mirror of https://github.com/ppy/osu
77 lines
2.4 KiB
C#
77 lines
2.4 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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namespace osu.Game.Graphics.Containers
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{
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public abstract class HoldToConfirmContainer : Container
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{
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public Action Action;
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private const int fadeout_delay = 200;
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/// <summary>
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/// Whether currently in a fired state (and the confirm <see cref="Action"/> has been sent).
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/// </summary>
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public bool Fired { get; private set; }
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private bool confirming;
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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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/// <summary>
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/// Specify a custom activation delay, overriding the game-wide user setting.
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/// </summary>
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/// <remarks>
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/// 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.
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/// </remarks>
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protected virtual double? HoldActivationDelay => null;
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public Bindable<double> Progress = new BindableDouble();
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private Bindable<double> holdActivationDelay;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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holdActivationDelay = HoldActivationDelay != null
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? new Bindable<double>(HoldActivationDelay.Value)
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: config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
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}
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protected void BeginConfirm()
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{
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if (confirming || (!AllowMultipleFires && Fired)) return;
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confirming = true;
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this.TransformBindableTo(Progress, 1, holdActivationDelay.Value * (1 - Progress.Value), Easing.Out).OnComplete(_ => Confirm());
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}
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protected virtual void Confirm()
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{
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Action?.Invoke();
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Fired = true;
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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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confirming = false;
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Fired = false;
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this.TransformBindableTo(Progress, 0, fadeout_delay, Easing.Out);
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}
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}
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}
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