osu/osu.Game/Graphics/Containers/HoldToConfirmContainer.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.
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#nullable disable
using System;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
namespace osu.Game.Graphics.Containers
{
/// <summary>
/// A container which adds a common "hold-to-perform" pattern to a container.
/// </summary>
/// <remarks>
/// This container does not handle triggering the hold/abort operations.
/// To use this class, please call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> when necessary.
///
/// The <see cref="Progress"/> is exposed as a transforming bindable which smoothly tracks the progress of a hold operation.
/// It can be used for animating and displaying progress directly.
/// </remarks>
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public abstract partial class HoldToConfirmContainer : Container
{
public const double DANGEROUS_HOLD_ACTIVATION_DELAY = 500;
private const int fadeout_delay = 200;
/// <summary>
/// Whether the associated action is considered dangerous, warranting a longer hold.
/// </summary>
public bool IsDangerousAction { get; }
/// <summary>
/// The action to perform when a hold successfully completes.
/// </summary>
public Action Action;
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/// <summary>
/// Whether currently in a fired state (and the confirm <see cref="Action"/> has been sent).
/// </summary>
public bool Fired { get; private set; }
private bool confirming;
/// <summary>
/// The current activation delay for this control.
/// </summary>
public IBindable<double> HoldActivationDelay => holdActivationDelay;
/// <summary>
/// The progress of any ongoing hold operation. 0 means no hold has started; 1 means a hold has been completed.
/// </summary>
public IBindable<double> Progress => progress;
/// <summary>
/// Whether the overlay should be allowed to return from a fired state.
/// </summary>
protected virtual bool AllowMultipleFires => false;
private readonly Bindable<double> progress = new BindableDouble();
private readonly Bindable<double> holdActivationDelay = new Bindable<double>();
[Resolved]
private OsuConfigManager config { get; set; }
protected HoldToConfirmContainer(bool isDangerousAction = false)
{
IsDangerousAction = isDangerousAction;
}
protected override void LoadComplete()
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{
base.LoadComplete();
if (IsDangerousAction)
holdActivationDelay.Value = DANGEROUS_HOLD_ACTIVATION_DELAY;
else
config.BindWith(OsuSetting.UIHoldActivationDelay, holdActivationDelay);
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}
/// <summary>
/// Begin a new confirmation. Should be called when the container is interacted with (ie. the user presses a key).
/// </summary>
/// <remarks>
/// Calling this method when already in the process of confirming has no effect.
/// </remarks>
protected void BeginConfirm()
{
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if (confirming || (!AllowMultipleFires && Fired)) return;
confirming = true;
this.TransformBindableTo(progress, 1, holdActivationDelay.Value * (1 - progress.Value), Easing.Out).OnComplete(_ => Confirm());
}
/// <summary>
/// Abort any ongoing confirmation. Should be called when the container's interaction is no longer valid (ie. the user releases a key).
/// </summary>
protected virtual void AbortConfirm()
{
if (!confirming || (!AllowMultipleFires && Fired)) return;
confirming = false;
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Fired = false;
this
.TransformBindableTo(progress, progress.Value)
.Delay(200)
.TransformBindableTo(progress, 0, fadeout_delay, Easing.InSine);
}
/// <summary>
/// A method which is invoked when the confirmation sequence completes successfully.
/// By default, will fire the associated <see cref="Action"/>.
/// </summary>
protected virtual void Confirm()
{
Action?.Invoke();
Fired = true;
}
}
}