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Share code with HoldToConfirm implementations elsewhere
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parent
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commit
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Subproject commit fac688633b8fcf34ae5d0514c26b03e217161eb4
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Subproject commit b4d5c766f5698540a7b1bbbae7290ac7dafc2813
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@ -3,49 +3,55 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Screens.Play.HUD;
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using OpenTK;
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using OpenTK.Input;
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namespace osu.Game.Tests.Visual
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{
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[Description("'Hold to Quit' UI element")]
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public class TestCaseQuitButton : OsuTestCase
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public class TestCaseQuitButton : ManualInputManagerTestCase
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{
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private readonly QuitButton quitButton;
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private Drawable innerButton => quitButton.Children.Single(child => child is CircularContainer);
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private bool exitAction;
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public TestCaseQuitButton()
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[BackgroundDependencyLoader]
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private void load()
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{
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QuitButton quitButton;
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Add(quitButton = new QuitButton
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{
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Origin = Anchor.BottomRight,
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Anchor = Anchor.BottomRight,
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});
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quitButton.ExitAction = () => exitAction = true;
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var text = quitButton.Children.OfType<SpriteText>().Single();
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AddStep("Trigger text fade in/out", () =>
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{
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exitAction = false;
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innerButton.TriggerOnMouseDown();
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innerButton.TriggerOnMouseUp();
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Action = () => exitAction = true
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});
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var text = quitButton.Children.OfType<SpriteText>().First();
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// initial display
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AddUntilStep(() => text.IsPresent && !exitAction, "Text visible");
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AddUntilStep(() => !text.IsPresent && !exitAction, "Text is not visible");
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AddStep("Trigger text fade in", () => InputManager.MoveMouseTo(quitButton));
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AddUntilStep(() => text.IsPresent && !exitAction, "Text visible");
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AddStep("Trigger text fade out", () => InputManager.MoveMouseTo(Vector2.One));
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AddUntilStep(() => !text.IsPresent && !exitAction, "Text is not visible");
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AddStep("Trigger exit action", () =>
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{
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exitAction = false;
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innerButton.TriggerOnMouseDown();
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InputManager.MoveMouseTo(quitButton);
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InputManager.ButtonDown(MouseButton.Left);
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});
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AddUntilStep(() => exitAction, $"{nameof(quitButton.ExitAction)} was triggered");
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AddStep("Early release", () => InputManager.ButtonUp(MouseButton.Left));
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AddAssert("action not triggered", () => !exitAction);
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AddStep("Trigger exit action", () => InputManager.ButtonDown(MouseButton.Left));
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AddUntilStep(() => exitAction, $"{nameof(quitButton.Action)} was triggered");
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}
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}
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}
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52
osu.Game/Graphics/Containers/HoldToCofirmContainer.cs
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52
osu.Game/Graphics/Containers/HoldToCofirmContainer.cs
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@ -0,0 +1,52 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Graphics.Containers
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{
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public abstract class HoldToCofirmContainer : Container
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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 fadeout_delay = 200;
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private bool fired;
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private bool confirming;
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/// <summary>
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/// Whether the overlay should be allowed to return from a fired state.
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/// </summary>
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protected virtual bool AllowMultipleFires => false;
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public Bindable<double> Progress = new BindableDouble();
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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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}
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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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protected void AbortConfirm()
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{
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if (!AllowMultipleFires && fired) return;
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confirming = false;
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this.TransformBindableTo(Progress, 0, fadeout_delay, Easing.Out);
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}
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}
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}
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@ -1,11 +1,10 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics.Containers;
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using OpenTK.Graphics;
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namespace osu.Game.Overlays
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@ -14,22 +13,10 @@ namespace osu.Game.Overlays
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/// An overlay which will display a black screen that dims over a period before confirming an exit action.
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/// Action is BYO (derived class will need to call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> from a user event).
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/// </summary>
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public abstract class HoldToConfirmOverlay : Container
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public abstract class HoldToConfirmOverlay : HoldToCofirmContainer
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{
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public Action Action;
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private Box overlay;
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private const int activate_delay = 400;
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private const int fadeout_delay = 200;
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private bool fired;
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/// <summary>
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/// Whether the overlay should be allowed to return from a fired state.
