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.
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
{
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public abstract class HoldToConfirmContainer : Container
{
public const double DANGEROUS_HOLD_ACTIVATION_DELAY = 500;
/// <summary>
/// Whether the associated action is considered dangerous, warranting a longer hold.
/// </summary>
public bool IsDangerousAction { get; }
public Action Action;
private const int fadeout_delay = 200;
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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>
/// Whether the overlay should be allowed to return from a fired state.
/// </summary>
protected virtual bool AllowMultipleFires => false;
/// <summary>
/// The current activation delay for this control.
/// </summary>
protected IBindable<double> HoldActivationDelay => holdActivationDelay;
public Bindable<double> Progress = new BindableDouble();
private Bindable<double> holdActivationDelay;
[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
{
holdActivationDelay = HoldActivationDelay != null
? new Bindable<double>(HoldActivationDelay.Value)
: config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
}
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}
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());
}
protected virtual void Confirm()
{
Action?.Invoke();
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Fired = true;
}
protected void AbortConfirm()
{
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if (!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);
}
}
}