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Merge pull request #16754 from bdach/new-difficulty-creation-v3
Add ability to create new difficulties from within the editor
This commit is contained in:
commit
fa7fa151e9
@ -90,5 +90,100 @@ namespace osu.Game.Tests.Visual.Editing
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AddAssert("track length changed", () => Beatmap.Value.Track.Length > 60000);
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}
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[Test]
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public void TestCreateNewDifficulty()
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{
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string firstDifficultyName = Guid.NewGuid().ToString();
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string secondDifficultyName = Guid.NewGuid().ToString();
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = firstDifficultyName);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == firstDifficultyName);
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID);
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return beatmap != null
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&& beatmap.DifficultyName == firstDifficultyName
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&& set != null
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&& set.PerformRead(s => s.Beatmaps.Single().ID == beatmap.ID);
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});
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AddAssert("can save again", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddUntilStep("wait for created", () =>
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{
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string difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName != firstDifficultyName;
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});
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = secondDifficultyName);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == secondDifficultyName);
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID);
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return beatmap != null
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&& beatmap.DifficultyName == secondDifficultyName
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&& set != null
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&& set.PerformRead(s => s.Beatmaps.Count == 2 && s.Beatmaps.Any(b => b.DifficultyName == secondDifficultyName));
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});
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}
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[Test]
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public void TestCreateNewBeatmapFailsWithBlankNamedDifficulties()
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{
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Guid setId = Guid.Empty;
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AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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AddStep("try to create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddAssert("beatmap set unchanged", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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}
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[Test]
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public void TestCreateNewBeatmapFailsWithSameNamedDifficulties()
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{
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Guid setId = Guid.Empty;
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const string duplicate_difficulty_name = "duplicate";
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AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
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AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddUntilStep("wait for created", () =>
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{
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string difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName != duplicate_difficulty_name;
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});
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AddStep("set difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = duplicate_difficulty_name);
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AddStep("try to save beatmap", () => Editor.Save());
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AddAssert("beatmap set not corrupted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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// the difficulty was already created at the point of the switch.
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// what we want to check is that both difficulties do not use the same file.
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
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});
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}
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}
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}
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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 +107,40 @@ 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 virtual 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 newBeatmapInfo = new BeatmapInfo(rulesetInfo, new BeatmapDifficulty(), referenceBeatmap.Metadata.DeepClone());
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// populate circular beatmap set info <-> beatmap info references manually.
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// several places like `BeatmapModelManager.Save()` or `GetWorkingBeatmap()`
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// rely on them being freely traversable in both directions for correct operation.
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beatmapSetInfo.Beatmaps.Add(newBeatmapInfo);
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newBeatmapInfo.BeatmapSet = beatmapSetInfo;
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var newBeatmap = new Beatmap { BeatmapInfo = newBeatmapInfo };
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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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beatmapModelManager.Save(newBeatmapInfo, newBeatmap);
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workingBeatmapCache.Invalidate(beatmapSetInfo);
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return GetWorkingBeatmap(newBeatmap.BeatmapInfo);
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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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@ -46,10 +46,9 @@ namespace osu.Game.Beatmaps
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/// <param name="beatmapInfo">The <see cref="BeatmapInfo"/> to save the content against. The file referenced by <see cref="BeatmapInfo.Path"/> will be replaced.</param>
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/// <param name="beatmapContent">The <see cref="IBeatmap"/> content to write.</param>
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/// <param name="beatmapSkin">The beatmap <see cref="ISkin"/> content to write, null if to be omitted.</param>
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public virtual void Save(BeatmapInfo beatmapInfo, IBeatmap beatmapContent, ISkin? beatmapSkin = null)
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public 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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@ -72,6 +71,12 @@ namespace osu.Game.Beatmaps
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// AddFile generally handles updating/replacing files, but this is a case where the filename may have also changed so let's delete for simplicity.
