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osu-lazer/osu.Game/Screens/Edit/EditorLoader.cs

155 lines
5.7 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Logging;
using osu.Framework.Screens;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Graphics.UserInterface;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Play;
namespace osu.Game.Screens.Edit
{
/// <summary>
/// Transition screen for the editor.
/// Used to avoid backing out to main menu/song select when switching difficulties from within the editor.
/// </summary>
public partial class EditorLoader : ScreenWithBeatmapBackground
{
/// <summary>
/// The stored state from the last editor opened.
/// This will be read by the next editor instance to be opened to restore any relevant previous state.
/// </summary>
[CanBeNull]
private EditorState state;
public override float BackgroundParallaxAmount => 0.1f;
public override bool AllowBackButton => false;
public override bool HideOverlaysOnEnter => true;
public override bool DisallowExternalBeatmapRulesetChanges => true;
public override bool? AllowGlobalTrackControl => false;
[Resolved]
private BeatmapManager beatmapManager { get; set; }
[CanBeNull]
private ScheduledDelegate scheduledDifficultySwitch;
[BackgroundDependencyLoader]
private void load()
{
AddRangeInternal(new Drawable[]
{
new LoadingSpinner(true)
{
State = { Value = Visibility.Visible },
}
});
}
protected override void LoadComplete()
{
base.LoadComplete();
// will be restored via lease, see `DisallowExternalBeatmapRulesetChanges`.
if (!(Beatmap.Value is DummyWorkingBeatmap))
Ruleset.Value = Beatmap.Value.BeatmapInfo.Ruleset;
Mods.Value = Array.Empty<Mod>();
}
protected virtual Editor CreateEditor() => new Editor(this);
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);
if (!resuming)
{
// the push cannot happen in OnEntering() or similar (even if scheduled), because the transition from main menu will look bad.
// that is because this screen pushing the editor makes it no longer current, and OsuScreen checks if the screen is current
// before enqueueing this screen's LogoArriving onto the logo animation sequence.
pushEditor();
}
}
public void ScheduleSwitchToNewDifficulty(BeatmapInfo referenceBeatmapInfo, RulesetInfo rulesetInfo, bool createCopy, EditorState editorState)
=> scheduleDifficultySwitch(() =>
{
try
{
// fetch a fresh detached reference from database to avoid polluting model instances attached to cached working beatmaps.
var targetBeatmapSet = beatmapManager.QueryBeatmap(b => b.ID == referenceBeatmapInfo.ID).AsNonNull().BeatmapSet.AsNonNull();
var referenceWorkingBeatmap = beatmapManager.GetWorkingBeatmap(referenceBeatmapInfo);
return createCopy
? beatmapManager.CopyExistingDifficulty(targetBeatmapSet, referenceWorkingBeatmap)
: beatmapManager.CreateNewDifficulty(targetBeatmapSet, referenceWorkingBeatmap, rulesetInfo);
}
catch (Exception ex)
{
// if the beatmap creation fails (e.g. due to duplicated difficulty names),
// 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;
this.MakeCurrent();
scheduledDifficultySwitch = Schedule(() =>
{
Beatmap.Value = nextBeatmap.Invoke();
state = editorState;
// This screen is a weird exception to the rule that nothing after song select changes the global beatmap.
// Because of this, we need to update the background stack's beatmap to match.
// If we don't do this, the editor will see a discrepancy and create a new background, along with an unnecessary transition.
ApplyToBackground(b => b.Beatmap = Beatmap.Value);
pushEditor();
});
}
private void pushEditor()
{
var editor = CreateEditor();
this.Push(editor);
if (state != null)
editor.RestoreState(state);
ValidForResume = false;
}
public void CancelPendingDifficultySwitch()
{
scheduledDifficultySwitch?.Cancel();
ValidForResume = false;
}
}
}