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Add change state handling to the editor
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@ -62,6 +62,7 @@ namespace osu.Game.Screens.Edit
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private IBeatmap playableBeatmap;
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private EditorBeatmap editorBeatmap;
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private EditorChangeHandler changeHandler;
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private DependencyContainer dependencies;
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@ -100,9 +101,11 @@ namespace osu.Game.Screens.Edit
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}
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AddInternal(editorBeatmap = new EditorBeatmap(playableBeatmap));
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dependencies.CacheAs(editorBeatmap);
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changeHandler = new EditorChangeHandler(editorBeatmap);
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dependencies.CacheAs<IEditorChangeHandler>(changeHandler);
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EditorMenuBar menuBar;
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var fileMenuItems = new List<MenuItem>
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@ -147,6 +150,14 @@ namespace osu.Game.Screens.Edit
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new MenuItem("File")
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{
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Items = fileMenuItems
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},
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new MenuItem("Edit")
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{
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Items = new[]
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{
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new EditorMenuItem("Undo", MenuItemType.Standard, undo),
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new EditorMenuItem("Redo", MenuItemType.Standard, redo)
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}
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}
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}
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}
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@ -233,6 +244,19 @@ namespace osu.Game.Screens.Edit
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return true;
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}
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break;
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case Key.Z:
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if (e.ControlPressed)
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{
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if (e.ShiftPressed)
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redo();
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else
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undo();
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return true;
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}
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break;
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}
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@ -297,6 +321,10 @@ namespace osu.Game.Screens.Edit
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return base.OnExiting(next);
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}
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private void undo() => changeHandler.RestoreState(-1);
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private void redo() => changeHandler.RestoreState(1);
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private void resetTrack(bool seekToStart = false)
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{
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Beatmap.Value.Track?.Stop();
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108
osu.Game/Screens/Edit/EditorChangeHandler.cs
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108
osu.Game/Screens/Edit/EditorChangeHandler.cs
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@ -0,0 +1,108 @@
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// 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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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// Tracks changes to the <see cref="Editor"/>.
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/// </summary>
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public class EditorChangeHandler : IEditorChangeHandler
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{
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private readonly LegacyEditorBeatmapDiffer differ;
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private readonly List<Stream> savedStates = new List<Stream>();
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private int currentState = -1;
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private readonly EditorBeatmap editorBeatmap;
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private int bulkChangesStarted;
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private bool isRestoring;
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/// <summary>
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/// Creates a new <see cref="EditorChangeHandler"/>.
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/// </summary>
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/// <param name="editorBeatmap">The <see cref="EditorBeatmap"/> to track the <see cref="HitObject"/>s of.</param>
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public EditorChangeHandler(EditorBeatmap editorBeatmap)
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{
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this.editorBeatmap = editorBeatmap;
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editorBeatmap.HitObjectAdded += hitObjectAdded;
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editorBeatmap.HitObjectRemoved += hitObjectRemoved;
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editorBeatmap.HitObjectUpdated += hitObjectUpdated;
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differ = new LegacyEditorBeatmapDiffer(editorBeatmap);
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// Initial state.
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SaveState();
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}
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private void hitObjectAdded(HitObject obj) => SaveState();
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private void hitObjectRemoved(HitObject obj) => SaveState();
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private void hitObjectUpdated(HitObject obj) => SaveState();
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public void BeginChange() => bulkChangesStarted++;
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public void EndChange()
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{
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if (bulkChangesStarted == 0)
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throw new InvalidOperationException($"Cannot call {nameof(EndChange)} without a previous call to {nameof(BeginChange)}.");
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if (--bulkChangesStarted == 0)
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SaveState();
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}
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/// <summary>
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/// Saves the current <see cref="Editor"/> state.
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/// </summary>
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public void SaveState()
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{
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if (bulkChangesStarted > 0)
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return;
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if (isRestoring)
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return;
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var stream = new MemoryStream();
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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new LegacyBeatmapEncoder(editorBeatmap).Encode(sw);
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if (currentState < savedStates.Count - 1)
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savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
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savedStates.Add(stream);
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currentState = savedStates.Count - 1;
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}
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/// <summary>
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/// Restores an older or newer state.
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/// </summary>
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/// <param name="direction">The direction to restore in. If less than 0, an older state will be used. If greater than 0, a newer state will be used.</param>
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public void RestoreState(int direction)
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{
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if (bulkChangesStarted > 0)
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return;
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if (savedStates.Count == 0)
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return;
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int newState = Math.Clamp(currentState + direction, 0, savedStates.Count - 1);
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if (currentState == newState)
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return;
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isRestoring = true;
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differ.Patch(savedStates[currentState], savedStates[newState]);
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currentState = newState;
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isRestoring = false;
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}
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}
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}
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33
osu.Game/Screens/Edit/IEditorChangeHandler.cs
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33
osu.Game/Screens/Edit/IEditorChangeHandler.cs
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@ -0,0 +1,33 @@
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// 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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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Edit
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{
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/// <summary>
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/// Interface for a component that manages changes in the <see cref="Editor"/>.
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/// </summary>
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public interface IEditorChangeHandler
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{
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/// <summary>
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/// Begins a bulk state change event. <see cref="EndChange"/> should be invoked soon after.
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/// </summary>
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/// <remarks>
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/// This should be invoked when multiple changes to the <see cref="Editor"/> should be bundled together into one state change event.
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/// When nested invocations are involved, a state change will not occur until an equal number of invocations of <see cref="EndChange"/> are received.
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/// </remarks>
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/// <example>
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/// 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"/>.
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/// </example>
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void BeginChange();
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/// <summary>
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/// Ends a bulk state change event.
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/// </summary>
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/// <remarks>
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/// This should be invoked as soon as possible after <see cref="BeginChange"/> to cause a state change.
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/// </remarks>
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void EndChange();
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}
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}
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