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Split out hover sample debounce logic so it can be more easily used in other places
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// 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 osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Game.Configuration;
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namespace osu.Game.Graphics.UserInterface
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{
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/// <summary>
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/// Handles debouncing hover sounds at a global level to ensure the effects are not overwhelming.
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/// </summary>
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public abstract class HoverSampleDebounceComponent : CompositeDrawable
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{
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/// <summary>
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/// Length of debounce for hover sound playback, in milliseconds.
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/// </summary>
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public double HoverDebounceTime { get; } = 20;
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private Bindable<double?> lastPlaybackTime;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, SessionStatics statics)
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{
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lastPlaybackTime = statics.GetBindable<double?>(Static.LastHoverSoundPlaybackTime);
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}
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protected override bool OnHover(HoverEvent e)
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{
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bool enoughTimePassedSinceLastPlayback = !lastPlaybackTime.Value.HasValue || Time.Current - lastPlaybackTime.Value >= HoverDebounceTime;
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if (enoughTimePassedSinceLastPlayback)
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{
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PlayHoverSample();
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lastPlaybackTime.Value = Time.Current;
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}
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return false;
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}
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public abstract void PlayHoverSample();
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}
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}
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