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Merge pull request #10326 from peppy/editor-less-autoplay-regeneration
Only regenerate autoplay on editor state change
This commit is contained in:
commit
06b55c6aba
@ -12,6 +12,14 @@ namespace osu.Game.Tests.Editing
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[TestFixture]
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[TestFixture]
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public class EditorChangeHandlerTest
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public class EditorChangeHandlerTest
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{
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{
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private int stateChangedFired;
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[SetUp]
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public void SetUp()
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{
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stateChangedFired = 0;
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}
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[Test]
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[Test]
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public void TestSaveRestoreState()
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public void TestSaveRestoreState()
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{
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{
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@ -23,6 +31,8 @@ namespace osu.Game.Tests.Editing
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addArbitraryChange(beatmap);
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addArbitraryChange(beatmap);
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handler.SaveState();
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handler.SaveState();
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Assert.That(stateChangedFired, Is.EqualTo(1));
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.False);
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@ -30,6 +40,8 @@ namespace osu.Game.Tests.Editing
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.True);
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Assert.That(stateChangedFired, Is.EqualTo(2));
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}
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}
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[Test]
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[Test]
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@ -45,6 +57,7 @@ namespace osu.Game.Tests.Editing
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanUndo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.False);
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Assert.That(stateChangedFired, Is.EqualTo(1));
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string hash = handler.CurrentStateHash;
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string hash = handler.CurrentStateHash;
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@ -52,6 +65,7 @@ namespace osu.Game.Tests.Editing
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handler.SaveState();
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handler.SaveState();
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Assert.That(hash, Is.EqualTo(handler.CurrentStateHash));
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Assert.That(hash, Is.EqualTo(handler.CurrentStateHash));
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Assert.That(stateChangedFired, Is.EqualTo(1));
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handler.RestoreState(-1);
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handler.RestoreState(-1);
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@ -60,6 +74,7 @@ namespace osu.Game.Tests.Editing
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// we should only be able to restore once even though we saved twice.
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// we should only be able to restore once even though we saved twice.
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanUndo.Value, Is.False);
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Assert.That(handler.CanRedo.Value, Is.True);
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Assert.That(handler.CanRedo.Value, Is.True);
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Assert.That(stateChangedFired, Is.EqualTo(2));
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}
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}
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[Test]
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[Test]
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@ -71,6 +86,8 @@ namespace osu.Game.Tests.Editing
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
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{
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{
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Assert.That(stateChangedFired, Is.EqualTo(i));
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addArbitraryChange(beatmap);
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addArbitraryChange(beatmap);
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handler.SaveState();
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handler.SaveState();
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}
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}
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@ -114,7 +131,10 @@ namespace osu.Game.Tests.Editing
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{
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{
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var beatmap = new EditorBeatmap(new Beatmap());
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var beatmap = new EditorBeatmap(new Beatmap());
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return (new EditorChangeHandler(beatmap), beatmap);
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var changeHandler = new EditorChangeHandler(beatmap);
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changeHandler.OnStateChange += () => stateChangedFired++;
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return (changeHandler, beatmap);
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}
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}
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private void addArbitraryChange(EditorBeatmap beatmap)
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private void addArbitraryChange(EditorBeatmap beatmap)
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@ -40,17 +40,28 @@ namespace osu.Game.Rulesets.Edit
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Playfield.DisplayJudgements.Value = false;
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Playfield.DisplayJudgements.Value = false;
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}
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}
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[Resolved(canBeNull: true)]
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private IEditorChangeHandler changeHandler { get; set; }
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protected override void LoadComplete()
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protected override void LoadComplete()
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{
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{
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base.LoadComplete();
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base.LoadComplete();
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beatmap.HitObjectAdded += addHitObject;
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beatmap.HitObjectAdded += addHitObject;
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beatmap.HitObjectUpdated += updateReplay;
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beatmap.HitObjectRemoved += removeHitObject;
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beatmap.HitObjectRemoved += removeHitObject;
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if (changeHandler != null)
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{
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// for now only regenerate replay on a finalised state change, not HitObjectUpdated.
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changeHandler.OnStateChange += updateReplay;
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}
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else
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{
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beatmap.HitObjectUpdated += _ => updateReplay();
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}
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}
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}
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private void updateReplay(HitObject obj = null) =>
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private void updateReplay() => drawableRuleset.RegenerateAutoplay();
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drawableRuleset.RegenerateAutoplay();
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private void addHitObject(HitObject hitObject)
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private void addHitObject(HitObject hitObject)
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{
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{
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@ -58,8 +69,6 @@ namespace osu.Game.Rulesets.Edit
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drawableRuleset.Playfield.Add(drawableObject);
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drawableRuleset.Playfield.Add(drawableObject);
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drawableRuleset.Playfield.PostProcess();
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drawableRuleset.Playfield.PostProcess();
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updateReplay();
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}
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}
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private void removeHitObject(HitObject hitObject)
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private void removeHitObject(HitObject hitObject)
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@ -68,8 +77,6 @@ namespace osu.Game.Rulesets.Edit
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drawableRuleset.Playfield.Remove(drawableObject);
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drawableRuleset.Playfield.Remove(drawableObject);
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drawableRuleset.Playfield.PostProcess();
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drawableRuleset.Playfield.PostProcess();
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drawableRuleset.RegenerateAutoplay();
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}
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}
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public override bool PropagatePositionalInputSubTree => false;
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public override bool PropagatePositionalInputSubTree => false;
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@ -21,6 +21,8 @@ namespace osu.Game.Screens.Edit
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public readonly Bindable<bool> CanUndo = new Bindable<bool>();
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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 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 LegacyEditorBeatmapPatcher patcher;
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private readonly List<byte[]> savedStates = new List<byte[]>();
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private readonly List<byte[]> savedStates = new List<byte[]>();
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@ -109,6 +111,8 @@ namespace osu.Game.Screens.Edit
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savedStates.Add(newState);
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savedStates.Add(newState);
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currentState = savedStates.Count - 1;
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currentState = savedStates.Count - 1;
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OnStateChange?.Invoke();
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updateBindables();
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updateBindables();
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}
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}
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}
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}
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@ -136,6 +140,7 @@ namespace osu.Game.Screens.Edit
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isRestoring = false;
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isRestoring = false;
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OnStateChange?.Invoke();
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updateBindables();
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updateBindables();
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}
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}
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// 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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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Screens.Edit
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namespace osu.Game.Screens.Edit
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@ -10,6 +11,11 @@ namespace osu.Game.Screens.Edit
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/// </summary>
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/// </summary>
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public interface IEditorChangeHandler
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public interface IEditorChangeHandler
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{
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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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/// <summary>
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/// Begins a bulk state change event. <see cref="EndChange"/> should be invoked soon after.
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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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/// </summary>
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