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