osu/osu.Game/Graphics/Containers/HoldToConfirmContainer.cs

77 lines
2.4 KiB
C#

// 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;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Configuration;
namespace osu.Game.Graphics.Containers
{
public abstract class HoldToConfirmContainer : Container
{
public Action Action;
private const int fadeout_delay = 200;
/// <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>
/// Specify a custom activation delay, overriding the game-wide user setting.
/// </summary>
/// <remarks>
/// This should be used in special cases where we want to be extra sure the user knows what they are doing. An example is when changes would be lost.
/// </remarks>
protected virtual double? HoldActivationDelay => null;
public Bindable<double> Progress = new BindableDouble();
private Bindable<double> holdActivationDelay;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
holdActivationDelay = HoldActivationDelay != null
? new Bindable<double>(HoldActivationDelay.Value)
: config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
}
protected void BeginConfirm()
{
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();
Fired = true;
}
protected void AbortConfirm()
{
if (!AllowMultipleFires && Fired) return;
confirming = false;
Fired = false;
this.TransformBindableTo(Progress, 0, fadeout_delay, Easing.Out);
}
}
}