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https://github.com/ppy/osu
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Add tests and expand functionality to ensure single fire
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osu.Game.Tests/Visual/TestCaseHoldToConfirmOverlay.cs
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62
osu.Game.Tests/Visual/TestCaseHoldToConfirmOverlay.cs
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@ -0,0 +1,62 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Tests.Visual
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{
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public class TestCaseHoldToConfirmOverlay : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(ExitConfirmOverlay) };
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public TestCaseHoldToConfirmOverlay()
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{
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bool fired = false;
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var abortText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = "Aborted!",
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TextSize = 50,
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Alpha = 0,
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};
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var overlay = new TestHoldToConfirmOverlay
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{
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Action = () =>
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{
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fired = true;
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abortText.FadeTo(1).Then().FadeOut(1000);
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}
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};
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Children = new Drawable[]
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{
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overlay,
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abortText
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};
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AddStep("start confirming", () => overlay.Begin());
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AddStep("abort confirming", () => overlay.Abort());
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AddAssert("ensure aborted", () => !fired);
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AddStep("start confirming", () => overlay.Begin());
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AddUntilStep(() => fired, "wait until confirmed");
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}
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private class TestHoldToConfirmOverlay : ExitConfirmOverlay
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{
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protected override bool AllowMultipleFires => true;
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public void Begin() => BeginConfirm();
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public void Abort() => AbortConfirm();
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}
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}
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}
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@ -25,6 +25,11 @@ namespace osu.Game.Overlays
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private bool fired;
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/// <summary>
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/// Whether the overlay should be allowed to return from a fired state.
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/// </summary>
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protected virtual bool AllowMultipleFires => false;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -42,18 +47,20 @@ namespace osu.Game.Overlays
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};
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}
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protected void BeginConfirm() => overlay.FadeIn(activate_delay, Easing.Out);
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protected void AbortConfirm() => overlay.FadeOut(fadeout_delay, Easing.Out);
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protected override void Update()
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protected void BeginConfirm()
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{
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base.Update();
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if (!fired && overlay.Alpha == 1)
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if (!AllowMultipleFires && fired) return;
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overlay.FadeIn(activate_delay * (1 - overlay.Alpha), Easing.Out).OnComplete(_ =>
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{
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fired = true;
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Action?.Invoke();
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}
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fired = true;
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});
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}
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protected void AbortConfirm()
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{
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if (!AllowMultipleFires && fired) return;
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overlay.FadeOut(fadeout_delay, Easing.Out);
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}
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}
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}
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