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using System;
using System.Collections.Generic;
namespace StardewModdingAPI.Framework.StateTracking.FieldWatchers
{
/// <summary>A watcher which detects changes to a value using a specified <see cref="IEqualityComparer{T}"/> instance.</summary>
/// <typeparam name="TValue">The comparable value type.</typeparam>
internal class ComparableWatcher<TValue> : IValueWatcher<TValue>
{
/*********
** Fields
*********/
/// <summary>Get the current value.</summary>
private readonly Func<TValue> GetValue;
/// <summary>The equality comparer.</summary>
private readonly IEqualityComparer<TValue> Comparer;
/*********
** Accessors
*********/
/// <summary>The field value at the last reset.</summary>
public TValue PreviousValue { get; private set; }
/// <summary>The latest value.</summary>
public TValue CurrentValue { get; private set; }
/// <summary>Whether the value changed since the last reset.</summary>
public bool IsChanged { get; private set; }
/*********
** Public methods
*********/
/// <summary>Construct an instance.</summary>
/// <param name="getValue">Get the current value.</param>
/// <param name="comparer">The equality comparer which indicates whether two values are the same.</param>
public ComparableWatcher(Func<TValue> getValue, IEqualityComparer<TValue> comparer)
{
this.GetValue = getValue;
this.Comparer = comparer;
this.CurrentValue = getValue();
this.PreviousValue = this.CurrentValue;
}
/// <summary>Update the current value if needed.</summary>
public void Update()
{
this.CurrentValue = this.GetValue();
this.IsChanged = !this.Comparer.Equals(this.PreviousValue, this.CurrentValue);
}
/// <summary>Set the current value as the baseline.</summary>
public void Reset()
{
this.PreviousValue = this.CurrentValue;
this.IsChanged = false;
}
/// <summary>Release any references if needed when the field is no longer needed.</summary>
public void Dispose() { }
}
}
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