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100 lines
2.9 KiB
C#
100 lines
2.9 KiB
C#
// 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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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Events;
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using osu.Framework.Threading;
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namespace osu.Game.Screens.Edit.Timing
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{
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/// <summary>
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/// Represents a component that provides the behaviour of triggering button clicks repeatedly while holding with mouse.
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/// </summary>
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public class RepeatingButtonBehaviour : Component
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{
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private const double initial_delay = 300;
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private const double minimum_delay = 80;
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private readonly Drawable button;
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private Sample sample;
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public Action RepeatBegan;
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public Action RepeatEnded;
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/// <summary>
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/// An additive modifier for the frequency of the sample played on next actuation.
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/// This can be adjusted during the button's <see cref="Drawable.OnClick"/> event to affect the repeat sample playback of that click.
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/// </summary>
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public double SampleFrequencyModifier { get; set; }
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public RepeatingButtonBehaviour(Drawable button)
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{
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this.button = button;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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sample = audio.Samples.Get(@"UI/notch-tick");
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}
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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RepeatBegan?.Invoke();
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beginRepeat();
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return true;
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}
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protected override void OnMouseUp(MouseUpEvent e)
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{
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adjustDelegate?.Cancel();
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RepeatEnded?.Invoke();
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base.OnMouseUp(e);
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}
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private ScheduledDelegate adjustDelegate;
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private double adjustDelay = initial_delay;
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private void beginRepeat()
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{
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adjustDelegate?.Cancel();
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adjustDelay = initial_delay;
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adjustNext();
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void adjustNext()
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{
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if (IsHovered)
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{
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button.TriggerClick();
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adjustDelay = Math.Max(minimum_delay, adjustDelay * 0.9f);
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var channel = sample?.GetChannel();
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if (channel != null)
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{
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double repeatModifier = 0.05f * (Math.Abs(adjustDelay - initial_delay) / minimum_delay);
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channel.Frequency.Value = 1 + repeatModifier + SampleFrequencyModifier;
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channel.Play();
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}
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}
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else
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{
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adjustDelay = initial_delay;
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}
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adjustDelegate = Scheduler.AddDelayed(adjustNext, adjustDelay);
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}
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}
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}
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}
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