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Merge pull request #5733 from peppy/reduce-hold-to-confirm-delay
Reduce delay for hold-to-confirm controls
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commit
8a5410eced
@ -17,6 +17,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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private bool exitAction;
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protected override double TimePerAction => 100; // required for the early exit test, since hold-to-confirm delay is 200ms
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -5,6 +5,7 @@ using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Screens.Menu;
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@ -12,7 +13,13 @@ namespace osu.Game.Tests.Visual.UserInterface
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{
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public class TestSceneHoldToConfirmOverlay : OsuTestScene
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(ExitConfirmOverlay) };
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protected override double TimePerAction => 100; // required for the early exit test, since hold-to-confirm delay is 200ms
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ExitConfirmOverlay),
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typeof(HoldToConfirmContainer),
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};
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public TestSceneHoldToConfirmOverlay()
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{
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@ -12,9 +12,11 @@ namespace osu.Game.Graphics.Containers
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{
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public Action Action;
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private const int activate_delay = 400;
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private const int default_activation_delay = 200;
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private const int fadeout_delay = 200;
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private readonly double activationDelay;
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private bool fired;
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private bool confirming;
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@ -25,13 +27,22 @@ namespace osu.Game.Graphics.Containers
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public Bindable<double> Progress = new BindableDouble();
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/// <summary>
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/// Create a new instance.
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/// </summary>
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/// <param name="activationDelay">The time requried before an action is confirmed.</param>
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protected HoldToConfirmContainer(double activationDelay = default_activation_delay)
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{
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this.activationDelay = activationDelay;
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}
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protected void BeginConfirm()
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{
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if (confirming || (!AllowMultipleFires && fired)) return;
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confirming = true;
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this.TransformBindableTo(Progress, 1, activate_delay * (1 - Progress.Value), Easing.Out).OnComplete(_ => Confirm());
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this.TransformBindableTo(Progress, 1, activationDelay * (1 - Progress.Value), Easing.Out).OnComplete(_ => Confirm());
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}
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protected virtual void Confirm()
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