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synced 2025-01-12 18:23:04 +08:00
Move the key handling logic to MainMenu and simplify it
Also makes use of the host.SuspendToBackground() return value.
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parent
3eee505aa2
commit
5dd0d48df9
@ -3,7 +3,6 @@
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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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@ -43,26 +42,4 @@ namespace osu.Game.Screens.Menu
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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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@ -6,12 +6,15 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Input.Bindings;
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using osu.Game.IO;
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using osu.Game.Online.API;
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using osu.Game.Overlays;
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@ -26,7 +29,7 @@ using osuTK.Graphics;
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namespace osu.Game.Screens.Menu
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{
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public class MainMenu : OsuScreen, IHandlePresentBeatmap
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public class MainMenu : OsuScreen, IHandlePresentBeatmap, IKeyBindingHandler<GlobalAction>
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{
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public const float FADE_IN_DURATION = 300;
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@ -90,14 +93,6 @@ namespace osu.Game.Screens.Menu
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}
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});
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}
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else if (host.CanSuspendToBackground)
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{
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AddInternal(exitConfirmOverlay = new NoHoldExitConfirmOverlay
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{
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// treat as if the UIHoldActivationDelay is always 0. see NoHoldExitConfirmOverlay xmldoc for more info.
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Action = this.Exit
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});
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}
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AddRangeInternal(new[]
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{
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@ -157,24 +152,6 @@ namespace osu.Game.Screens.Menu
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private void confirmAndExit()
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{
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if (host.CanSuspendToBackground)
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{
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// cancel the overlay as we're not actually exiting.
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// this is the same action as 'onCancel' in `ConfirmExitDialog`.
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exitConfirmOverlay.Abort();
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// fade the track so the Bass.Pause() on suspend isn't as jarring.
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const double fade_time = 500;
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musicController.CurrentTrack
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.VolumeTo(0, fade_time, Easing.Out).Then()
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.VolumeTo(1, fade_time, Easing.In);
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host.SuspendToBackground();
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// on hosts that can only suspend, we don't ever want to exit the game.
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return;
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}
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if (exitConfirmed) return;
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exitConfirmed = true;
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@ -324,5 +301,33 @@ namespace osu.Game.Screens.Menu
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Schedule(loadSoloSongSelect);
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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 && host.CanSuspendToBackground)
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{
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bool didSuspend = host.SuspendToBackground();
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if (didSuspend)
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{
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// fade the track so the Bass.Pause() on suspend isn't as jarring.
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const double fade_time = 500;
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musicController.CurrentTrack
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.VolumeTo(0, fade_time, Easing.Out).Then()
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.VolumeTo(1, fade_time, Easing.In);
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return true;
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}
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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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}
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}
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}
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