osu/osu.Game/Overlays/SkinEditor/SkinEditorChangeHandler.cs

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// 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();
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// Store components based on type for later lookup
var typedComponents = new Dictionary<Type, List<ISerialisableDrawable>>();
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foreach (var component in targetComponents)
{
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Type lookup = component.GetType();
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if (!typedComponents.TryGetValue(lookup, out List<ISerialisableDrawable>? typeComponents))
typedComponents.Add(lookup, typeComponents = new List<ISerialisableDrawable>());
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typeComponents.Add(component);
}
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// Remove all components
for (int i = targetComponents.Length - 1; i >= 0; i--)
firstTarget.Remove(targetComponents[i], false);
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// Keeps count of how many components for each type were already revived
Dictionary<Type, int> typedComponentCounter = typedComponents.Keys.ToDictionary(t => t, _ => 0);
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foreach (var skinnableInfo in skinnableInfos)
{
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Type lookup = skinnableInfo.Type;
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if (!typedComponents.TryGetValue(lookup, out List<ISerialisableDrawable>? typeComponents))
{
firstTarget.Add((ISerialisableDrawable)skinnableInfo.CreateInstance());
continue;
}
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int typeComponentsUsed = typedComponentCounter[lookup]++;
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ISerialisableDrawable component;
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if (typeComponentsUsed < typeComponents.Count)
// Re-use unused component
((Drawable)(component = typeComponents[typeComponentsUsed])).ApplySerialisedInfo(skinnableInfo);
else
// Create new one
component = (ISerialisableDrawable)skinnableInfo.CreateInstance();
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firstTarget.Add(component);
}
}
}
}