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Add CanUndo/CanRedo bindables
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@ -15,15 +15,18 @@ namespace osu.Game.Tests.Editor
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{
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var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
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Assert.That(handler.HasUndoState, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.False);
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handler.SaveState();
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Assert.That(handler.HasUndoState, Is.True);
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.False);
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handler.RestoreState(-1);
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Assert.That(handler.HasUndoState, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.True);
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}
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[Test]
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@ -31,20 +34,20 @@ namespace osu.Game.Tests.Editor
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{
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var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
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Assert.That(handler.HasUndoState, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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handler.SaveState();
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Assert.That(handler.HasUndoState, Is.True);
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Assert.That(handler.CanUndo.Value, Is.True);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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Assert.That(handler.HasUndoState, Is.True);
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Assert.That(handler.CanUndo.Value, Is.True);
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handler.RestoreState(-1);
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}
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Assert.That(handler.HasUndoState, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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}
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[Test]
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@ -52,20 +55,20 @@ namespace osu.Game.Tests.Editor
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{
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var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
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Assert.That(handler.HasUndoState, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES * 2; i++)
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handler.SaveState();
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Assert.That(handler.HasUndoState, Is.True);
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Assert.That(handler.CanUndo.Value, Is.True);
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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Assert.That(handler.HasUndoState, Is.True);
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Assert.That(handler.CanUndo.Value, Is.True);
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handler.RestoreState(-1);
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}
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Assert.That(handler.HasUndoState, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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}
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}
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}
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@ -5,6 +5,7 @@ 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.Framework.Bindables;
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using osu.Game.Beatmaps.Formats;
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using osu.Game.Rulesets.Objects;
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@ -15,8 +16,10 @@ namespace osu.Game.Screens.Edit
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/// </summary>
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public class EditorChangeHandler : IEditorChangeHandler
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{
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private readonly LegacyEditorBeatmapPatcher patcher;
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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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private readonly LegacyEditorBeatmapPatcher patcher;
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private readonly List<byte[]> savedStates = new List<byte[]>();
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private int currentState = -1;
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@ -45,8 +48,6 @@ namespace osu.Game.Screens.Edit
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SaveState();
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}
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public bool HasUndoState => currentState > 0;
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private void hitObjectAdded(HitObject obj) => SaveState();
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private void hitObjectRemoved(HitObject obj) => SaveState();
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@ -90,6 +91,8 @@ namespace osu.Game.Screens.Edit
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}
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currentState = savedStates.Count - 1;
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updateBindables();
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}
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/// <summary>
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@ -114,6 +117,14 @@ namespace osu.Game.Screens.Edit
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currentState = newState;
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isRestoring = false;
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updateBindables();
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}
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private void updateBindables()
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{
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CanUndo.Value = savedStates.Count > 0 && currentState > 0;
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CanRedo.Value = currentState < savedStates.Count - 1;
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}
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}
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}
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