// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections.Generic; using System.IO; using System.Text; using osu.Game.Beatmaps.Formats; using osu.Game.Rulesets.Objects; namespace osu.Game.Screens.Edit { /// /// Tracks changes to the . /// public class EditorChangeHandler : IEditorChangeHandler { private readonly LegacyEditorBeatmapDiffer differ; private readonly List savedStates = new List(); private int currentState = -1; private readonly EditorBeatmap editorBeatmap; private int bulkChangesStarted; private bool isRestoring; /// /// Creates a new . /// /// The to track the s of. public EditorChangeHandler(EditorBeatmap editorBeatmap) { this.editorBeatmap = editorBeatmap; editorBeatmap.HitObjectAdded += hitObjectAdded; editorBeatmap.HitObjectRemoved += hitObjectRemoved; editorBeatmap.HitObjectUpdated += hitObjectUpdated; differ = new LegacyEditorBeatmapDiffer(editorBeatmap); // Initial state. SaveState(); } private void hitObjectAdded(HitObject obj) => SaveState(); private void hitObjectRemoved(HitObject obj) => SaveState(); private void hitObjectUpdated(HitObject obj) => SaveState(); public void BeginChange() => bulkChangesStarted++; public void EndChange() { if (bulkChangesStarted == 0) throw new InvalidOperationException($"Cannot call {nameof(EndChange)} without a previous call to {nameof(BeginChange)}."); if (--bulkChangesStarted == 0) SaveState(); } /// /// Saves the current state. /// public void SaveState() { if (bulkChangesStarted > 0) return; if (isRestoring) return; var stream = new MemoryStream(); using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true)) new LegacyBeatmapEncoder(editorBeatmap).Encode(sw); if (currentState < savedStates.Count - 1) savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1); savedStates.Add(stream); currentState = savedStates.Count - 1; } /// /// Restores an older or newer state. /// /// 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. public void RestoreState(int direction) { if (bulkChangesStarted > 0) return; if (savedStates.Count == 0) return; int newState = Math.Clamp(currentState + direction, 0, savedStates.Count - 1); if (currentState == newState) return; isRestoring = true; differ.Patch(savedStates[currentState], savedStates[newState]); currentState = newState; isRestoring = false; } } }