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var existingFileInfo = setInfo.Files.SingleOrDefault(f => string.Equals(f.Filename, beatmapInfo.Path, StringComparison.OrdinalIgnoreCase));
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string targetFilename = getFilename(beatmapInfo);
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// ensure that two difficulties from the set don't point at the same beatmap file.
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if (setInfo.Beatmaps.Any(b => b.ID != beatmapInfo.ID && string.Equals(b.Path, targetFilename, StringComparison.OrdinalIgnoreCase)))
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throw new InvalidOperationException($"{setInfo.GetDisplayString()} already has a difficulty with the name of '{beatmapInfo.DifficultyName}'.");
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if (existingFileInfo != null)
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DeleteFile(setInfo, existingFileInfo);
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@ -103,9 +108,9 @@ 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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@ -117,6 +117,7 @@ namespace osu.Game.Graphics.UserInterface
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{
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NormalText = new OsuSpriteText
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{
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AlwaysPresent = true, // ensures that the menu item does not change width when switching between normal and bold text.
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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Font = OsuFont.GetFont(size: text_size),
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@ -124,7 +125,7 @@ namespace osu.Game.Graphics.UserInterface
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},
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BoldText = new OsuSpriteText
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{
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AlwaysPresent = true,
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AlwaysPresent = true, // ensures that the menu item does not change width when switching between normal and bold text.
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Alpha = 0,
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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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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@ -77,6 +77,9 @@ namespace osu.Game.Screens.Edit
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[Resolved]
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private BeatmapManager beatmapManager { get; set; }
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[Resolved]
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private RulesetStore rulesets { get; set; }
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[Resolved]
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private Storage storage { get; set; }
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@ -375,21 +378,34 @@ namespace osu.Game.Screens.Edit
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Clipboard.Content.Value = state.ClipboardContent;
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});
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protected void Save()
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/// <summary>
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/// Saves the currently edited beatmap.
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/// </summary>
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/// <returns>Whether the save was successful.</returns>
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protected bool Save()
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{
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if (!canSave)
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{
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notifications?.Post(new SimpleErrorNotification { Text = "Saving is not supported for this ruleset yet, sorry!" });
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return;
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return false;
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}
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try
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{
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// save the loaded beatmap's data stream.
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beatmapManager.Save(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin);
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}
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catch (Exception ex)
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{
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// can fail e.g. due to duplicated difficulty names.
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Logger.Error(ex, ex.Message);
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return false;
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}
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// no longer new after first user-triggered save.
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isNewBeatmap = false;
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// save the loaded beatmap's data stream.
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beatmapManager.Save(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin);
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updateLastSavedHash();
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return true;
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}
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protected override void Update()
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@ -798,7 +814,7 @@ namespace osu.Game.Screens.Edit
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{
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var fileMenuItems = new List<MenuItem>
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{
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new EditorMenuItem("Save", MenuItemType.Standard, Save)
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new EditorMenuItem("Save", MenuItemType.Standard, () => Save())
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};
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if (RuntimeInfo.IsDesktop)
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@ -806,6 +822,29 @@ namespace osu.Game.Screens.Edit
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fileMenuItems.Add(new EditorMenuItemSpacer());
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fileMenuItems.Add(createDifficultyCreationMenu());
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fileMenuItems.Add(createDifficultySwitchMenu());
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fileMenuItems.Add(new EditorMenuItemSpacer());
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fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
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return fileMenuItems;
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}
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private EditorMenuItem createDifficultyCreationMenu()
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{
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var rulesetItems = new List<MenuItem>();
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foreach (var ruleset in rulesets.AvailableRulesets)
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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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protected 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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Debug.Assert(beatmapSet != null);
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@ -818,23 +857,16 @@ namespace osu.Game.Screens.Edit
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difficultyItems.Add(new EditorMenuItemSpacer());
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foreach (var beatmap in rulesetBeatmaps.OrderBy(b => b.StarRating))
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difficultyItems.Add(createDifficultyMenuItem(beatmap));
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{
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bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmap);
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difficultyItems.Add(new DifficultyMenuItem(beatmap, isCurrentDifficulty, SwitchToDifficulty));
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}
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}
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fileMenuItems.Add(new EditorMenuItem("Change difficulty") { Items = difficultyItems });
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fileMenuItems.Add(new EditorMenuItemSpacer());
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fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
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return fileMenuItems;
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return new EditorMenuItem("Change difficulty") { Items = difficultyItems };
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}
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private DifficultyMenuItem createDifficultyMenuItem(BeatmapInfo beatmapInfo)
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{
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bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmapInfo);
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return new DifficultyMenuItem(beatmapInfo, isCurrentDifficulty, SwitchToDifficulty);
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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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|
@ -6,10 +6,12 @@ using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Logging;
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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 +80,26 @@ 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(() =>
|
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{
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try
|
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{
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return beatmapManager.CreateNewBlankDifficulty(beatmapSetInfo, rulesetInfo);
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}
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catch (Exception ex)
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{
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// if the beatmap creation fails (e.g. due to duplicated difficulty names),
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// bring the user back to the previous beatmap as a best-effort.
