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1036 lines
38 KiB
C#
1036 lines
38 KiB
C#
// 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using osu.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Localisation;
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using osu.Framework.Logging;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Database;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Input.Bindings;
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using osu.Game.Localisation;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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using osu.Game.Overlays.OSD;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Screens.Edit.Components.Menus;
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using osu.Game.Screens.Edit.Compose;
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using osu.Game.Screens.Edit.Compose.Components.Timeline;
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using osu.Game.Screens.Edit.Design;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Edit.Timing;
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using osu.Game.Screens.Edit.Verify;
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using osu.Game.Screens.Play;
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using osu.Game.Users;
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using osuTK.Graphics;
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using osuTK.Input;
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using CommonStrings = osu.Game.Resources.Localisation.Web.CommonStrings;
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namespace osu.Game.Screens.Edit
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{
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[Cached(typeof(IBeatSnapProvider))]
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[Cached]
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public class Editor : ScreenWithBeatmapBackground, IKeyBindingHandler<GlobalAction>, IKeyBindingHandler<PlatformAction>, IBeatSnapProvider, ISamplePlaybackDisabler, IBeatSyncProvider
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{
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public override float BackgroundParallaxAmount => 0.1f;
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public override bool AllowBackButton => false;
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public override bool HideOverlaysOnEnter => true;
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public override bool DisallowExternalBeatmapRulesetChanges => true;
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public override bool? AllowTrackAdjustments => false;
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protected override bool PlayExitSound => !ExitConfirmed && !switchingDifficulty;
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protected bool HasUnsavedChanges
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{
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get
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{
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if (!canSave)
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return false;
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return lastSavedHash != changeHandler?.CurrentStateHash;
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}
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}
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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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[Resolved(canBeNull: true)]
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private IDialogOverlay dialogOverlay { get; set; }
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[Resolved(canBeNull: true)]
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private INotificationOverlay notifications { get; set; }
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public readonly Bindable<EditorScreenMode> Mode = new Bindable<EditorScreenMode>();
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public IBindable<bool> SamplePlaybackDisabled => samplePlaybackDisabled;
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/// <summary>
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/// Ensure all asynchronously loading pieces of the editor are in a good state.
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/// This exists here for convenience for tests, not for actual use.
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/// Eventually we'd probably want a better way to signal this.
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/// </summary>
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public bool ReadyForUse
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{
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get
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{
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if (!workingBeatmapUpdated)
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return false;
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if (currentScreen?.IsLoaded != true)
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return false;
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if (currentScreen is EditorScreenWithTimeline)
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return currentScreen.ChildrenOfType<TimelineArea>().FirstOrDefault()?.IsLoaded == true;
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return true;
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}
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}
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private bool workingBeatmapUpdated;
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private readonly Bindable<bool> samplePlaybackDisabled = new Bindable<bool>();
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private bool canSave;
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protected bool ExitConfirmed { get; private set; }
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private bool switchingDifficulty;
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private string lastSavedHash;
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private Container<EditorScreen> screenContainer;
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[CanBeNull]
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private readonly EditorLoader loader;
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private EditorScreen currentScreen;
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private readonly BindableBeatDivisor beatDivisor = new BindableBeatDivisor();
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private EditorClock clock;
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private IBeatmap playableBeatmap;
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private EditorBeatmap editorBeatmap;
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private BottomBar bottomBar;
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[CanBeNull] // Should be non-null once it can support custom rulesets.
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private EditorChangeHandler changeHandler;
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private DependencyContainer dependencies;
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private bool isNewBeatmap;
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protected override UserActivity InitialActivity => new UserActivity.Editing(Beatmap.Value.BeatmapInfo);
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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=> dependencies = new DependencyContainer(base.CreateChildDependencies(parent));
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[Resolved]
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private IAPIProvider api { get; set; }
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[Cached]
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public readonly EditorClipboard Clipboard = new EditorClipboard();
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[Cached]
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
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[Resolved(canBeNull: true)]
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private OnScreenDisplay onScreenDisplay { get; set; }
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public Editor(EditorLoader loader = null)
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{
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this.loader = loader;
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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var loadableBeatmap = Beatmap.Value;
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if (loadableBeatmap is DummyWorkingBeatmap)
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{
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isNewBeatmap = true;
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loadableBeatmap = beatmapManager.CreateNew(Ruleset.Value, api.LocalUser.Value);
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// required so we can get the track length in EditorClock.
