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

939 lines
34 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 System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Framework.Logging;
using osu.Framework.Platform;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Database;
using osu.Game.Graphics.Cursor;
using osu.Game.Graphics.UserInterface;
using osu.Game.Input.Bindings;
using osu.Game.Online.API;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
using osu.Game.Resources.Localisation.Web;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Screens.Edit.Components.Menus;
using osu.Game.Screens.Edit.Compose;
using osu.Game.Screens.Edit.Compose.Components.Timeline;
using osu.Game.Screens.Edit.Design;
using osu.Game.Screens.Edit.GameplayTest;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Edit.Timing;
using osu.Game.Screens.Edit.Verify;
using osu.Game.Screens.Play;
using osu.Game.Users;
using osuTK.Graphics;
using osuTK.Input;
namespace osu.Game.Screens.Edit
{
[Cached(typeof(IBeatSnapProvider))]
[Cached]
public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler, IBeatSyncProvider
{
public override float BackgroundParallaxAmount => 0.1f;
public override bool AllowBackButton => false;
public override bool HideOverlaysOnEnter => true;
public override bool DisallowExternalBeatmapRulesetChanges => true;
public override bool? AllowTrackAdjustments => false;
protected override bool PlayExitSound => !ExitConfirmed && !switchingDifficulty;
protected bool HasUnsavedChanges
{
get
{
if (!canSave)
return false;
return lastSavedHash != changeHandler?.CurrentStateHash;
}
}
[Resolved]
private BeatmapManager beatmapManager { get; set; }
[Resolved]
private RulesetStore rulesets { get; set; }
[Resolved]
private Storage storage { get; set; }
[Resolved(canBeNull: true)]
private IDialogOverlay dialogOverlay { get; set; }
[Resolved(canBeNull: true)]
private INotificationOverlay notifications { get; set; }
public readonly Bindable<EditorScreenMode> Mode = new Bindable<EditorScreenMode>();
public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
/// <summary>
/// Ensure all asynchronously loading pieces of the editor are in a good state.
/// This exists here for convenience for tests, not for actual use.
/// Eventually we'd probably want a better way to signal this.
/// </summary>
public bool ReadyForUse
{
get
{
if (!workingBeatmapUpdated)
return false;
if (currentScreen?.IsLoaded != true)
return false;
if (currentScreen is EditorScreenWithTimeline)
return currentScreen.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;
return true;
}
}
private bool workingBeatmapUpdated;
private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
private bool canSave;
protected bool ExitConfirmed { get; private set; }
private bool switchingDifficulty;
private string lastSavedHash;
private Container<EditorScreen> screenContainer;
[CanBeNull]
private readonly EditorLoader loader;
private EditorScreen currentScreen;
private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
private EditorClock clock;
private IBeatmap playableBeatmap;
private EditorBeatmap editorBeatmap;
private BottomBar bottomBar;
[CanBeNull] // Should be non-null once it can support custom rulesets.
private EditorChangeHandler changeHandler;
private DependencyContainer dependencies;
private bool isNewBeatmap;
protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo);
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
[Resolved]
private IAPIProvider api { get; set; }
[Cached]
public readonly EditorClipboard Clipboard = new EditorClipboard();
[Cached]
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
public Editor(EditorLoader loader = null)
{
this.loader = loader;
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
var loadableBeatmap = Beatmap.Value;
if (loadableBeatmap is DummyWorkingBeatmap)
{
isNewBeatmap = true;
loadableBeatmap = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value);
// required so we can get the track length in EditorClock.
// this is safe as nothing has yet got a reference to this new beatmap.
loadableBeatmap.LoadTrack();
// this is a bit haphazard, but guards against setting the lease Beatmap bindable if
// the editor has already been exited.
if (!ValidForPush)
return;
}
try
{
playableBeatmap = loadableBeatmap.GetPlayableBeatmap(loadableBeatmap.BeatmapInfo.Ruleset);
// clone these locally for now to avoid incurring overhead on GetPlayableBeatmap usages.
