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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// 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 System.Collections.Generic ;
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using System.Linq ;
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using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Extensions.EnumExtensions ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Input.Bindings ;
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using osu.Framework.Input.Events ;
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using osu.Game.Configuration ;
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using osu.Game.Input.Bindings ;
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using osu.Game.Overlays ;
using osu.Game.Overlays.Notifications ;
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using osu.Game.Rulesets.Mods ;
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using osu.Game.Rulesets.Scoring ;
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using osu.Game.Rulesets.UI ;
using osu.Game.Screens.Play.HUD ;
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using osu.Game.Screens.Play.HUD.ClicksPerSecond ;
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using osu.Game.Skinning ;
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using osuTK ;
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namespace osu.Game.Screens.Play
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{
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[Cached]
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public partial class HUDOverlay : Container , IKeyBindingHandler < GlobalAction >
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{
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public const float FADE_DURATION = 300 ;
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public const Easing FADE_EASING = Easing . OutQuint ;
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/// <summary>
/// The total height of all the bottom of screen scoring elements.
/// </summary>
public float BottomScoringElementsHeight { get ; private set ; }
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protected override bool ShouldBeConsideredForInput ( Drawable child )
{
// HUD uses AlwaysVisible on child components so they can be in an updated state for next display.
// Without blocking input, this would also allow them to be interacted with in such a state.
if ( ShowHud . Value )
return base . ShouldBeConsideredForInput ( child ) ;
// hold to quit button should always be interactive.
return child = = bottomRightElements ;
}
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public readonly KeyCounterDisplay KeyCounter ;
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public readonly ModDisplay ModDisplay ;
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public readonly HoldForMenuButton HoldToQuit ;
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public readonly PlayerSettingsOverlay PlayerSettingsOverlay ;
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[Cached]
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private readonly ClicksPerSecondCalculator clicksPerSecondCalculator ;
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public Bindable < bool > ShowHealthBar = new Bindable < bool > ( true ) ;
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private readonly DrawableRuleset drawableRuleset ;
private readonly IReadOnlyList < Mod > mods ;
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/// <summary>
/// Whether the elements that can optionally be hidden should be visible.
/// </summary>
public Bindable < bool > ShowHud { get ; } = new BindableBool ( ) ;
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private Bindable < HUDVisibilityMode > configVisibilityMode ;
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private readonly BindableBool replayLoaded = new BindableBool ( ) ;
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private static bool hasShownNotificationOnce ;
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private readonly FillFlowContainer bottomRightElements ;
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private readonly FillFlowContainer topRightElements ;
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internal readonly IBindable < bool > IsPlaying = new Bindable < bool > ( ) ;
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public IBindable < bool > HoldingForHUD = > holdingForHUD ;
private readonly BindableBool holdingForHUD = new BindableBool ( ) ;
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private readonly SkinnableTargetContainer mainComponents ;
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/// <summary>
/// A flow which sits at the left side of the screen to house leaderboard (and related) components.
/// Will automatically be positioned to avoid colliding with top scoring elements.
/// </summary>
public readonly FillFlowContainer LeaderboardFlow ;
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private readonly List < Drawable > hideTargets ;
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public HUDOverlay ( DrawableRuleset drawableRuleset , IReadOnlyList < Mod > mods , bool alwaysShowLeaderboard = true )
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{
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this . drawableRuleset = drawableRuleset ;
this . mods = mods ;
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RelativeSizeAxes = Axes . Both ;
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Children = new Drawable [ ]
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{
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CreateFailingLayer ( ) ,
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mainComponents = new MainComponentsContainer
{
AlwaysPresent = true ,
} ,
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topRightElements = new FillFlowContainer
{
Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
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AlwaysPresent = true ,
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Margin = new MarginPadding ( 10 ) ,
Spacing = new Vector2 ( 10 ) ,
AutoSizeAxes = Axes . Both ,
Direction = FillDirection . Vertical ,
Children = new Drawable [ ]
{
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ModDisplay = CreateModsContainer ( ) ,
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PlayerSettingsOverlay = CreatePlayerSettingsOverlay ( ) ,
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}
} ,
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bottomRightElements = new FillFlowContainer
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{
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Anchor = Anchor . BottomRight ,
Origin = Anchor . BottomRight ,
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Margin = new MarginPadding ( 10 ) ,
Spacing = new Vector2 ( 10 ) ,
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AutoSizeAxes = Axes . Both ,
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LayoutDuration = FADE_DURATION / 2 ,
LayoutEasing = FADE_EASING ,
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Direction = FillDirection . Vertical ,
Children = new Drawable [ ]
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{
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KeyCounter = CreateKeyCounter ( ) ,
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HoldToQuit = CreateHoldForMenuButton ( ) ,
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}
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} ,
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LeaderboardFlow = new FillFlowContainer
{
AutoSizeAxes = Axes . Both ,
Direction = FillDirection . Vertical ,
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Padding = new MarginPadding ( 44 ) , // enough margin to avoid the hit error display
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Spacing = new Vector2 ( 5 )
} ,
clicksPerSecondCalculator = new ClicksPerSecondCalculator ( ) ,
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} ;
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hideTargets = new List < Drawable > { mainComponents , KeyCounter , topRightElements } ;
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if ( ! alwaysShowLeaderboard )
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hideTargets . Add ( LeaderboardFlow ) ;
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}
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[BackgroundDependencyLoader(true)]
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private void load ( OsuConfigManager config , INotificationOverlay notificationOverlay )
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{
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if ( drawableRuleset ! = null )
{
BindDrawableRuleset ( drawableRuleset ) ;
}
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ModDisplay . Current . Value = mods ;
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configVisibilityMode = config . GetBindable < HUDVisibilityMode > ( OsuSetting . HUDVisibilityMode ) ;
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if ( configVisibilityMode . Value = = HUDVisibilityMode . Never & & ! hasShownNotificationOnce )
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{
hasShownNotificationOnce = true ;
notificationOverlay ? . Post ( new SimpleNotification
{
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Text = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}."