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// this is ONLY safe because the track being provided is a `TrackVirtual` which we don't really care about disposing.
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loadableBeatmap.LoadTrack();
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// this is a bit haphazard, but guards against setting the lease Beatmap bindable if
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// the editor has already been exited.
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if (!ValidForPush)
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return;
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}
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try
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{
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playableBeatmap = loadableBeatmap.GetPlayableBeatmap(loadableBeatmap.BeatmapInfo.Ruleset);
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// clone these locally for now to avoid incurring overhead on GetPlayableBeatmap usages.
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// eventually we will want to improve how/where this is done as there are issues with *not* cloning it in all cases.
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playableBeatmap.ControlPointInfo = playableBeatmap.ControlPointInfo.DeepClone();
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}
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catch (Exception e)
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{
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Logger.Error(e, "Could not load beatmap successfully!");
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// couldn't load, hard abort!
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this.Exit();
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return;
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}
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// Todo: should probably be done at a DrawableRuleset level to share logic with Player.
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clock = new EditorClock(playableBeatmap, beatDivisor);
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clock.ChangeSource(loadableBeatmap.Track);
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dependencies.CacheAs(clock);
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AddInternal(clock);
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clock.SeekingOrStopped.BindValueChanged(_ => updateSampleDisabledState());
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// todo: remove caching of this and consume via editorBeatmap?
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dependencies.Cache(beatDivisor);
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AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap, loadableBeatmap.GetSkin(), loadableBeatmap.BeatmapInfo));
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dependencies.CacheAs(editorBeatmap);
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editorBeatmap.UpdateInProgress.BindValueChanged(updateInProgress);
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canSave = editorBeatmap.BeatmapInfo.Ruleset.CreateInstance() is ILegacyRuleset;
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if (canSave)
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{
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changeHandler = new EditorChangeHandler(editorBeatmap);
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dependencies.CacheAs<IEditorChangeHandler>(changeHandler);
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}
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beatDivisor.Value = editorBeatmap.BeatmapInfo.BeatDivisor;
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beatDivisor.BindValueChanged(divisor => editorBeatmap.BeatmapInfo.BeatDivisor = divisor.NewValue);
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updateLastSavedHash();
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Schedule(() =>
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{
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// we need to avoid changing the beatmap from an asynchronous load thread. it can potentially cause weirdness including crashes.
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// this assumes that nothing during the rest of this load() method is accessing Beatmap.Value (loadableBeatmap should be preferred).
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// generally this is quite safe, as the actual load of editor content comes after menuBar.Mode.ValueChanged is fired in its own LoadComplete.