// eventually we will want to improve how/where this is done as there are issues with *not* cloning it in all cases.
playableBeatmap.ControlPointInfo = playableBeatmap.ControlPointInfo.DeepClone();
}
catch (Exception e)
{
Logger.Error(e, "Could not load beatmap successfully!");
// couldn't load, hard abort!
this.Exit();
return;
}
// Todo: should probably be done at a DrawableRuleset level to share logic with Player.
clock = new EditorClock(playableBeatmap, beatDivisor) { IsCoupled = false };
clock.ChangeSource(loadableBeatmap.Track);
dependencies.CacheAs(clock);
AddInternal(clock);
clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState());
// todo: remove caching of this and consume via editorBeatmap?
dependencies.Cache(beatDivisor);
AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo));
dependencies.CacheAs(editorBeatmap);
canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset;
if (canSave)
{
changeHandler = new EditorChangeHandler(editorBeatmap);
dependencies.CacheAs<IEditorChangeHandler>(changeHandler);
}
beatDivisor.Value = editorBeatmap.BeatmapInfo.BeatDivisor;
beatDivisor.BindValueChanged(divisor => editorBeatmap.BeatmapInfo.BeatDivisor = divisor.NewValue);
updateLastSavedHash();
Schedule(() =>
{
// we need to avoid changing the beatmap from an asynchronous load thread. it can potentially cause weirdness including crashes.
// this assumes that nothing during the rest of this load() method is accessing Beatmap.Value (loadableBeatmap should be preferred).
// generally this is quite safe, as the actual load of editor content comes after menuBar.Mode.ValueChanged is fired in its own LoadComplete.
Beatmap.Value = loadableBeatmap;
workingBeatmapUpdated = true;
});
OsuMenuItem undoMenuItem;
OsuMenuItem redoMenuItem;
AddInternal(new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Container
{
Name = "Screen container",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Top = 40, Bottom = 60 },
Child = screenContainer = new Container<EditorScreen>
{
RelativeSizeAxes = Axes.Both,
Masking = true
}
},
new Container
{
Name = "Top bar",
RelativeSizeAxes = Axes.X,
Height = 40,
Children = new Drawable[]
{
new EditorMenuBar
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Items = new[]
{
new MenuItem("File")
{
Items = createFileMenuItems()
},
new MenuItem(CommonStrings.ButtonsEdit)
{
Items = new[]
{
undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, Undo),
redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, Redo),
new EditorMenuItemSpacer(),
cutMenuItem = new EditorMenuItem("Cut", MenuItemType.Standard, Cut),
copyMenuItem = new EditorMenuItem("Copy", MenuItemType.Standard, Copy),
pasteMenuItem = new EditorMenuItem("Paste", MenuItemType.Standard, Paste),
}
},
new MenuItem("View")
{
Items = new MenuItem[]
{
new WaveformOpacityMenuItem(config.GetBindable<float>(OsuSetting.EditorWaveformOpacity)),
}
}
}
},
new EditorScreenSwitcherControl
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
X = -15,
Current = Mode,
},
},
},
bottomBar = new BottomBar(),
}
});
changeHandler?.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true);
changeHandler?.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true);
}
protected override void LoadComplete()
{
base.LoadComplete();
setUpClipboardActionAvailability();
Mode.Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose;
Mode.BindValueChanged(onModeChanged, true);
}
/// <summary>
/// If the beatmap's track has changed, this method must be called to keep the editor in a valid state.
/// </summary>
public void UpdateClockSource() => clock.ChangeSource(Beatmap.Value.Track);
/// <summary>
/// Creates an <see cref="EditorState"/> instance representing the current state of the editor.
/// </summary>
/// <param name="nextRuleset">
/// The ruleset of the next beatmap to be shown, in the case of difficulty switch.
/// <see langword="null"/> indicates that the beatmap will not be changing.
