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osu-lazer/osu.Game/Screens/Play/HotkeyRetryOverlay.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Input;
using OpenTK.Input;
using osu.Framework.Allocation;
using System;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
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using OpenTK.Graphics;
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namespace osu.Game.Screens.Play
{
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public class HotkeyRetryOverlay : Container
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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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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Children = new Drawable[]
{
overlay = new Box
{
Alpha = 0,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Both,
}
};
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}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat) return false;
if (args.Key == Key.Tilde)
{
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overlay.FadeIn(activate_delay, Easing.Out);
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return true;
}
return base.OnKeyDown(state, args);
}
protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
{
if (args.Key == Key.Tilde && !fired)
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{
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overlay.FadeOut(fadeout_delay, Easing.Out);
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return true;
}
return base.OnKeyUp(state, args);
}
protected override void Update()
{
base.Update();
if (!fired && overlay.Alpha == 1)
{
fired = true;
Action?.Invoke();
}
}
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}
}