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Beatmap.Value = loadableBeatmap;
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workingBeatmapUpdated = true;
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});
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OsuMenuItem undoMenuItem;
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OsuMenuItem redoMenuItem;
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AddInternal(new OsuContextMenuContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Container
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{
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Name = "Screen container",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Top = 40, Bottom = 60 },
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Child = screenContainer = new Container<EditorScreen>
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true
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}
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},
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new Container
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{
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Name = "Top bar",
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RelativeSizeAxes = Axes.X,
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Height = 40,
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Children = new Drawable[]
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{
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new EditorMenuBar
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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Items = new[]
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{
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new MenuItem("File")
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{
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Items = createFileMenuItems()
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},
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new MenuItem(CommonStrings.ButtonsEdit)
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{
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Items = new[]
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{
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undoMenuItem = new EditorMenuItem("Undo", MenuItemType.Standard, Undo),
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redoMenuItem = new EditorMenuItem("Redo", MenuItemType.Standard, Redo),
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new EditorMenuItemSpacer(),
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cutMenuItem = new EditorMenuItem("Cut", MenuItemType.Standard, Cut),
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copyMenuItem = new EditorMenuItem("Copy", MenuItemType.Standard, Copy),
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pasteMenuItem = new EditorMenuItem("Paste", MenuItemType.Standard, Paste),
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cloneMenuItem = new EditorMenuItem("Clone", MenuItemType.Standard, Clone),
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}
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},
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new MenuItem("View")
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{
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Items = new MenuItem[]
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{
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new WaveformOpacityMenuItem(config.GetBindable<float>(OsuSetting.EditorWaveformOpacity)),
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}
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}
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}
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},
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new EditorScreenSwitcherControl
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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X = -15,
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Current = Mode,
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},
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},
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},
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bottomBar = new BottomBar(),
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}
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});
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changeHandler?.CanUndo.BindValueChanged(v => undoMenuItem.Action.Disabled = !v.NewValue, true);
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changeHandler?.CanRedo.BindValueChanged(v => redoMenuItem.Action.Disabled = !v.NewValue, true);
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}
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[Resolved]
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private MusicController musicController { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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setUpClipboardActionAvailability();
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Mode.Value = isNewBeatmap ? EditorScreenMode.SongSetup : EditorScreenMode.Compose;
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Mode.BindValueChanged(onModeChanged, true);
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musicController.TrackChanged += onTrackChanged;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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musicController.TrackChanged -= onTrackChanged;
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}
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private void onTrackChanged(WorkingBeatmap working, TrackChangeDirection direction) => clock.ChangeSource(working.Track);
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/// <summary>
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/// Creates an <see cref="EditorState"/> instance representing the current state of the editor.
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/// </summary>
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/// <param name="nextRuleset">
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/// The ruleset of the next beatmap to be shown, in the case of difficulty switch.
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/// <see langword="null"/> indicates that the beatmap will not be changing.
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/// </param>
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public EditorState GetState([CanBeNull] RulesetInfo nextRuleset = null) => new EditorState
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{
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Time = clock.CurrentTimeAccurate,
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ClipboardContent = nextRuleset == null || editorBeatmap.BeatmapInfo.Ruleset.ShortName == nextRuleset.ShortName ? Clipboard.Content.Value : string.Empty
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};
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/// <summary>
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/// Restore the editor to a provided state.
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/// </summary>
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/// <param name="state">The state to restore.</param>
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public void RestoreState([NotNull] EditorState state) => Schedule(() =>
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{
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clock.Seek(state.Time);
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Clipboard.Content.Value = state.ClipboardContent;
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});
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public void TestGameplay()
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{
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if (HasUnsavedChanges)
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{
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dialogOverlay.Push(new SaveBeforeGameplayTestDialog(() =>
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{
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Save();
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pushEditorPlayer();
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}));
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}
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else
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{
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pushEditorPlayer();
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}
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void pushEditorPlayer() => this.Push(new EditorPlayerLoader(this));
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}
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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 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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updateLastSavedHash();
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onScreenDisplay?.Display(new BeatmapEditorToast(ToastStrings.BeatmapSaved, editorBeatmap.BeatmapInfo.GetDisplayTitle()));
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return true;
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}
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protected override void Update()
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{
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base.Update();
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clock.ProcessFrame();
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}
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public bool OnPressed(KeyBindingPressEvent<PlatformAction> e)
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{
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switch (e.Action)
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{
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case PlatformAction.Cut:
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Cut();
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return true;
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case PlatformAction.Copy:
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Copy();
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return true;
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case PlatformAction.Paste:
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Paste();
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return true;
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case PlatformAction.Undo:
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Undo();
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return true;
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case PlatformAction.Redo:
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Redo();
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return true;
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case PlatformAction.Save:
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if (e.Repeat)
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return false;
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Save();
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return true;
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}
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return false;
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}
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public void OnReleased(KeyBindingReleaseEvent<PlatformAction> e)
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{
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.ControlPressed || e.AltPressed || e.SuperPressed) return false;
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switch (e.Key)
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{
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case Key.Left:
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seek(e, -1);
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return true;
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case Key.Right:
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seek(e, 1);
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return true;
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// Track traversal keys.
