Implement CircularProgress filling

This commit is contained in:
TocoToucan 2018-04-21 19:25:21 +03:00
parent 633c775306
commit 3b621db460

View File

@ -10,6 +10,7 @@ using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface; using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input; using osu.Framework.Input;
using osu.Framework.Threading; using osu.Framework.Threading;
using osu.Framework.Timing;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Graphics.Sprites; using osu.Game.Graphics.Sprites;
using OpenTK; using OpenTK;
@ -47,22 +48,24 @@ namespace osu.Game.Screens.Play.HUD
private CircularProgress progress; private CircularProgress progress;
private Action exitAction; private Action exitAction;
private readonly Scheduler scheduler;
private ScheduledDelegate scheduledExitAction; private ScheduledDelegate scheduledExitAction;
private readonly Scheduler scheduler;
private readonly StopwatchClock stopwatchClock;
private const int fade_duration = 200; private const int fade_duration = 200;
private const int text_display_time = 5000;
public HoldToQuitButton(OsuSpriteText text) public HoldToQuitButton(OsuSpriteText text)
{ {
this.text = text; this.text = text;
scheduler = new Scheduler(); scheduler = new Scheduler();
stopwatchClock = new StopwatchClock();
// TODO provide action // TODO provide action
exitAction = () => Thread.Sleep(1); exitAction = () => Thread.Sleep(1);
} }
private void hideText() => scheduler.AddDelayed(() => text.FadeOut(fade_duration), 5000);
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
@ -83,34 +86,42 @@ namespace osu.Game.Screens.Play.HUD
Size = new Vector2(15), Size = new Vector2(15),
Icon = FontAwesome.fa_close Icon = FontAwesome.fa_close
}, },
progress = new CircularProgress { RelativeSizeAxes = Axes.Both, InnerRadius = 0.1f, Current = { Value = 1 } } progress = new CircularProgress { RelativeSizeAxes = Axes.Both, InnerRadius = 0.1f }
}); });
progress.Hide(); scheduler.AddDelayed(() => text.FadeOut(fade_duration), text_display_time);
hideText();
} }
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{ {
icon.ScaleTo(1.5f); icon.ScaleTo(1.5f);
text.FadeIn(fade_duration); text.FadeIn(fade_duration);
progress.FadeIn(1000); stopwatchClock.Restart();
scheduledExitAction = scheduler.AddDelayed(exitAction, 1000); scheduledExitAction = scheduler.AddDelayed(exitAction, 1000);
return base.OnMouseDown(state, args); return base.OnMouseDown(state, args);
} }
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args) protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
{ {
icon.ScaleTo(1f); icon.ScaleTo(1f);
hideText(); scheduler.AddDelayed(() => text.FadeOut(fade_duration), text_display_time);
stopwatchClock.Stop();
if (scheduledExitAction != null && !scheduledExitAction.Completed) if (scheduledExitAction != null && !scheduledExitAction.Completed)
scheduledExitAction.Cancel(); scheduledExitAction.Cancel();
progress.FadeOut(fade_duration); progress.Current.SetDefault();
return base.OnMouseUp(state, args); return base.OnMouseUp(state, args);
} }
protected override void Update() protected override void Update()
{ {
scheduler.Update(); scheduler.Update();
if (stopwatchClock.IsRunning)
{
var clampedTime = MathHelper.Clamp(stopwatchClock.CurrentTime, 0, 1000);
progress.Current.Value = clampedTime / 1000;
}
base.Update(); base.Update();
} }
} }