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osu-lazer/osu.Game/Overlays/SkinEditor/SkinEditorChangeHandler.cs
Bartłomiej Dach 1d4d31e35c
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2023-05-03 19:22:52 +02:00

111 lines
4.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 System.Text;
using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Screens.Edit;
using osu.Game.Skinning;
namespace osu.Game.Overlays.SkinEditor
{
public partial class SkinEditorChangeHandler : EditorChangeHandler
{
private readonly ISerialisableDrawableContainer? firstTarget;
// ReSharper disable once PrivateFieldCanBeConvertedToLocalVariable
private readonly BindableList<ISerialisableDrawable>? components;
public SkinEditorChangeHandler(Drawable targetScreen)
{
// To keep things simple, we are currently only handling the current target screen for undo / redo.
// In the future we'll want this to cover all changes, even to skin's `InstantiationInfo`.
// We'll also need to consider cases where multiple targets are on screen at the same time.
firstTarget = targetScreen.ChildrenOfType<ISerialisableDrawableContainer>().FirstOrDefault();
if (firstTarget == null)
return;
components = new BindableList<ISerialisableDrawable> { BindTarget = firstTarget.Components };
components.BindCollectionChanged((_, _) => SaveState());
}
protected override void WriteCurrentStateToStream(MemoryStream stream)
{
if (firstTarget == null)
return;
var skinnableInfos = firstTarget.CreateSerialisedInfo().ToArray();
string json = JsonConvert.SerializeObject(skinnableInfos, new JsonSerializerSettings { Formatting = Formatting.Indented });
stream.Write(Encoding.UTF8.GetBytes(json));
}
protected override void ApplyStateChange(byte[] previousState, byte[] newState)
{
if (firstTarget == null)
return;
var deserializedContent = JsonConvert.DeserializeObject<IEnumerable<SerialisedDrawableInfo>>(Encoding.UTF8.GetString(newState));
if (deserializedContent == null)
return;
SerialisedDrawableInfo[] skinnableInfos = deserializedContent.ToArray();
ISerialisableDrawable[] targetComponents = firstTarget.Components.ToArray();
// Store components based on type for later reuse
var componentsPerTypeLookup = new Dictionary<Type, Queue<Drawable>>();
foreach (ISerialisableDrawable component in targetComponents)
{
Type lookup = component.GetType();
if (!componentsPerTypeLookup.TryGetValue(lookup, out Queue<Drawable>? componentsOfSameType))
componentsPerTypeLookup.Add(lookup, componentsOfSameType = new Queue<Drawable>());
componentsOfSameType.Enqueue((Drawable)component);
}
for (int i = targetComponents.Length - 1; i >= 0; i--)
firstTarget.Remove(targetComponents[i], false);
foreach (var skinnableInfo in skinnableInfos)
{
Type lookup = skinnableInfo.Type;
if (!componentsPerTypeLookup.TryGetValue(lookup, out Queue<Drawable>? componentsOfSameType))
{
firstTarget.Add((ISerialisableDrawable)skinnableInfo.CreateInstance());
continue;
}
// Wherever possible, attempt to reuse existing component instances.
if (componentsOfSameType.TryDequeue(out Drawable? component))
{
component.ApplySerialisedInfo(skinnableInfo);
}
else
{
component = skinnableInfo.CreateInstance();
}
firstTarget.Add((ISerialisableDrawable)component);
}
// Dispose components which were not reused.
foreach ((Type _, Queue<Drawable> typeComponents) in componentsPerTypeLookup)
{
foreach (var component in typeComponents)
component.Dispose();
}
}
}
}