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/// </summary>
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protected virtual bool AllowMultipleFires => false;
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[BackgroundDependencyLoader]
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private void load()
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{
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@ -45,22 +32,8 @@ namespace osu.Game.Overlays
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RelativeSizeAxes = Axes.Both,
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}
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};
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}
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protected void BeginConfirm()
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{
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if (!AllowMultipleFires && fired) return;
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overlay.FadeIn(activate_delay * (1 - overlay.Alpha), Easing.Out).OnComplete(_ =>
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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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protected void AbortConfirm()
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{
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if (!AllowMultipleFires && fired) return;
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overlay.FadeOut(fadeout_delay, Easing.Out);
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Progress.ValueChanged += v => overlay.Alpha = (float)v;
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}
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}
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}
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@ -10,6 +10,7 @@ using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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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 OpenTK;
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@ -21,10 +22,9 @@ namespace osu.Game.Screens.Play.HUD
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private readonly Button button;
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public Action ExitAction
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public Action Action
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{
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get => button.ExitAction;
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set => button.ExitAction = value;
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set => button.Action = value;
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}
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private readonly OsuSpriteText text;
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@ -73,32 +73,27 @@ namespace osu.Game.Screens.Play.HUD
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float adjust = Vector2.Distance(GetContainingInputManager().CurrentState.Mouse.NativeState.Position, button.ScreenSpaceDrawQuad.Centre) / 200;
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double elapsed = MathHelper.Clamp(Clock.ElapsedFrameTime, 0, 1000);
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bool stayVisible = text.Alpha > 0 || button.Progress > 0 || IsHovered;
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bool stayVisible = text.Alpha > 0 || button.Progress.Value > 0 || IsHovered;
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Alpha = stayVisible ? 1 : Interpolation.ValueAt(elapsed, Alpha, MathHelper.Clamp(1 - adjust, 0.04f, 1), 0, 200, Easing.OutQuint);
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}
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private class Button : CircularContainer
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private class Button : HoldToCofirmContainer
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{
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private SpriteIcon icon;
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private CircularProgress progress;
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private Circle innerCircle;
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private bool triggered;
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public Action ExitAction { get; set; }
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public double Progress => progress.Current.Value;
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private const int fade_duration = 200;
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private const int progress_duration = 600;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Masking = true;
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Size = new Vector2(60);
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AddRange(new Drawable[]
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Child = new CircularContainer
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{
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Masking = true,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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@ -127,34 +122,31 @@ 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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});
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}
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};
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Progress.BindTo(progress.Current);
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Progress.ValueChanged += v => icon.Scale = new Vector2(1 + (float)v * 0.4f);
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}
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protected override void Confirm()
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{
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base.Confirm();
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innerCircle.ScaleTo(0, 100).Then().FadeOut().ScaleTo(1).FadeIn(500);
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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if (state.Mouse.Buttons.Count > 1 || triggered)
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if (state.Mouse.Buttons.Count == 1)
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BeginConfirm();
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return true;
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icon.ScaleTo(1.4f, progress_duration);
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progress.FillTo(1, progress_duration, Easing.OutSine).OnComplete(_ =>
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{
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innerCircle.ScaleTo(0, 100).Then().FadeOut().ScaleTo(1).FadeIn(500);
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triggered = true;
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ExitAction();
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});
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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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if (state.Mouse.Buttons.Count > 0 || triggered)
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if (state.Mouse.Buttons.Count == 0)
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AbortConfirm();
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return true;
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icon.ScaleTo(1, 800, Easing.OutElastic);
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progress.FillTo(0, progress_duration, Easing.OutQuint).OnComplete(cp => progress.Current.SetDefault());
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return base.OnMouseUp(state, args);
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}
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}
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}
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}
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};
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hudOverlay.HoldToQuit.ExitAction = Exit;
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hudOverlay.HoldToQuit.Action = Exit;
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if (ShowStoryboard)
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initializeStoryboard(false);
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