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54 lines
2.1 KiB
C#
54 lines
2.1 KiB
C#
// 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 osu.Framework.Allocation;
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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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[Cached]
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public interface IEditorChangeHandler
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{
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/// <summary>
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/// Fired whenever a state change occurs.
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/// </summary>
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event Action? OnStateChange;
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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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/// <summary>
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/// Immediately saves the current <see cref="Editor"/> state.
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/// Note that this will be a no-op if there is a change in progress via <see cref="BeginChange"/>.
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/// </summary>
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void SaveState();
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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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void RestoreState(int direction);
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}
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}
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