// 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.Linq; using osu.Framework.Bindables; using osu.Framework.Extensions; namespace osu.Game.Screens.Edit { /// /// Tracks changes to the . /// public abstract partial class EditorChangeHandler : TransactionalCommitComponent, IEditorChangeHandler { public readonly Bindable CanUndo = new Bindable(); public readonly Bindable CanRedo = new Bindable(); public event Action? OnStateChange; private readonly List savedStates = new List(); private int currentState = -1; /// /// A SHA-2 hash representing the current visible editor state. /// public string CurrentStateHash { get { using (var stream = new MemoryStream(savedStates[currentState])) return stream.ComputeSHA2Hash(); } } private bool isRestoring; public const int MAX_SAVED_STATES = 50; protected override void UpdateState() { if (isRestoring) return; using (var stream = new MemoryStream()) { WriteCurrentStateToStream(stream); byte[] newState = stream.ToArray(); // if the previous state is binary equal we don't need to push a new one, unless this is the initial state. if (savedStates.Count > 0 && newState.SequenceEqual(savedStates[currentState])) return; if (currentState < savedStates.Count - 1) savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1); if (savedStates.Count > MAX_SAVED_STATES) savedStates.RemoveAt(0); savedStates.Add(newState); currentState = savedStates.Count - 1; OnStateChange?.Invoke(); updateBindables(); } } /// /// 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 (TransactionActive) return; if (savedStates.Count == 0) return; int newState = Math.Clamp(currentState + direction, 0, savedStates.Count - 1); if (currentState == newState) return; isRestoring = true; ApplyStateChange(savedStates[currentState], savedStates[newState]); currentState = newState; isRestoring = false; OnStateChange?.Invoke(); updateBindables(); } /// /// Write a serialised copy of the currently tracked state to the provided stream. /// This will be stored as a state which can be restored in the future. /// /// The stream which the state should be written to. protected abstract void WriteCurrentStateToStream(MemoryStream stream); /// /// Given a previous and new state, apply any changes required to bring the current state in line with the new state. /// /// The previous (current before this call) serialised state. /// The new state to be applied. protected abstract void ApplyStateChange(byte[] previousState, byte[] newState); private void updateBindables() { CanUndo.Value = savedStates.Count > 0 && currentState > 0; CanRedo.Value = currentState < savedStates.Count - 1; } } }