osukey/osu.Game/Screens/Menu/ExitConfirmOverlay.cs

69 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 osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
using osu.Game.Overlays;
namespace osu.Game.Screens.Menu
{
public class ExitConfirmOverlay : HoldToConfirmOverlay, IKeyBindingHandler<GlobalAction>
{
protected override bool AllowMultipleFires => true;
public void Abort() => AbortConfirm();
public ExitConfirmOverlay()
: base(0.7f)
{
}
public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
if (e.Action == GlobalAction.Back)
{
BeginConfirm();
return true;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
if (e.Action == GlobalAction.Back)
{
if (!Fired)
AbortConfirm();
}
}
}
/// <summary>
/// An <see cref="ExitConfirmOverlay"/> that behaves as if the <see cref="OsuSetting.UIHoldActivationDelay"/> is always <c>0</c>.
/// </summary>
/// <remarks>This is useful for mobile devices using gesture navigation, where holding to confirm is not possible.</remarks>
public class NoHoldExitConfirmOverlay : ExitConfirmOverlay, IKeyBindingHandler<GlobalAction>
{
public new bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
{
if (e.Repeat)
return false;
if (e.Action == GlobalAction.Back)
{
Progress.Value = 1;
Confirm();
return true;
}
return false;
}
}
}