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Merge branch 'master' into ruleset-keybindings
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66
osu.Game/Overlays/HoldToConfirmOverlay.cs
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66
osu.Game/Overlays/HoldToConfirmOverlay.cs
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using OpenTK.Graphics;
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namespace osu.Game.Overlays
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{
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/// <summary>
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/// An overlay which will display a black screen that dims over a period before confirming an exit action.
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/// Action is BYO (derived class will need to call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> from a user event).
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/// </summary>
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public abstract class HoldToConfirmOverlay : Container
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{
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public Action Action;
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private Box overlay;
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private const int activate_delay = 400;
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private const int fadeout_delay = 200;
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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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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Children = new Drawable[]
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{
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overlay = new Box
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{
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Alpha = 0,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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}
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};
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}
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protected void BeginConfirm()
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{
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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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Action?.Invoke();
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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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@ -12,6 +12,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Framework.Input.Bindings;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Input;
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using OpenTK.Graphics;
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@ -43,7 +44,7 @@ namespace osu.Game.Overlays.KeyBinding
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}
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private OsuSpriteText text;
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private OsuSpriteText pressAKey;
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private OsuTextFlowContainer pressAKey;
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private FillFlowContainer<KeyButton> buttons;
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@ -95,10 +96,11 @@ namespace osu.Game.Overlays.KeyBinding
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight
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},
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pressAKey = new OsuSpriteText
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pressAKey = new OsuTextFlowContainer
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{
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Text = "Press a key to change binding, DEL to delete, ESC to cancel.",
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Y = height,
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Text = "Press a key to change binding, Shift+Delete to delete, Escape to cancel.",
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Margin = new MarginPadding(padding),
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Alpha = 0,
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Colour = colours.YellowDark
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@ -204,9 +206,16 @@ namespace osu.Game.Overlays.KeyBinding
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finalise();
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return true;
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case Key.Delete:
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bindTarget.UpdateKeyCombination(InputKey.None);
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finalise();
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return true;
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{
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if (state.Keyboard.ShiftPressed)
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{
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bindTarget.UpdateKeyCombination(InputKey.None);
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finalise();
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return true;
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}
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break;
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}
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}
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bindTarget.UpdateKeyCombination(KeyCombination.FromInputState(state));
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@ -261,7 +270,7 @@ namespace osu.Game.Overlays.KeyBinding
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GetContainingInputManager().ChangeFocus(null);
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pressAKey.FadeOut(300, Easing.OutQuint);
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pressAKey.Padding = new MarginPadding { Bottom = -pressAKey.DrawHeight };
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pressAKey.Padding = new MarginPadding { Top = height, Bottom = -pressAKey.DrawHeight };
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}
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protected override void OnFocus(InputState state)
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@ -270,7 +279,7 @@ namespace osu.Game.Overlays.KeyBinding
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AutoSizeEasing = Easing.OutQuint;
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pressAKey.FadeIn(300, Easing.OutQuint);
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pressAKey.Padding = new MarginPadding();
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pressAKey.Padding = new MarginPadding { Top = height };
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updateBindTarget();
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base.OnFocus(state);
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