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// Matching osu-stable implementations.
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case Key.Z:
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// Seek to first object time, or track start if already there.
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double? firstObjectTime = editorBeatmap.HitObjects.FirstOrDefault()?.StartTime;
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if (firstObjectTime == null || clock.CurrentTime == firstObjectTime)
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clock.Seek(0);
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else
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clock.Seek(firstObjectTime.Value);
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return true;
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case Key.X:
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// Restart playback from beginning of track.
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clock.Seek(0);
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clock.Start();
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return true;
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case Key.C:
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// Pause or resume.
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if (clock.IsRunning)
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clock.Stop();
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else
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clock.Start();
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return true;
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case Key.V:
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// Seek to last object time, or track end if already there.
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// Note that in osu-stable subsequent presses when at track end won't return to last object.
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// This has intentionally been changed to make it more useful.
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double? lastObjectTime = editorBeatmap.HitObjects.LastOrDefault()?.GetEndTime();
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if (lastObjectTime == null || clock.CurrentTime == lastObjectTime)
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clock.Seek(clock.TrackLength);
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else
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clock.Seek(lastObjectTime.Value);
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return true;
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}
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return base.OnKeyDown(e);
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}
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private double scrollAccumulation;
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protected override bool OnScroll(ScrollEvent e)
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{
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if (e.ControlPressed || e.AltPressed || e.SuperPressed)
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return false;
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const double precision = 1;
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double scrollComponent = e.ScrollDelta.X + e.ScrollDelta.Y;
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double scrollDirection = Math.Sign(scrollComponent);
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// this is a special case to handle the "pivot" scenario.
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// if we are precise scrolling in one direction then change our mind and scroll backwards,
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// the existing accumulation should be applied in the inverse direction to maintain responsiveness.
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if (scrollAccumulation != 0 && Math.Sign(scrollAccumulation) != scrollDirection)
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scrollAccumulation = scrollDirection * (precision - Math.Abs(scrollAccumulation));
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scrollAccumulation += scrollComponent;
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// because we are doing snapped seeking, we need to add up precise scrolls until they accumulate to an arbitrary cut-off.
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while (Math.Abs(scrollAccumulation) >= precision)
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{
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if (scrollAccumulation > 0)
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seek(e, -1);
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else
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seek(e, 1);
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|
|
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.EditorCloneSelection:
|
|
Clone();
|
|
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 Mute from update application
|
|
|
|
private ScheduledDelegate temporaryMuteRestorationDelegate;
|
|
private bool temporaryMuteFromUpdateInProgress;
|
|
|
|
private void updateInProgress(ValueChangedEvent<bool> obj)
|
|
{
|
|
temporaryMuteFromUpdateInProgress = true;
|
|
updateSampleDisabledState();
|
|
|
|
// Debounce is arbitrarily high enough to avoid flip-flopping the value each other frame.
|
|
temporaryMuteRestorationDelegate?.Cancel();
|
|
temporaryMuteRestorationDelegate = Scheduler.AddDelayed(() =>
|
|
{
|
|
temporaryMuteFromUpdateInProgress = false;
|
|
updateSampleDisabledState();
|
|
}, 50);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Clipboard support
|
|
|
|
private EditorMenuItem cutMenuItem;
|
|
private EditorMenuItem copyMenuItem;
|
|
private EditorMenuItem cloneMenuItem;
|
|
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;
|
|
cloneMenuItem.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 Clone()
|
|
{
|
|
// Avoid attempting to clone if copying is not available (as it may result in pasting something unexpected).
|
|
if (!canCopy.Value)
|
|
return;
|
|
|
|
// This is an initial implementation just to get an idea of how people used this function.
|
|
// There are a couple of differences from osu!stable's implementation which will require more work to match:
|
|
// - The "clipboard" is not populated during the duplication process.
|
|
// - The duplicated hitobjects are inserted after the original pattern (add one beat_length and then quantize using beat snap).
|
|
// - The duplicated hitobjects are selected (but this is also applied for all paste operations so should be changed there).