/// </param>
public EditorState GetState([CanBeNull] RulesetInfo nextRuleset = null) => new EditorState
{
Time = clock.CurrentTimeAccurate,
ClipboardContent = nextRuleset == null || editorBeatmap.BeatmapInfo.Ruleset.ShortName == nextRuleset.ShortName ? Clipboard.Content.Value : string.Empty
};
/// <summary>
/// Restore the editor to a provided state.
/// </summary>
/// <param name="state">The state to restore.</param>
public void RestoreState([NotNull] EditorState state) => Schedule(() =>
{
clock.Seek(state.Time);
Clipboard.Content.Value = state.ClipboardContent;
});
public void TestGameplay()
{
if (HasUnsavedChanges)
{
dialogOverlay.Push(new SaveBeforeGameplayTestDialog(() =>
{
Save();
pushEditorPlayer();
}));
}
else
{
pushEditorPlayer();
}
void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this));
}
/// <summary>
/// Saves the currently edited beatmap.
/// </summary>
/// <returns>Whether the save was successful.</returns>
protected bool Save()
{
if (!canSave)
{
notifications?.Post(new SimpleErrorNotification { Text = "Saving is not supported for this ruleset yet, sorry!" });
return false;
}
try
{
// save the loaded beatmap's data stream.
beatmapManager.Save(editorBeatmap.BeatmapInfo, editorBeatmap.PlayableBeatmap, editorBeatmap.BeatmapSkin);
}
catch (Exception ex)
{
// can fail e.g. due to duplicated difficulty names.
Logger.Error(ex, ex.Message);
return false;
}
// no longer new after first user-triggered save.
isNewBeatmap = false;
updateLastSavedHash();
return true;
}
protected override void Update()
{
base.Update();
clock.ProcessFrame();
}
public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
{
switch (e.Action)
{
case PlatformAction.Cut:
Cut();
return true;
case PlatformAction.Copy:
Copy();
return true;
case PlatformAction.Paste:
Paste();
return true;
case PlatformAction.Undo:
Undo();
return true;
case PlatformAction.Redo:
Redo();
return true;
case PlatformAction.Save:
if (e.Repeat)
return false;
Save();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
{
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.ControlPressed || e.AltPressed || e.SuperPressed) return false;
switch (e.Key)
{
case Key.Left:
seek(e, -1);
return true;
case Key.Right:
seek(e, 1);
return true;
// Track traversal keys.
// Matching osu-stable implementations.
case Key.Z:
// Seek to first object time, or track start if already there.
double? firstObjectTime = editorBeatmap.HitObjects.FirstOrDefault()?.StartTime;
if (firstObjectTime == null || clock.CurrentTime == firstObjectTime)
clock.Seek(0);
else
clock.Seek(firstObjectTime.Value);
return true;
case Key.X:
// Restart playback from beginning of track.
clock.Seek(0);
clock.Start();
return true;
case Key.C:
// Pause or resume.
if (clock.IsRunning)
clock.Stop();
else
clock.Start();
return true;
case Key.V:
// Seek to last object time, or track end if already there.
// Note that in osu-stable subsequent presses when at track end won't return to last object.
// This has intentionally been changed to make it more useful.
double? lastObjectTime = editorBeatmap.HitObjects.LastOrDefault()?.GetEndTime();
if (lastObjectTime == null || clock.CurrentTime == lastObjectTime)
clock.Seek(clock.TrackLength);
else
clock.Seek(lastObjectTime.Value);
return true;
}
return base.OnKeyDown(e);
}
private double scrollAccumulation;
protected override bool OnScroll(ScrollEvent e)
{
if (e.ControlPressed || e.AltPressed || e.SuperPressed)
return false;
const double precision = 1;
double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y;
double scrollDirection = Math.Sign(scrollComponent);
// this is a special case to handle the "pivot" scenario.
