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Add setting to adjust hold-to-confirm activation time (#6166)
Add setting to adjust hold-to-confirm activation time
This commit is contained in:
commit
fc78284765
@ -52,19 +52,23 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddStep("start confirming", () => overlay.Begin());
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AddStep("abort confirming", () => overlay.Abort());
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AddAssert("ensure not fired internally", () => !overlay.Fired);
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AddAssert("ensure aborted", () => !fired);
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AddStep("start confirming", () => overlay.Begin());
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AddUntilStep("wait until confirmed", () => fired);
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AddAssert("ensure fired internally", () => overlay.Fired);
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AddStep("abort after fire", () => overlay.Abort());
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AddAssert("ensure not fired internally", () => !overlay.Fired);
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AddStep("start confirming", () => overlay.Begin());
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AddUntilStep("wait until fired again", () => overlay.Fired);
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}
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private class TestHoldToConfirmOverlay : ExitConfirmOverlay
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{
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protected override bool AllowMultipleFires => true;
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public void Begin() => BeginConfirm();
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public void Abort() => AbortConfirm();
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}
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}
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}
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@ -114,6 +114,8 @@ namespace osu.Game.Configuration
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Set(OsuSetting.UIScale, 1f, 0.8f, 1.6f, 0.01f);
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Set(OsuSetting.UIHoldActivationDelay, 200, 0, 500);
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Set(OsuSetting.IntroSequence, IntroSequence.Triangles);
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}
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@ -183,6 +185,7 @@ namespace osu.Game.Configuration
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ScalingSizeY,
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UIScale,
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IntroSequence,
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UIHoldActivationDelay,
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HitLighting
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}
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}
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@ -2,9 +2,11 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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namespace osu.Game.Graphics.Containers
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{
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@ -12,12 +14,13 @@ namespace osu.Game.Graphics.Containers
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{
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public Action Action;
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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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/// <summary>
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/// Whether currently in a fired state (and the confirm <see cref="Action"/> has been sent).
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/// </summary>
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public bool Fired { get; private set; }
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private bool fired;
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private bool confirming;
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/// <summary>
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@ -27,35 +30,35 @@ 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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private Bindable<int> holdActivationDelay;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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this.activationDelay = activationDelay;
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holdActivationDelay = config.GetBindable<int>(OsuSetting.UIHoldActivationDelay);
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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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if (confirming || (!AllowMultipleFires && Fired)) return;
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confirming = true;
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this.TransformBindableTo(Progress, 1, activationDelay * (1 - Progress.Value), Easing.Out).OnComplete(_ => Confirm());
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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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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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if (!AllowMultipleFires && Fired) return;
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confirming = false;
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Fired = false;
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this.TransformBindableTo(Progress, 0, fadeout_delay, Easing.Out);
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}
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@ -13,7 +13,8 @@ namespace osu.Game.Overlays
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public class DialogOverlay : OsuFocusedOverlayContainer
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{
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private readonly Container dialogContainer;
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private PopupDialog currentDialog;
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public PopupDialog CurrentDialog { get; private set; }
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public DialogOverlay()
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{
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@ -31,15 +32,15 @@ namespace osu.Game.Overlays
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public void Push(PopupDialog dialog)
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{
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if (dialog == currentDialog) return;
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if (dialog == CurrentDialog) return;
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currentDialog?.Hide();
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currentDialog = dialog;
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CurrentDialog?.Hide();
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CurrentDialog = dialog;
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dialogContainer.Add(currentDialog);
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dialogContainer.Add(CurrentDialog);
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currentDialog.Show();
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currentDialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
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CurrentDialog.Show();
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CurrentDialog.State.ValueChanged += state => onDialogOnStateChanged(dialog, state.NewValue);
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Show();
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}
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@ -52,8 +53,11 @@ namespace osu.Game.Overlays
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//handle the dialog being dismissed.
