1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-18 12:02:57 +08:00
osu-lazer/osu.Game/Screens/Edit/IEditorChangeHandler.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

48 lines
1.8 KiB
C#
Raw Normal View History

// 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.
2022-06-17 15:37:17 +08:00
#nullable disable
using System;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Screens.Edit
{
/// <summary>
/// Interface for a component that manages changes in the <see cref="Editor"/>.
/// </summary>
public interface IEditorChangeHandler
{
/// <summary>
/// Fired whenever a state change occurs.
/// </summary>
2020-10-02 17:20:59 +08:00
event Action OnStateChange;
/// <summary>
/// Begins a bulk state change event. <see cref="EndChange"/> should be invoked soon after.
/// </summary>
/// <remarks>
/// This should be invoked when multiple changes to the <see cref="Editor"/> should be bundled together into one state change event.
/// When nested invocations are involved, a state change will not occur until an equal number of invocations of <see cref="EndChange"/> are received.
/// </remarks>
/// <example>
/// When a group of <see cref="HitObject"/>s are deleted, a single undo and redo state change should update the state of all <see cref="HitObject"/>.
/// </example>
void BeginChange();
/// <summary>
/// Ends a bulk state change event.
/// </summary>
/// <remarks>
/// This should be invoked as soon as possible after <see cref="BeginChange"/> to cause a state change.
/// </remarks>
void EndChange();
/// <summary>
/// Immediately saves the current <see cref="Editor"/> state.
/// Note that this will be a no-op if there is a change in progress via <see cref="BeginChange"/>.
/// </summary>
void SaveState();
}
}