// if we are precise scrolling in one direction then change our mind and scroll backwards,
// the existing accumulation should be applied in the inverse direction to maintain responsiveness.
if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection)
scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation));
scrollAccumulation += scrollComponent;
// because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off.
while (Math.Abs(scrollAccumulation) >= precision)
{
if (scrollAccumulation > 0)
seek(e, -1);
else
seek(e, 1);
scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
}
return true;
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
switch (e.Action)
{
case GlobalAction.Back:
// as we don't want to display the back button, manual handling of exit action is required.
this.Exit();
return true;
case GlobalAction.EditorComposeMode:
Mode.Value = EditorScreenMode.Compose;
return true;
case GlobalAction.EditorDesignMode:
Mode.Value = EditorScreenMode.Design;
return true;
case GlobalAction.EditorTimingMode:
Mode.Value = EditorScreenMode.Timing;
return true;
case GlobalAction.EditorSetupMode:
Mode.Value = EditorScreenMode.SongSetup;
return true;
case GlobalAction.EditorVerifyMode:
Mode.Value = EditorScreenMode.Verify;
return true;
case GlobalAction.EditorTestGameplay:
bottomBar.TestGameplayButton.TriggerClick();
return true;
default:
return false;
}
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
}
public override void OnEntering(ScreenTransitionEvent e)
{
base.OnEntering(e);
dimBackground();
resetTrack(true);
}
public override void OnResuming(ScreenTransitionEvent e)
{
base.OnResuming(e);
dimBackground();
}
private void dimBackground()
{
ApplyToBackground(b =>
{
// todo: temporary. we want to be applying dim using the UserDimContainer eventually.
b.FadeColour(Color4.DarkGray, 500);
b.IgnoreUserSettings.Value = true;
b.BlurAmount.Value = 0;
});
}
public override bool OnExiting(ScreenExitEvent e)
{
if (!ExitConfirmed)
{
// dialog overlay may not be available in visual tests.
if (dialogOverlay == null)
{
confirmExit();
return true;
}
// if the dialog is already displayed, block exiting until the user explicitly makes a decision.
if (dialogOverlay.CurrentDialog is PromptForSaveDialog)
return true;
if (isNewBeatmap || HasUnsavedChanges)
{
samplePlaybackDisabled.Value = true;
dialogOverlay?.Push(new PromptForSaveDialog(confirmExit, confirmExitWithSave, cancelExit));
return true;
}
}
ApplyToBackground(b => b.FadeColour(Color4.White, 500));
resetTrack();
refetchBeatmap();
return base.OnExiting(e);
}
public override void OnSuspending(ScreenTransitionEvent e)
{
base.OnSuspending(e);
clock.Stop();
refetchBeatmap();
}
private void refetchBeatmap()
{
// To update the game-wide beatmap with any changes, perform a re-fetch on exit/suspend.
// This is required as the editor makes its local changes via EditorBeatmap
// (which are not propagated outwards to a potentially cached WorkingBeatmap).
var refetchedBeatmap = beatmapManager.GetWorkingBeatmap(Beatmap.Value.BeatmapInfo, true);
if (!(refetchedBeatmap is DummyWorkingBeatmap))
{
Logger.Log("Editor providing re-fetched beatmap post edit session");
Beatmap.Value = refetchedBeatmap;
}
}
private void confirmExitWithSave()
{
Save();
ExitConfirmed = true;
this.Exit();
}
private void confirmExit()
{
// stop the track if playing to allow the parent screen to choose a suitable playback mode.
Beatmap.Value.Track.Stop();
if (isNewBeatmap)
{
// confirming exit without save means we should delete the new beatmap completely.
if (playableBeatmap.BeatmapInfo.BeatmapSet != null)
beatmapManager.Delete(playableBeatmap.BeatmapInfo.BeatmapSet);
// eagerly clear contents before restoring default beatmap to prevent value change callbacks from firing.
ClearInternal();
// in theory this shouldn't be required but due to EF core not sharing instance states 100%
// MusicController is unaware of the changed DeletePending state.
