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Implement CircularProgress filling
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633c775306
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@ -10,6 +10,7 @@ using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.Threading;
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using osu.Framework.Timing;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using OpenTK;
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@ -47,22 +48,24 @@ namespace osu.Game.Screens.Play.HUD
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private CircularProgress progress;
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private Action exitAction;
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private readonly Scheduler scheduler;
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private ScheduledDelegate scheduledExitAction;
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private readonly Scheduler scheduler;
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private readonly StopwatchClock stopwatchClock;
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private const int fade_duration = 200;
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private const int text_display_time = 5000;
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public HoldToQuitButton(OsuSpriteText text)
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{
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this.text = text;
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scheduler = new Scheduler();
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stopwatchClock = new StopwatchClock();
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// TODO provide action
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exitAction = () => Thread.Sleep(1);
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}
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private void hideText() => scheduler.AddDelayed(() => text.FadeOut(fade_duration), 5000);
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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@ -83,34 +86,42 @@ namespace osu.Game.Screens.Play.HUD
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Size = new Vector2(15),
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Icon = FontAwesome.fa_close
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},
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progress = new CircularProgress { RelativeSizeAxes = Axes.Both, InnerRadius = 0.1f, Current = { Value = 1 } }
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progress = new CircularProgress { RelativeSizeAxes = Axes.Both, InnerRadius = 0.1f }
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});
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progress.Hide();
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hideText();
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scheduler.AddDelayed(() => text.FadeOut(fade_duration), text_display_time);
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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icon.ScaleTo(1.5f);
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text.FadeIn(fade_duration);
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progress.FadeIn(1000);
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stopwatchClock.Restart();
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scheduledExitAction = scheduler.AddDelayed(exitAction, 1000);
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return base.OnMouseDown(state, args);
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}
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protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
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{
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icon.ScaleTo(1f);
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hideText();
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scheduler.AddDelayed(() => text.FadeOut(fade_duration), text_display_time);
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stopwatchClock.Stop();
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if (scheduledExitAction != null && !scheduledExitAction.Completed)
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scheduledExitAction.Cancel();
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progress.FadeOut(fade_duration);
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progress.Current.SetDefault();
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return base.OnMouseUp(state, args);
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}
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protected override void Update()
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{
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scheduler.Update();
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if (stopwatchClock.IsRunning)
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{
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var clampedTime = MathHelper.Clamp(stopwatchClock.CurrentTime, 0, 1000);
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progress.Current.Value = clampedTime / 1000;
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}
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base.Update();
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}
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}
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