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Add full xmldoc to HoldToConfirmContainer
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@ -10,6 +10,16 @@ using osu.Game.Configuration;
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namespace osu.Game.Graphics.Containers
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{
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/// <summary>
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/// A container which adds a common "hold-to-perform" pattern to a container.
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/// </summary>
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/// <remarks>
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/// This container does not handle triggering the hold/abort operations.
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/// To use this class, please call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> when necessary.
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///
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/// The <see cref="Progress"/> is exposed as a transforming bindable which smoothly tracks the progress of a hold operation.
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/// It can be used for animating and displaying progress directly.
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/// </remarks>
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public abstract class HoldToConfirmContainer : Container
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{
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public const double DANGEROUS_HOLD_ACTIVATION_DELAY = 500;
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@ -70,6 +80,12 @@ namespace osu.Game.Graphics.Containers
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config.BindWith(OsuSetting.UIHoldActivationDelay, holdActivationDelay);
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}
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/// <summary>
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/// Begin a new confirmation. Should be called when the container is interacted with (ie. the user presses a key).
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/// </summary>
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/// <remarks>
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/// Calling this method when already in the process of confirming has no effect.
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/// </remarks>
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protected void BeginConfirm()
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{
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if (confirming || (!AllowMultipleFires && Fired)) return;
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@ -79,12 +95,9 @@ namespace osu.Game.Graphics.Containers
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this.TransformBindableTo(progress, 1, holdActivationDelay.Value * (1 - progress.Value), Easing.Out).OnComplete(_ => Confirm());
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}
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protected virtual void Confirm()
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{
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Action?.Invoke();
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Fired = true;
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}
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/// <summary>
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/// Abort any ongoing confirmation. Should be called when the container's interaction is no longer valid (ie. the user releases a key).
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/// </summary>
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protected void AbortConfirm()
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{
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if (!AllowMultipleFires && Fired) return;
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@ -97,5 +110,15 @@ namespace osu.Game.Graphics.Containers
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.Delay(200)
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.TransformBindableTo(progress, 0, fadeout_delay, Easing.InSine);
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}
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/// <summary>
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/// A method which is invoked when the confirmation sequence completes successfully.
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/// By default, will fire the associated <see cref="Action"/>.
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/// </summary>
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protected virtual void Confirm()
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{
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Action?.Invoke();
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Fired = true;
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}
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}
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}
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