Beatmap.SetDefault();
}
ExitConfirmed = true;
this.Exit();
}
#region Clipboard support
private EditorMenuItem cutMenuItem;
private EditorMenuItem copyMenuItem;
private EditorMenuItem pasteMenuItem;
private readonly BindableWithCurrent<bool> canCut = new BindableWithCurrent<bool>();
private readonly BindableWithCurrent<bool> canCopy = new BindableWithCurrent<bool>();
private readonly BindableWithCurrent<bool> canPaste = new BindableWithCurrent<bool>();
private void setUpClipboardActionAvailability()
{
canCut.Current.BindValueChanged(cut => cutMenuItem.Action.Disabled = !cut.NewValue, true);
canCopy.Current.BindValueChanged(copy => copyMenuItem.Action.Disabled = !copy.NewValue, true);
canPaste.Current.BindValueChanged(paste => pasteMenuItem.Action.Disabled = !paste.NewValue, true);
}
private void rebindClipboardBindables()
{
canCut.Current = currentScreen.CanCut;
canCopy.Current = currentScreen.CanCopy;
canPaste.Current = currentScreen.CanPaste;
}
protected void Cut() => currentScreen?.Cut();
protected void Copy() => currentScreen?.Copy();
protected void Paste() => currentScreen?.Paste();
#endregion
protected void Undo() => changeHandler?.RestoreState(-1);
protected void Redo() => changeHandler?.RestoreState(1);
private void resetTrack(bool seekToStart = false)
{
Beatmap.Value.Track.Stop();
if (seekToStart)
{
double targetTime = 0;
if (Beatmap.Value.Beatmap.HitObjects.Count > 0)
{
// seek to one beat length before the first hitobject
targetTime = Beatmap.Value.Beatmap.HitObjects[0].StartTime;
targetTime -= Beatmap.Value.Beatmap.ControlPointInfo.TimingPointAt(targetTime).BeatLength;
}
clock.Seek(Math.Max(0, targetTime));
}
}
private void onModeChanged(ValueChangedEvent<EditorScreenMode> e)
{
var lastScreen = currentScreen;
lastScreen?.Hide();
try
{
if ((currentScreen = screenContainer.SingleOrDefault(s => s.Type == e.NewValue)) != null)
{
screenContainer.ChangeChildDepth(currentScreen, lastScreen?.Depth + 1 ?? 0);
currentScreen.Show();
return;
}
switch (e.NewValue)
{
case EditorScreenMode.SongSetup:
currentScreen = new SetupScreen();
break;
case EditorScreenMode.Compose:
currentScreen = new ComposeScreen();
break;
case EditorScreenMode.Design:
currentScreen = new DesignScreen();
break;
case EditorScreenMode.Timing:
currentScreen = new TimingScreen();
break;
case EditorScreenMode.Verify:
currentScreen = new VerifyScreen();
break;
default:
throw new InvalidOperationException("Editor menu bar switched to an unsupported mode");
}
LoadComponentAsync(currentScreen, newScreen =>
{
if (newScreen == currentScreen)
{
screenContainer.Add(newScreen);
newScreen.Show();
}
});
}
finally
{
updateSampleDisabledState();
rebindClipboardBindables();
}
}
private void updateSampleDisabledState()
{
samplePlaybackDisabled.Value = clock.SeekingOrStopped.Value || !(currentScreen is ComposeScreen);
}
private void seek(UIEvent e, int direction)
{
double amount = e.ShiftPressed ? 4 : 1;
bool trackPlaying = clock.IsRunning;
if (trackPlaying)
{
// generally users are not looking to perform tiny seeks when the track is playing.
// this multiplication undoes the division that will be applied in the underlying seek operation.
