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Merge branch 'master' into beatmap-update-flow
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@ -21,6 +21,7 @@ using osu.Framework.Input.Events;
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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.Timing;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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@ -39,6 +40,7 @@ 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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@ -97,6 +99,30 @@ namespace osu.Game.Screens.Edit
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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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@ -219,6 +245,7 @@ namespace osu.Game.Screens.Edit
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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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@ -906,6 +933,6 @@ namespace osu.Game.Screens.Edit
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ControlPointInfo IBeatSyncProvider.ControlPoints => editorBeatmap.ControlPointInfo;
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IClock IBeatSyncProvider.Clock => clock;
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ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : (ChannelAmplitudes?)null;
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ChannelAmplitudes? IBeatSyncProvider.Amplitudes => Beatmap.Value.TrackLoaded ? Beatmap.Value.Track.CurrentAmplitudes : null;
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}
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}
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