mirror of https://github.com/ppy/osu
67 lines
1.9 KiB
C#
67 lines
1.9 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;
|
|
|
|
public Bindable<double> Progress = new BindableDouble();
|
|
|
|
private Bindable<float> holdActivationDelay;
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuConfigManager config)
|
|
{
|
|
holdActivationDelay = config.GetBindable<float>(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);
|
|
}
|
|
}
|
|
}
|