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https://github.com/ppy/osu
synced 2024-12-29 02:12:43 +00:00
Require holding back button to quit gameplay
Avoids accidental presses and streamlines logic with on-screen element.
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parent
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@ -13,25 +13,25 @@ using OpenTK.Input;
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namespace osu.Game.Tests.Visual
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{
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[Description("'Hold to Quit' UI element")]
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public class TestCaseQuitButton : ManualInputManagerTestCase
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public class TestCaseHoldForMenuButton : ManualInputManagerTestCase
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{
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private bool exitAction;
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[BackgroundDependencyLoader]
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private void load()
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{
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QuitButton quitButton;
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HoldForMenuButton holdForMenuButton;
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Add(quitButton = new QuitButton
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Add(holdForMenuButton = new HoldForMenuButton
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{
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Origin = Anchor.BottomRight,
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Anchor = Anchor.BottomRight,
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Action = () => exitAction = true
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});
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var text = quitButton.Children.OfType<SpriteText>().First();
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var text = holdForMenuButton.Children.OfType<SpriteText>().First();
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AddStep("Trigger text fade in", () => InputManager.MoveMouseTo(quitButton));
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AddStep("Trigger text fade in", () => InputManager.MoveMouseTo(holdForMenuButton));
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AddUntilStep(() => text.IsPresent && !exitAction, "Text visible");
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AddStep("Trigger text fade out", () => InputManager.MoveMouseTo(Vector2.One));
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AddUntilStep(() => !text.IsPresent && !exitAction, "Text is not visible");
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@ -39,7 +39,7 @@ namespace osu.Game.Tests.Visual
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AddStep("Trigger exit action", () =>
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{
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exitAction = false;
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InputManager.MoveMouseTo(quitButton);
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InputManager.MoveMouseTo(holdForMenuButton);
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InputManager.PressButton(MouseButton.Left);
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});
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@ -47,7 +47,7 @@ namespace osu.Game.Tests.Visual
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AddAssert("action not triggered", () => !exitAction);
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AddStep("Trigger exit action", () => InputManager.PressButton(MouseButton.Left));
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AddUntilStep(() => exitAction, $"{nameof(quitButton.Action)} was triggered");
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AddUntilStep(() => exitAction, $"{nameof(holdForMenuButton.Action)} was triggered");
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}
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}
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}
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@ -8,16 +8,18 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Input.Bindings;
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using OpenTK;
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namespace osu.Game.Screens.Play.HUD
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{
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public class QuitButton : FillFlowContainer
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public class HoldForMenuButton : FillFlowContainer
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{
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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@ -30,7 +32,7 @@ namespace osu.Game.Screens.Play.HUD
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private readonly OsuSpriteText text;
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public QuitButton()
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public HoldForMenuButton()
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{
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Direction = FillDirection.Horizontal;
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Spacing = new Vector2(20, 0);
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@ -79,7 +81,7 @@ namespace osu.Game.Screens.Play.HUD
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Alpha, MathHelper.Clamp(1 - positionalAdjust, 0.04f, 1), 0, 200, Easing.OutQuint);
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}
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private class Button : HoldToConfirmContainer
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private class Button : HoldToConfirmContainer, IKeyBindingHandler<GlobalAction>
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{
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private SpriteIcon icon;
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private CircularProgress circularProgress;
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@ -90,6 +92,30 @@ namespace osu.Game.Screens.Play.HUD
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public Action HoverGained;
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public Action HoverLost;
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.Back:
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BeginConfirm();
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return true;
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}
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return false;
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}
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public bool OnReleased(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.Back:
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AbortConfirm();
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return true;
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}
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return false;
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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@ -34,7 +34,7 @@ namespace osu.Game.Screens.Play
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public readonly HealthDisplay HealthDisplay;
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public readonly SongProgress Progress;
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public readonly ModDisplay ModDisplay;
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public readonly QuitButton HoldToQuit;
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public readonly HoldForMenuButton HoldToQuit;
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public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
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private Bindable<bool> showHud;
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@ -69,7 +69,7 @@ namespace osu.Game.Screens.Play
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Children = new Drawable[]
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{
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KeyCounter = CreateKeyCounter(adjustableClock as IFrameBasedClock),
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HoldToQuit = CreateQuitButton(),
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HoldToQuit = CreateHoldForMenuButton(),
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}
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}
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}
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@ -219,7 +219,7 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.X,
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};
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protected virtual QuitButton CreateQuitButton() => new QuitButton
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protected virtual HoldForMenuButton CreateHoldForMenuButton() => new HoldForMenuButton
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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@ -35,6 +35,8 @@ namespace osu.Game.Screens.Play
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{
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public class Player : ScreenWithBeatmapBackground, IProvideCursor
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{
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protected override bool AllowBackButton => false; // handled by HoldForMenuButton
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protected override float BackgroundParallaxAmount => 0.1f;
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protected override bool HideOverlaysOnEnter => true;
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