Merge branch 'mod-overlay/back-button' into mod-overlay/integration

This commit is contained in:
Bartłomiej Dach
2022-05-07 10:59:30 +02:00
71 changed files with 1033 additions and 430 deletions

View File

@ -10,12 +10,32 @@ using osu.Game.Configuration;
namespace osu.Game.Graphics.Containers
{
/// <summary>
/// A container which adds a common "hold-to-perform" pattern to a container.
/// </summary>
/// <remarks>
/// This container does not handle triggering the hold/abort operations.
/// To use this class, please call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> when necessary.
///
/// The <see cref="Progress"/> is exposed as a transforming bindable which smoothly tracks the progress of a hold operation.
/// It can be used for animating and displaying progress directly.
/// </remarks>
public abstract class HoldToConfirmContainer : Container
{
public Action Action;
public const double DANGEROUS_HOLD_ACTIVATION_DELAY = 500;
private const int fadeout_delay = 200;
/// <summary>
/// Whether the associated action is considered dangerous, warranting a longer hold.
/// </summary>
public bool IsDangerousAction { get; }
/// <summary>
/// The action to perform when a hold successfully completes.
/// </summary>
public Action Action;
/// <summary>
/// Whether currently in a fired state (and the confirm <see cref="Action"/> has been sent).
/// </summary>
@ -23,46 +43,61 @@ namespace osu.Game.Graphics.Containers
private bool confirming;
/// <summary>
/// The current activation delay for this control.
/// </summary>
public IBindable<double> HoldActivationDelay => holdActivationDelay;
/// <summary>
/// The progress of any ongoing hold operation. 0 means no hold has started; 1 means a hold has been completed.
/// </summary>
public IBindable<double> Progress => progress;
/// <summary>
/// Whether the overlay should be allowed to return from a fired state.
/// </summary>
protected virtual bool AllowMultipleFires => false;
/// <summary>
/// Specify a custom activation delay, overriding the game-wide user setting.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
protected virtual double? HoldActivationDelay => null;
private readonly Bindable<double> progress = new BindableDouble();
public Bindable<double> Progress = new BindableDouble();
private readonly Bindable<double> holdActivationDelay = new Bindable<double>();
private Bindable<double> holdActivationDelay;
[Resolved]
private OsuConfigManager config { get; set; }
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
protected HoldToConfirmContainer(bool isDangerousAction = false)
{
holdActivationDelay = HoldActivationDelay != null
? new Bindable<double>(HoldActivationDelay.Value)
: config.GetBindable<double>(OsuSetting.UIHoldActivationDelay);
IsDangerousAction = isDangerousAction;
}
protected override void LoadComplete()
{
base.LoadComplete();
if (IsDangerousAction)
holdActivationDelay.Value = DANGEROUS_HOLD_ACTIVATION_DELAY;
else
config.BindWith(OsuSetting.UIHoldActivationDelay, holdActivationDelay);
}
/// <summary>
/// Begin a new confirmation. Should be called when the container is interacted with (ie. the user presses a key).
/// </summary>
/// <remarks>
/// Calling this method when already in the process of confirming has no effect.
/// </remarks>
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;
this.TransformBindableTo(progress, 1, holdActivationDelay.Value * (1 - progress.Value), Easing.Out).OnComplete(_ => Confirm());
}
/// <summary>
/// Abort any ongoing confirmation. Should be called when the container's interaction is no longer valid (ie. the user releases a key).
/// </summary>
protected void AbortConfirm()
{
if (!AllowMultipleFires && Fired) return;
@ -71,9 +106,19 @@ namespace osu.Game.Graphics.Containers
Fired = false;
this
.TransformBindableTo(Progress, Progress.Value)
.TransformBindableTo(progress, progress.Value)
.Delay(200)
.TransformBindableTo(Progress, 0, fadeout_delay, Easing.InSine);
.TransformBindableTo(progress, 0, fadeout_delay, Easing.InSine);
}
/// <summary>
/// A method which is invoked when the confirmation sequence completes successfully.
/// By default, will fire the associated <see cref="Action"/>.
/// </summary>
protected virtual void Confirm()
{
Action?.Invoke();
Fired = true;
}
}
}