>
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{
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public string Title { get; set; } = string.Empty;
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@ -57,5 +58,18 @@ namespace osu.Game.Beatmaps
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IUser IBeatmapMetadataInfo.Author => Author;
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public override string ToString() => this.GetDisplayTitle();
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public BeatmapMetadata DeepClone() => new BeatmapMetadata(Author.DeepClone())
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{
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Title = Title,
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TitleUnicode = TitleUnicode,
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Artist = Artist,
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ArtistUnicode = ArtistUnicode,
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Source = Source,
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Tags = Tags,
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PreviewTime = PreviewTime,
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AudioFile = AudioFile,
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BackgroundFile = BackgroundFile
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};
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}
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}
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@ -49,7 +49,6 @@ namespace osu.Game.Beatmaps
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public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
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{
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var setInfo = beatmapInfo.BeatmapSet;
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Debug.Assert(setInfo != null);
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// Difficulty settings must be copied first due to the clone in `Beatmap<>.BeatmapInfo_Set`.
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@ -85,6 +84,24 @@ namespace osu.Game.Beatmaps
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WorkingBeatmapCache?.Invalidate(beatmapInfo);
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}
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/// <summary>
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/// Add a new difficulty to the beatmap set represented by the provided <see cref="BeatmapSetInfo"/>.
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/// </summary>
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public BeatmapInfo AddDifficultyToBeatmapSet(BeatmapSetInfo beatmapSetInfo, Beatmap beatmap)
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{
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return Realm.Run(realm =>
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{
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var beatmapInfo = beatmap.BeatmapInfo;
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beatmapSetInfo.Beatmaps.Add(beatmapInfo);
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beatmapInfo.BeatmapSet = beatmapSetInfo;
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Save(beatmapInfo, beatmap);
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return beatmapInfo.Detach();
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});
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}
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private static string getFilename(BeatmapInfo beatmapInfo)
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{
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var metadata = beatmapInfo.Metadata;
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@ -103,9 +120,9 @@ namespace osu.Game.Beatmaps
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public void Update(BeatmapSetInfo item)
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{
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Realm.Write(realm =>
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Realm.Write(r =>
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{
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var existing = realm.Find<BeatmapSetInfo>(item.ID);
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var existing = r.Find<BeatmapSetInfo>(item.ID);
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item.CopyChangesToRealm(existing);
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});
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}
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@ -58,7 +58,16 @@ namespace osu.Game.Database
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if (existing != null)
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copyChangesToRealm(beatmap, existing);
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else
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d.Beatmaps.Add(beatmap);
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{
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var newBeatmap = new BeatmapInfo
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{
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ID = beatmap.ID,
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BeatmapSet = d,
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Ruleset = d.Realm.Find<RulesetInfo>(beatmap.Ruleset.ShortName)
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};
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d.Beatmaps.Add(newBeatmap);
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copyChangesToRealm(beatmap, newBeatmap);
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}
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}
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});
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@ -2,12 +2,14 @@
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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.Game.Database;
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using osu.Game.Users;
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using osu.Game.Utils;
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using Realms;
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namespace osu.Game.Models
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{
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public class RealmUser : EmbeddedObject, IUser, IEquatable<RealmUser>
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public class RealmUser : EmbeddedObject, IUser, IEquatable<RealmUser>, IDeepCloneable<RealmUser>
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{
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public int OnlineID { get; set; } = 1;
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@ -22,5 +24,7 @@ namespace osu.Game.Models
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return OnlineID == other.OnlineID && Username == other.Username;
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}
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public RealmUser DeepClone() => (RealmUser)this.Detach().MemberwiseClone();
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}
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}
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@ -822,11 +822,14 @@ namespace osu.Game.Screens.Edit
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var rulesetItems = new List<MenuItem>();
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foreach (var ruleset in rulesets.AvailableRulesets.OrderBy(ruleset => ruleset.OnlineID))
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rulesetItems.Add(new EditorMenuItem(ruleset.Name));
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rulesetItems.Add(new EditorMenuItem(ruleset.Name, MenuItemType.Standard, () => createNewDifficulty(ruleset)));
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return new EditorMenuItem("Create new difficulty") { Items = rulesetItems };
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}
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private void createNewDifficulty(RulesetInfo rulesetInfo)
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=> loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo.BeatmapSet, rulesetInfo, GetState());
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private EditorMenuItem createDifficultySwitchMenu()
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{
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var beatmapSet = playableBeatmap.BeatmapInfo.BeatmapSet;
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@ -850,7 +853,7 @@ namespace osu.Game.Screens.Edit
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return new EditorMenuItem("Change difficulty") { Items = difficultyItems };
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}
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protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleDifficultySwitch(nextBeatmap, GetState(nextBeatmap));
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protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleSwitchToExistingDifficulty(nextBeatmap, GetState(nextBeatmap));
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private void cancelExit()
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{
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@ -10,6 +10,7 @@ using osu.Framework.Screens;
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using osu.Framework.Threading;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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@ -78,7 +79,13 @@ namespace osu.Game.Screens.Edit
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}
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}
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public void ScheduleDifficultySwitch(BeatmapInfo nextBeatmap, EditorState editorState)
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public void ScheduleSwitchToNewDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo, EditorState editorState)
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=> scheduleDifficultySwitch(() => beatmapManager.CreateNewBlankDifficulty(beatmapSetInfo, rulesetInfo), editorState);
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public void ScheduleSwitchToExistingDifficulty(BeatmapInfo beatmapInfo, EditorState editorState)
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=> scheduleDifficultySwitch(() => beatmapManager.GetWorkingBeatmap(beatmapInfo), editorState);
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private void scheduleDifficultySwitch(Func<WorkingBeatmap> nextBeatmap, EditorState editorState)
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{
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scheduledDifficultySwitch?.Cancel();
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ValidForResume = true;
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@ -87,7 +94,7 @@ namespace osu.Game.Screens.Edit
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scheduledDifficultySwitch = Schedule(() =>
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{
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Beatmap.Value = beatmapManager.GetWorkingBeatmap(nextBeatmap);
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Beatmap.Value = nextBeatmap.Invoke();
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state = editorState;
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// This screen is a weird exception to the rule that nothing after song select changes the global beatmap.
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