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Apply NRT to EditorChangeHandler
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@ -1,8 +1,6 @@
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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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#nullable disable
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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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@ -23,7 +21,7 @@ namespace osu.Game.Screens.Edit
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public readonly Bindable<bool> CanUndo = new Bindable<bool>();
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public readonly Bindable<bool> CanRedo = new Bindable<bool>();
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public event Action OnStateChange;
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public event Action? OnStateChange;
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private readonly LegacyEditorBeatmapPatcher patcher;
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private readonly List<byte[]> savedStates = new List<byte[]>();
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@ -1,8 +1,6 @@
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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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#nullable disable
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using System;
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using osu.Framework.Graphics;
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@ -16,17 +14,17 @@ namespace osu.Game.Screens.Edit
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/// <summary>
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/// Fires whenever a transaction begins. Will not fire on nested transactions.
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/// </summary>
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public event Action TransactionBegan;
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public event Action? TransactionBegan;
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/// <summary>
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/// Fires when the last transaction completes.
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/// </summary>
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public event Action TransactionEnded;
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public event Action? TransactionEnded;
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/// <summary>
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/// Fires when <see cref="SaveState"/> is called and results in a non-transactional state save.
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/// </summary>
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public event Action SaveStateTriggered;
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public event Action? SaveStateTriggered;
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public bool TransactionActive => bulkChangesStarted > 0;
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