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} ) ;
}
// start all elements hidden
hideTargets . ForEach ( d = > d . Hide ( ) ) ;
}
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public override void Hide ( ) = >
throw new InvalidOperationException ( $"{nameof(HUDOverlay)} should not be hidden as it will remove the ability of a user to quit. Use {nameof(ShowHud)} instead." ) ;
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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ShowHud . BindValueChanged ( visible = > hideTargets . ForEach ( d = > d . FadeTo ( visible . NewValue ? 1 : 0 , FADE_DURATION , FADE_EASING ) ) ) ;
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holdingForHUD . BindValueChanged ( _ = > updateVisibility ( ) ) ;
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IsPlaying . BindValueChanged ( _ = > updateVisibility ( ) ) ;
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configVisibilityMode . BindValueChanged ( _ = > updateVisibility ( ) , true ) ;
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replayLoaded . BindValueChanged ( replayLoadedValueChanged , true ) ;
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}
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protected override void Update ( )
{
base . Update ( ) ;
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float? lowestTopScreenSpaceLeft = null ;
float? lowestTopScreenSpaceRight = null ;
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Vector2 ? highestBottomScreenSpace = null ;
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// LINQ cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes.
foreach ( var element in mainComponents . Components . Cast < Drawable > ( ) )
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{
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// for now align some top components with the bottom-edge of the lowest top-anchored hud element.
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if ( element . Anchor . HasFlagFast ( Anchor . y0 ) )
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{
// health bars are excluded for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
if ( element is LegacyHealthDisplay )
continue ;
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float bottom = element . ScreenSpaceDrawQuad . BottomRight . Y ;
bool isRelativeX = element . RelativeSizeAxes = = Axes . X ;
if ( element . Anchor . HasFlagFast ( Anchor . TopRight ) | | isRelativeX )
{
if ( lowestTopScreenSpaceRight = = null | | bottom > lowestTopScreenSpaceRight . Value )
lowestTopScreenSpaceRight = bottom ;
}
if ( element . Anchor . HasFlagFast ( Anchor . TopLeft ) | | isRelativeX )
{
if ( lowestTopScreenSpaceLeft = = null | | bottom > lowestTopScreenSpaceLeft . Value )
lowestTopScreenSpaceLeft = bottom ;
}
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}
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// and align bottom-right components with the top-edge of the highest bottom-anchored hud element.
else if ( element . Anchor . HasFlagFast ( Anchor . BottomRight ) | | ( element . Anchor . HasFlagFast ( Anchor . y2 ) & & element . RelativeSizeAxes = = Axes . X ) )
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{
var topLeft = element . ScreenSpaceDrawQuad . TopLeft ;
if ( highestBottomScreenSpace = = null | | topLeft . Y < highestBottomScreenSpace . Value . Y )
highestBottomScreenSpace = topLeft ;
}
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}
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if ( lowestTopScreenSpaceRight . HasValue )
topRightElements . Y = MathHelper . Clamp ( ToLocalSpace ( new Vector2 ( 0 , lowestTopScreenSpaceRight . Value ) ) . Y , 0 , DrawHeight - topRightElements . DrawHeight ) ;
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else
topRightElements . Y = 0 ;
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if ( lowestTopScreenSpaceLeft . HasValue )
LeaderboardFlow . Y = MathHelper . Clamp ( ToLocalSpace ( new Vector2 ( 0 , lowestTopScreenSpaceLeft . Value ) ) . Y , 0 , DrawHeight - LeaderboardFlow . DrawHeight ) ;
else
LeaderboardFlow . Y = 0 ;
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if ( highestBottomScreenSpace . HasValue )
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bottomRightElements . Y = BottomScoringElementsHeight = - MathHelper . Clamp ( DrawHeight - ToLocalSpace ( highestBottomScreenSpace . Value ) . Y , 0 , DrawHeight - bottomRightElements . DrawHeight ) ;
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else
bottomRightElements . Y = 0 ;
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}
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private void updateVisibility ( )
{
if ( ShowHud . Disabled )
return ;
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if ( holdingForHUD . Value )
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{
ShowHud . Value = true ;
return ;
}
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switch ( configVisibilityMode . Value )
{
case HUDVisibilityMode . Never :
ShowHud . Value = false ;
break ;
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case HUDVisibilityMode . HideDuringGameplay :
// always show during replay as we want the seek bar to be visible.