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dialog.Delay(PopupDialog.EXIT_DURATION).Expire();
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if (dialog == currentDialog)
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if (dialog == CurrentDialog)
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{
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Hide();
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CurrentDialog = null;
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}
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}
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protected override void PopIn()
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@ -66,9 +70,9 @@ namespace osu.Game.Overlays
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{
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base.PopOut();
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if (currentDialog?.State.Value == Visibility.Visible)
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if (CurrentDialog?.State.Value == Visibility.Visible)
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{
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currentDialog.Hide();
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CurrentDialog.Hide();
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return;
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}
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@ -80,7 +84,7 @@ namespace osu.Game.Overlays
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switch (action)
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{
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case GlobalAction.Select:
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currentDialog?.Buttons.OfType<PopupDialogOkButton>().FirstOrDefault()?.Click();
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CurrentDialog?.Buttons.OfType<PopupDialogOkButton>().FirstOrDefault()?.Click();
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return true;
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}
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@ -51,7 +51,7 @@ namespace osu.Game.Overlays
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protected override void Dispose(bool isDisposing)
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{
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audio.Tracks.RemoveAdjustment(AdjustableProperty.Volume, audioVolume);
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audio?.Tracks.RemoveAdjustment(AdjustableProperty.Volume, audioVolume);
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base.Dispose(isDisposing);
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}
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}
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@ -2,7 +2,9 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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namespace osu.Game.Overlays.Settings.Sections.Graphics
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{
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@ -13,7 +15,7 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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Children = new[]
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Children = new Drawable[]
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{
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new SettingsCheckbox
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{
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@ -25,7 +27,18 @@ namespace osu.Game.Overlays.Settings.Sections.Graphics
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LabelText = "Parallax",
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Bindable = config.GetBindable<bool>(OsuSetting.MenuParallax)
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},
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new SettingsSlider<int, TimeSlider>
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{
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LabelText = "Hold-to-confirm activation time",
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Bindable = config.GetBindable<int>(OsuSetting.UIHoldActivationDelay),
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KeyboardStep = 50
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},
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};
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}
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private class TimeSlider : OsuSliderBar<int>
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{
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public override string TooltipText => Current.Value.ToString("N0") + "ms";
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}
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}
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}
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@ -9,6 +9,10 @@ namespace osu.Game.Screens.Menu
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{
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public class ExitConfirmOverlay : HoldToConfirmOverlay, IKeyBindingHandler<GlobalAction>
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{
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protected override bool AllowMultipleFires => true;
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public void Abort() => AbortConfirm();
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public bool OnPressed(GlobalAction action)
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{
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if (action == GlobalAction.Back)
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@ -24,7 +28,8 @@ namespace osu.Game.Screens.Menu
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{
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if (action == GlobalAction.Back)
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{
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AbortConfirm();
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if (!Fired)
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AbortConfirm();
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return true;
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}
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@ -1,18 +1,22 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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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.Online.API;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Dialog;
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using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Charts;
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using osu.Game.Screens.Edit;
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@ -51,15 +55,24 @@ namespace osu.Game.Screens.Menu
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[Resolved]
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private IAPIProvider api { get; set; }
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[Resolved(canBeNull: true)]
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private DialogOverlay dialogOverlay { get; set; }
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private BackgroundScreenDefault background;
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protected override BackgroundScreen CreateBackground() => background;
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private Bindable<int> holdDelay;
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private ExitConfirmOverlay exitConfirmOverlay;
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[BackgroundDependencyLoader(true)]
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private void load(DirectOverlay direct, SettingsOverlay settings)
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private void load(DirectOverlay direct, SettingsOverlay settings, OsuConfigManager config)
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{
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if (host.CanExit)
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AddInternal(new ExitConfirmOverlay { Action = this.Exit });
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AddInternal(exitConfirmOverlay = new ExitConfirmOverlay { Action = this.Exit });
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holdDelay = config.GetBindable<int>(OsuSetting.UIHoldActivationDelay);
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AddRangeInternal(new Drawable[]
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{
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@ -74,7 +87,7 @@ namespace osu.Game.Screens.Menu
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OnEdit = delegate { this.Push(new Editor()); },
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OnSolo = onSolo,
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OnMulti = delegate { this.Push(new Multiplayer()); },
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OnExit = this.Exit,
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OnExit = confirmAndExit,
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}
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}
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},
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@ -103,6 +116,12 @@ namespace osu.Game.Screens.Menu
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preloadSongSelect();
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}
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private void confirmAndExit()
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{
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exitConfirmed = true;
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this.Exit();
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}
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private void preloadSongSelect()
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{
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if (songSelect == null)
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@ -141,6 +160,7 @@ namespace osu.Game.Screens.Menu
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}
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private bool loginDisplayed;
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private bool exitConfirmed;
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protected override void LogoArriving(OsuLogo logo, bool resuming)
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{
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@ -221,9 +241,40 @@ namespace osu.Game.Screens.Menu
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public override bool OnExiting(IScreen next)
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{
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if (holdDelay.Value == 0 && !exitConfirmed && dialogOverlay != null && !(dialogOverlay.CurrentDialog is ConfirmExitDialog))
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{
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dialogOverlay.Push(new ConfirmExitDialog(confirmAndExit, () => exitConfirmOverlay.Abort()));
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return true;
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}
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buttons.State = ButtonSystemState.Exit;
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this.FadeOut(3000);
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return base.OnExiting(next);
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}
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private class ConfirmExitDialog : PopupDialog
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{
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public ConfirmExitDialog(Action confirm, Action cancel)
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{
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HeaderText = "Are you sure you want to exit?";
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BodyText = "Last chance to back out.";
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Icon = FontAwesome.Solid.ExclamationTriangle;
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Buttons = new PopupDialogButton[]
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{
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new PopupDialogOkButton
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{
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Text = @"Good bye",
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Action = confirm
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},
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new PopupDialogCancelButton
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{
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Text = @"Just a little more",
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Action = cancel
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},
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};
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}
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}
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}
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}
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