mirror of https://github.com/ppy/osu
130 lines
4.2 KiB
C#
130 lines
4.2 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 System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Game.Beatmaps.Formats;
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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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/// Tracks changes to the <see cref="Editor"/>.
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/// </summary>
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public class EditorChangeHandler : TransactionalCommitComponent, IEditorChangeHandler
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{
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public readonly Bindable<bool> CanUndo = new Bindable<bool>();
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public readonly Bindable<bool> CanRedo = new Bindable<bool>();
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public event Action OnStateChange;
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private readonly LegacyEditorBeatmapPatcher patcher;
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private readonly List<byte[]> savedStates = new List<byte[]>();
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private int currentState = -1;
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/// <summary>
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/// A SHA-2 hash representing the current visible editor state.
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/// </summary>
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public string CurrentStateHash
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{
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get
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{
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using (var stream = new MemoryStream(savedStates[currentState]))
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return stream.ComputeSHA2Hash();
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}
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}
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private readonly EditorBeatmap editorBeatmap;
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private bool isRestoring;
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public const int MAX_SAVED_STATES = 50;
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/// <summary>
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/// Creates a new <see cref="EditorChangeHandler"/>.
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/// </summary>
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/// <param name="editorBeatmap">The <see cref="EditorBeatmap"/> to track the <see cref="HitObject"/>s of.</param>
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public EditorChangeHandler(EditorBeatmap editorBeatmap)
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{
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this.editorBeatmap = editorBeatmap;
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editorBeatmap.TransactionBegan += BeginChange;
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editorBeatmap.TransactionEnded += EndChange;
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editorBeatmap.SaveStateTriggered += SaveState;
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patcher = new LegacyEditorBeatmapPatcher(editorBeatmap);
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// Initial state.
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SaveState();
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}
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protected override void UpdateState()
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{
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if (isRestoring)
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return;
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using (var stream = new MemoryStream())
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{
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using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
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new LegacyBeatmapEncoder(editorBeatmap, editorBeatmap.BeatmapSkin).Encode(sw);
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byte[] newState = stream.ToArray();
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// if the previous state is binary equal we don't need to push a new one, unless this is the initial state.
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if (savedStates.Count > 0 && newState.SequenceEqual(savedStates[currentState])) return;
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if (currentState < savedStates.Count - 1)
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savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
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if (savedStates.Count > MAX_SAVED_STATES)
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savedStates.RemoveAt(0);
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savedStates.Add(newState);
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currentState = savedStates.Count - 1;
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OnStateChange?.Invoke();
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updateBindables();
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}
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}
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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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public void RestoreState(int direction)
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{
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if (TransactionActive)
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return;
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if (savedStates.Count == 0)
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return;
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int newState = Math.Clamp(currentState + direction, 0, savedStates.Count - 1);
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if (currentState == newState)
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return;
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isRestoring = true;
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patcher.Patch(savedStates[currentState], savedStates[newState]);
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currentState = newState;
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isRestoring = false;
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OnStateChange?.Invoke();
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updateBindables();
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}
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private void updateBindables()
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{
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CanUndo.Value = savedStates.Count > 0 && currentState > 0;
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CanRedo.Value = currentState < savedStates.Count - 1;
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}
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}
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}
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