mirror of https://github.com/ppy/osu
127 lines
4.4 KiB
C#
127 lines
4.4 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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#nullable disable
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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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/// <summary>
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/// A container which adds a common "hold-to-perform" pattern to a container.
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/// </summary>
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/// <remarks>
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/// This container does not handle triggering the hold/abort operations.
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/// To use this class, please call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> when necessary.
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///
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/// The <see cref="Progress"/> is exposed as a transforming bindable which smoothly tracks the progress of a hold operation.
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/// It can be used for animating and displaying progress directly.
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/// </remarks>
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public abstract class HoldToConfirmContainer : Container
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{
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public const double DANGEROUS_HOLD_ACTIVATION_DELAY = 500;
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private const int fadeout_delay = 200;
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/// <summary>
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/// Whether the associated action is considered dangerous, warranting a longer hold.
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/// </summary>
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public bool IsDangerousAction { get; }
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/// <summary>
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/// The action to perform when a hold successfully completes.
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/// </summary>
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public Action Action;
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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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/// The current activation delay for this control.
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/// </summary>
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public IBindable<double> HoldActivationDelay => holdActivationDelay;
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/// <summary>
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/// The progress of any ongoing hold operation. 0 means no hold has started; 1 means a hold has been completed.
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/// </summary>
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public IBindable<double> Progress => progress;
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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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private readonly Bindable<double> progress = new BindableDouble();
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private readonly Bindable<double> holdActivationDelay = new Bindable<double>();
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[Resolved]
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private OsuConfigManager config { get; set; }
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protected HoldToConfirmContainer(bool isDangerousAction = false)
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{
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IsDangerousAction = isDangerousAction;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (IsDangerousAction)
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holdActivationDelay.Value = DANGEROUS_HOLD_ACTIVATION_DELAY;
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else
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config.BindWith(OsuSetting.UIHoldActivationDelay, holdActivationDelay);
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}
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/// <summary>
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/// Begin a new confirmation. Should be called when the container is interacted with (ie. the user presses a key).
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/// </summary>
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/// <remarks>
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/// Calling this method when already in the process of confirming has no effect.
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/// </remarks>
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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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/// <summary>
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/// Abort any ongoing confirmation. Should be called when the container's interaction is no longer valid (ie. the user releases a key).
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/// </summary>
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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
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.TransformBindableTo(progress, progress.Value)
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.Delay(200)
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.TransformBindableTo(progress, 0, fadeout_delay, Easing.InSine);
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}
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/// <summary>
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/// A method which is invoked when the confirmation sequence completes successfully.
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/// By default, will fire the associated <see cref="Action"/>.
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/// </summary>
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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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}
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}
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