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ShowHud . Value = replayLoaded . Value | | ! IsPlaying . Value ;
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break ;
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case HUDVisibilityMode . Always :
ShowHud . Value = true ;
break ;
}
}
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private void replayLoadedValueChanged ( ValueChangedEvent < bool > e )
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{
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PlayerSettingsOverlay . ReplayLoaded = e . NewValue ;
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if ( e . NewValue )
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{
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PlayerSettingsOverlay . Show ( ) ;
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ModDisplay . FadeIn ( 200 ) ;
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KeyCounter . Margin = new MarginPadding ( 10 ) { Bottom = 30 } ;
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}
else
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{
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PlayerSettingsOverlay . Hide ( ) ;
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ModDisplay . Delay ( 2000 ) . FadeOut ( 200 ) ;
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KeyCounter . Margin = new MarginPadding ( 10 ) ;
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}
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updateVisibility ( ) ;
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}
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protected virtual void BindDrawableRuleset ( DrawableRuleset drawableRuleset )
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{
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if ( drawableRuleset is ICanAttachHUDPieces attachTarget )
{
attachTarget . Attach ( KeyCounter ) ;
attachTarget . Attach ( clicksPerSecondCalculator ) ;
}
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replayLoaded . BindTo ( drawableRuleset . HasReplayLoaded ) ;
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}
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protected FailingLayer CreateFailingLayer ( ) = > new FailingLayer
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{
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ShowHealth = { BindTarget = ShowHealthBar }
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} ;
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protected KeyCounterDisplay CreateKeyCounter ( ) = > new KeyCounterDisplay
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{
Anchor = Anchor . BottomRight ,
Origin = Anchor . BottomRight ,
} ;
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protected HoldForMenuButton CreateHoldForMenuButton ( ) = > new HoldForMenuButton
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{
Anchor = Anchor . BottomRight ,
Origin = Anchor . BottomRight ,
} ;
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protected ModDisplay CreateModsContainer ( ) = > new ModDisplay
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{
Anchor = Anchor . TopRight ,
Origin = Anchor . TopRight ,
} ;
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protected PlayerSettingsOverlay CreatePlayerSettingsOverlay ( ) = > new PlayerSettingsOverlay ( ) ;
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public bool OnPressed ( KeyBindingPressEvent < GlobalAction > e )
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{
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if ( e . Repeat )
return false ;
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switch ( e . Action )
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{
case GlobalAction . HoldForHUD :
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holdingForHUD . Value = true ;
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return true ;
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case GlobalAction . ToggleInGameInterface :
switch ( configVisibilityMode . Value )
{
case HUDVisibilityMode . Never :
configVisibilityMode . Value = HUDVisibilityMode . HideDuringGameplay ;
break ;
case HUDVisibilityMode . HideDuringGameplay :
configVisibilityMode . Value = HUDVisibilityMode . Always ;
break ;
case HUDVisibilityMode . Always :
configVisibilityMode . Value = HUDVisibilityMode . Never ;
break ;
}
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return true ;
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}
return false ;
}
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public void OnReleased ( KeyBindingReleaseEvent < GlobalAction > e )
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{
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switch ( e . Action )
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{
case GlobalAction . HoldForHUD :
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holdingForHUD . Value = false ;
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break ;
}
}
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private partial class MainComponentsContainer : SkinnableTargetContainer
{
private Bindable < ScoringMode > scoringMode ;
[Resolved]
private OsuConfigManager config { get ; set ; }
public MainComponentsContainer ( )
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: base ( GlobalSkinComponentLookup . LookupType . MainHUDComponents )
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{
RelativeSizeAxes = Axes . Both ;
}
protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
// When the scoring mode changes, relative positions of elements may change (see DefaultSkin.GetDrawableComponent).
// This is a best effort implementation for cases where users haven't customised layouts.
scoringMode = config . GetBindable < ScoringMode > ( OsuSetting . ScoreDisplayMode ) ;
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scoringMode . BindValueChanged ( _ = > Reload ( ) ) ;
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}
}
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}
}