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osu-lazer/osu.Game/Screens/Play/HUD/QuitButton.cs

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C#
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
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using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input.EventArgs;
using osu.Framework.Input.States;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
using OpenTK;
namespace osu.Game.Screens.Play.HUD
{
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public class QuitButton : FillFlowContainer
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{
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;
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private readonly Button button;
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public Action Action
{
set => button.Action = value;
}
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private readonly OsuSpriteText text;
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public QuitButton()
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{
Direction = FillDirection.Horizontal;
Spacing = new Vector2(20, 0);
Margin = new MarginPadding(10);
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Children = new Drawable[]
{
text = new OsuSpriteText
{
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Text = "hold for menu",
Font = @"Exo2.0-Bold",
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Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft
},
button = new Button
{
HoverGained = () => text.FadeIn(500, Easing.OutQuint),
HoverLost = () => text.FadeOut(500, Easing.OutQuint)
}
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};
AutoSizeAxes = Axes.Both;
}
protected override void LoadComplete()
{
text.FadeInFromZero(500, Easing.OutQuint).Delay(1500).FadeOut(500, Easing.OutQuint);
base.LoadComplete();
}
private float positionalAdjust;
protected override bool OnMouseMove(InputState state)
{
positionalAdjust = Vector2.Distance(state.Mouse.NativeState.Position, button.ScreenSpaceDrawQuad.Centre) / 200;
return base.OnMouseMove(state);
}
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protected override void Update()
{
base.Update();
if (text.Alpha > 0 || button.Progress.Value > 0 || button.IsHovered)
Alpha = 1;
else
Alpha = Interpolation.ValueAt(
MathHelper.Clamp(Clock.ElapsedFrameTime, 0, 1000),
Alpha, MathHelper.Clamp(1 - positionalAdjust, 0.04f, 1), 0, 200, Easing.OutQuint);
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}
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private class Button : HoldToConfirmContainer
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{
private SpriteIcon icon;
private CircularProgress circularProgress;
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private Circle overlayCircle;
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protected override bool AllowMultipleFires => true;
public Action HoverGained;
public Action HoverLost;
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[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
Size = new Vector2(60);
Child = new CircularContainer
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{
Masking = true,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
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{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = colours.Gray1,
Alpha = 0.5f,
},
circularProgress = new CircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = 1
},
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overlayCircle = new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = colours.Gray1,
Size = new Vector2(0.9f),
},
icon = new SpriteIcon
{
Shadow = false,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(15),
Icon = FontAwesome.fa_close
},
}
};
bind();
}
private void bind()
{
circularProgress.Current.BindTo(Progress);
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Progress.ValueChanged += v => icon.Scale = new Vector2(1 + (float)v * 0.2f);
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}
private bool pendingAnimation;
protected override void Confirm()
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{
base.Confirm();
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// temporarily unbind as to not look weird if releasing during confirm animation (can see the unwind of progress).
Progress.UnbindAll();
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// avoid starting a new confirm call until we finish animating.
pendingAnimation = true;
Progress.Value = 0;
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overlayCircle.ScaleTo(0, 100)
.Then().FadeOut().ScaleTo(1).FadeIn(500)
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.OnComplete(a =>
{
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icon.ScaleTo(1, 100);
circularProgress.FadeOut(100).OnComplete(_ =>
{
bind();
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circularProgress.FadeIn();
pendingAnimation = false;
});
});
}
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protected override bool OnHover(InputState state)
{
HoverGained?.Invoke();
return true;
}
protected override void OnHoverLost(InputState state)
{
HoverLost?.Invoke();
base.OnHoverLost(state);
}
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
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if (!pendingAnimation && state.Mouse.Buttons.Count() == 1)
BeginConfirm();
return true;
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}
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
{
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if (!state.Mouse.Buttons.Any())
AbortConfirm();
return true;
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}
}
}
}