|
|
Copy();
|
|
Paste();
|
|
}
|
|
|
|
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 not ComposeScreen
|
|
|| temporaryMuteFromUpdateInProgress;
|
|
}
|
|
|
|
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 updateLastSavedHash()
|
|
{
|
|
lastSavedHash = changeHandler?.CurrentStateHash;
|
|
}
|
|
|
|
private List<MenuItem> createFileMenuItems() => new List<MenuItem>
|
|
{
|
|
new EditorMenuItem("Save", MenuItemType.Standard, () => Save()),
|
|
new EditorMenuItem("Export package", MenuItemType.Standard, exportBeatmap) { Action = { Disabled = !RuntimeInfo.IsDesktop } },
|
|
new EditorMenuItemSpacer(),
|
|
createDifficultyCreationMenu(),
|
|
createDifficultySwitchMenu(),
|
|
new EditorMenuItemSpacer(),
|
|
new EditorMenuItem("Delete difficulty", MenuItemType.Standard, deleteDifficulty) { Action = { Disabled = Beatmap.Value.BeatmapSetInfo.Beatmaps.Count < 2 } },
|
|
new EditorMenuItemSpacer(),
|
|
new EditorMenuItem("Exit", MenuItemType.Standard, this.Exit)
|
|
};
|
|
|
|
private void exportBeatmap()
|
|
{
|
|
Save();
|
|
new LegacyBeatmapExporter(storage).Export(Beatmap.Value.BeatmapSetInfo);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Beatmaps of the currently edited set, grouped by ruleset and ordered by difficulty.
|
|
/// </summary>
|
|
private IOrderedEnumerable<IGrouping<RulesetInfo, BeatmapInfo>> groupedOrderedBeatmaps => Beatmap.Value.BeatmapSetInfo.Beatmaps
|
|
.OrderBy(b => b.StarRating)
|
|
.GroupBy(b => b.Ruleset)
|
|
.OrderBy(group => group.Key);
|
|
|
|
private void deleteDifficulty()
|
|
{
|
|
if (dialogOverlay == null)
|
|
delete();
|
|
else
|
|
dialogOverlay.Push(new DeleteDifficultyConfirmationDialog(Beatmap.Value.BeatmapInfo, delete));
|
|
|
|
void delete()
|
|
{
|
|
BeatmapInfo difficultyToDelete = playableBeatmap.BeatmapInfo;
|
|
|
|
var difficultiesBeforeDeletion = groupedOrderedBeatmaps.SelectMany(g => g).ToList();
|
|
|
|
beatmapManager.DeleteDifficultyImmediately(difficultyToDelete);
|
|
|
|
int deletedIndex = difficultiesBeforeDeletion.IndexOf(difficultyToDelete);
|
|
// of note, we're still working with the cloned version, so indices are all prior to deletion.
|
|
BeatmapInfo nextToShow = difficultiesBeforeDeletion[deletedIndex == 0 ? 1 : deletedIndex - 1];
|
|
|
|
Beatmap.Value = beatmapManager.GetWorkingBeatmap(nextToShow);
|
|
|
|
SwitchToDifficulty(nextToShow);
|
|
}
|
|
}
|
|
|
|
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 difficultyItems = new List<MenuItem>();
|
|
|
|
foreach (var rulesetBeatmaps in groupedOrderedBeatmaps)
|
|
{
|
|
if (difficultyItems.Count > 0)
|
|
difficultyItems.Add(new EditorMenuItemSpacer());
|
|
|
|
foreach (var beatmap in rulesetBeatmaps)
|
|
{
|
|
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 IHasAmplitudes.CurrentAmplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : ChannelAmplitudes.Empty;
|
|
|
|
private class BeatmapEditorToast : Toast
|
|
{
|
|
public BeatmapEditorToast(LocalisableString value, string beatmapDisplayName)
|
|
: base(InputSettingsStrings.EditorSection, value, beatmapDisplayName)
|
|
{
|
|
}
|
|
}
|
|
}
|
|
}
|