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Share code with HoldToConfirm implementations elsewhere
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@ -1,11 +1,10 @@
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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 osu.Game.Graphics.Containers;
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using OpenTK.Graphics;
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namespace osu.Game.Overlays
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@ -14,22 +13,10 @@ namespace osu.Game.Overlays
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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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public abstract class HoldToConfirmOverlay : HoldToCofirmContainer
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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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@ -45,22 +32,8 @@ namespace osu.Game.Overlays
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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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Progress.ValueChanged += v => overlay.Alpha = (float)v;
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}
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}
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}
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