// scale by BPM to keep the seek amount constant across all BPMs.
var timingPoint = editorBeatmap.ControlPointInfo.TimingPointAt(clock.CurrentTimeAccurate);
amount *= beatDivisor.Value * (timingPoint.BPM / 120);
}
if (direction < 1)
clock.SeekBackward(!trackPlaying, amount);
else
clock.SeekForward(!trackPlaying, amount);
}
private void exportBeatmap()
{
Save();
new LegacyBeatmapExporter(storage).Export(Beatmap.Value.BeatmapSetInfo);
}
private void updateLastSavedHash()
{
lastSavedHash = changeHandler?.CurrentStateHash;
}
private List<MenuItem> createFileMenuItems()
{
var fileMenuItems = new List<MenuItem>
{
new EditorMenuItem("Save", MenuItemType.Standard, () => Save())
};
if (RuntimeInfo.IsDesktop)
fileMenuItems.Add(new EditorMenuItem("Export package", MenuItemType.Standard, exportBeatmap));
fileMenuItems.Add(new EditorMenuItemSpacer());
fileMenuItems.Add(createDifficultyCreationMenu());
fileMenuItems.Add(createDifficultySwitchMenu());
fileMenuItems.Add(new EditorMenuItemSpacer());
fileMenuItems.Add(new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit));
return fileMenuItems;
}
private EditorMenuItem createDifficultyCreationMenu()
{
var rulesetItems = new List<MenuItem>();
foreach (var ruleset in rulesets.AvailableRulesets)
rulesetItems.Add(new EditorMenuItem(ruleset.Name, MenuItemType.Standard, () => CreateNewDifficulty(ruleset)));
return new EditorMenuItem("Create new difficulty") { Items = rulesetItems };
}
protected void CreateNewDifficulty(RulesetInfo rulesetInfo)
{
if (!rulesetInfo.Equals(editorBeatmap.BeatmapInfo.Ruleset))
{
switchToNewDifficulty(rulesetInfo, false);
return;
}
dialogOverlay.Push(new CreateNewDifficultyDialog(createCopy => switchToNewDifficulty(rulesetInfo, createCopy)));
}
private void switchToNewDifficulty(RulesetInfo rulesetInfo, bool createCopy)
{
switchingDifficulty = true;
loader?.ScheduleSwitchToNewDifficulty(editorBeatmap.BeatmapInfo, rulesetInfo, createCopy, GetState(rulesetInfo));
}
private EditorMenuItem createDifficultySwitchMenu()
{
var beatmapSet = playableBeatmap.BeatmapInfo.BeatmapSet;
Debug.Assert(beatmapSet != null);
var difficultyItems = new List<MenuItem>();
foreach (var rulesetBeatmaps in beatmapSet.Beatmaps.GroupBy(b => b.Ruleset).OrderBy(group => group.Key))
{
if (difficultyItems.Count > 0)
difficultyItems.Add(new EditorMenuItemSpacer());
foreach (var beatmap in rulesetBeatmaps.OrderBy(b => b.StarRating))
{
bool isCurrentDifficulty = playableBeatmap.BeatmapInfo.Equals(beatmap);
difficultyItems.Add(new DifficultyMenuItem(beatmap, isCurrentDifficulty, SwitchToDifficulty));
}
}
return new EditorMenuItem("Change difficulty") { Items = difficultyItems };
}
protected void SwitchToDifficulty(BeatmapInfo nextBeatmap) => loader?.ScheduleSwitchToExistingDifficulty(nextBeatmap, GetState(nextBeatmap.Ruleset));
private void cancelExit()
{
updateSampleDisabledState();
loader?.CancelPendingDifficultySwitch();
}
public double SnapTime(double time, double? referenceTime) => editorBeatmap.SnapTime(time, referenceTime);
public double GetBeatLengthAtTime(double referenceTime) => editorBeatmap.GetBeatLengthAtTime(referenceTime);
public int BeatDivisor => beatDivisor.Value;
ControlPointInfo IBeatSyncProvider.ControlPoints => editorBeatmap.ControlPointInfo;
IClock IBeatSyncProvider.Clock => clock;
ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : null;
}
}