|
||||
Logger.Error(ex, ex.Message);
|
||||
return Beatmap.Value;
|
||||
}
|
||||
}, editorState);
|
||||
|
||||
public void ScheduleSwitchToExistingDifficulty(BeatmapInfo beatmapInfo, EditorState editorState)
|
||||
=> scheduleDifficultySwitch(() => beatmapManager.GetWorkingBeatmap(beatmapInfo), editorState);
|
||||
|
||||
private void scheduleDifficultySwitch(Func<WorkingBeatmap> nextBeatmap, EditorState editorState)
|
||||
{
|
||||
scheduledDifficultySwitch?.Cancel();
|
||||
ValidForResume = true;
|
||||
@ -87,7 +108,7 @@ namespace osu.Game.Screens.Edit
|
||||
|
||||
scheduledDifficultySwitch = Schedule(() =>
|
||||
{
|
||||
Beatmap.Value = beatmapManager.GetWorkingBeatmap(nextBeatmap);
|
||||
Beatmap.Value = nextBeatmap.Invoke();
|
||||
state = editorState;
|
||||
|
||||
// This screen is a weird exception to the rule that nothing after song select changes the global beatmap.
|
||||
|
@ -97,7 +97,7 @@ namespace osu.Game.Tests.Visual
|
||||
|
||||
public new void Redo() => base.Redo();
|
||||
|
||||
public new void Save() => base.Save();
|
||||
public new bool Save() => base.Save();
|
||||
|
||||
public new void Cut() => base.Cut();
|
||||
|
||||
@ -107,6 +107,8 @@ namespace osu.Game.Tests.Visual
|
||||
|
||||
public new void SwitchToDifficulty(BeatmapInfo beatmapInfo) => base.SwitchToDifficulty(beatmapInfo);
|
||||
|
||||
public new void CreateNewDifficulty(RulesetInfo rulesetInfo) => base.CreateNewDifficulty(rulesetInfo);
|
||||
|
||||
public new bool HasUnsavedChanges => base.HasUnsavedChanges;
|
||||
|
||||
public TestEditor(EditorLoader loader = null)
|
||||
@ -134,6 +136,12 @@ namespace osu.Game.Tests.Visual
|
||||
return new TestWorkingBeatmapCache(this, audioManager, resources, storage, defaultBeatmap, host);
|
||||
}
|
||||
|
||||
public override WorkingBeatmap CreateNewBlankDifficulty(BeatmapSetInfo beatmapSetInfo, RulesetInfo rulesetInfo)
|
||||
{
|
||||
// don't actually care about properly creating a difficulty for this context.
|
||||
return TestBeatmap;
|
||||
}
|
||||
|
||||
private class TestWorkingBeatmapCache : WorkingBeatmapCache
|
||||
{
|
||||
private readonly TestBeatmapManager testBeatmapManager;
|
||||
|
Loading…
Reference in New Issue
Block a user