Update "exit" flow when pressing back on Android

This commit is contained in:
Susko3 2022-02-21 20:24:17 +01:00
parent 8d70b85e41
commit 3eee505aa2
2 changed files with 50 additions and 0 deletions

View File

@ -3,6 +3,7 @@
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
@ -42,4 +43,26 @@ namespace osu.Game.Screens.Menu
}
}
}
/// <summary>
/// An <see cref="ExitConfirmOverlay"/> that behaves as if the <see cref="OsuSetting.UIHoldActivationDelay"/> is always <c>0</c>.
/// </summary>
/// <remarks>This is useful for mobile devices using gesture navigation, where holding to confirm is not possible.</remarks>
public class NoHoldExitConfirmOverlay : ExitConfirmOverlay, IKeyBindingHandler<GlobalAction>
{
public new bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
if (e.Action == GlobalAction.Back)
{
Progress.Value = 1;
Confirm();
return true;
}
return false;
}
}
}

View File

@ -3,6 +3,7 @@
using System;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Platform;
@ -89,6 +90,14 @@ namespace osu.Game.Screens.Menu
}
});
}
else if (host.CanSuspendToBackground)
{
AddInternal(exitConfirmOverlay = new NoHoldExitConfirmOverlay
{
// treat as if the UIHoldActivationDelay is always 0. see NoHoldExitConfirmOverlay xmldoc for more info.
Action = this.Exit
});
}
AddRangeInternal(new[]
{
@ -148,6 +157,24 @@ namespace osu.Game.Screens.Menu
private void confirmAndExit()
{
if (host.CanSuspendToBackground)
{
// cancel the overlay as we're not actually exiting.
// this is the same action as 'onCancel' in `ConfirmExitDialog`.
exitConfirmOverlay.Abort();
// fade the track so the Bass.Pause() on suspend isn't as jarring.
const double fade_time = 500;
musicController.CurrentTrack
.VolumeTo(0, fade_time, Easing.Out).Then()
.VolumeTo(1, fade_time, Easing.In);
host.SuspendToBackground();
// on hosts that can only suspend, we don't ever want to exit the game.
return;
}
if (exitConfirmed) return;
exitConfirmed = true;