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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 JetBrains.Annotations ;
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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.Graphics.Primitives ;
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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.Localisation ;
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using osu.Game.Overlays ;
using osu.Game.Overlays.Notifications ;
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using osu.Game.Rulesets ;
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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.Screens.Play.HUD.JudgementCounter ;
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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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[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 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 ClicksPerSecondController clicksPerSecondController ;
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[Cached]
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public readonly InputCountController InputCountController ;
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[Cached]
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private readonly JudgementCountController judgementCountController ;
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public Bindable < bool > ShowHealthBar = new Bindable < bool > ( true ) ;
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[CanBeNull]
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private readonly DrawableRuleset drawableRuleset ;
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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 Bindable < bool > configLeaderboardVisibility ;
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private Bindable < bool > configSettingsOverlay ;
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private readonly BindableBool replayLoaded = new BindableBool ( ) ;
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 SkinComponentsContainer mainComponents ;
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[CanBeNull]
private readonly SkinComponentsContainer rulesetComponents ;
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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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private readonly Drawable playfieldComponents ;
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public HUDOverlay ( [ CanBeNull ] 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 [ ]
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{
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CreateFailingLayer ( ) ,
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//Needs to be initialized before skinnable drawables.
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judgementCountController = new JudgementCountController ( ) ,
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clicksPerSecondController = new ClicksPerSecondController ( ) ,
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InputCountController = new InputCountController ( ) ,
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mainComponents = new HUDComponentsContainer { AlwaysPresent = true , } ,
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drawableRuleset ! = null
? ( rulesetComponents = new HUDComponentsContainer ( drawableRuleset . Ruleset . RulesetInfo ) { AlwaysPresent = true , } )
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: Empty ( ) ,
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playfieldComponents = drawableRuleset ! = null
? new SkinComponentsContainer ( new SkinComponentsContainerLookup ( SkinComponentsContainerLookup . TargetArea . Playfield , drawableRuleset . Ruleset . RulesetInfo ) ) { AlwaysPresent = true , }
: Empty ( ) ,
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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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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 )
} ,
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} ;
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hideTargets = new List < Drawable > { mainComponents , playfieldComponents , topRightElements } ;
if ( rulesetComponents ! = null )
hideTargets . Add ( rulesetComponents ) ;
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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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configLeaderboardVisibility = config . GetBindable < bool > ( OsuSetting . GameplayLeaderboard ) ;
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configSettingsOverlay = config . GetBindable < bool > ( OsuSetting . ReplaySettingsOverlay ) ;
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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 = NotificationsStrings . ScoreOverlayDisabled ( 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 ( ) ) ;
configSettingsOverlay . BindValueChanged ( _ = > updateVisibility ( ) ) ;
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replayLoaded . BindValueChanged ( e = >
{
if ( e . NewValue )
{
ModDisplay . FadeIn ( 200 ) ;
InputCountController . Margin = new MarginPadding ( 10 ) { Bottom = 30 } ;
}
else
{
ModDisplay . Delay ( 2000 ) . FadeOut ( 200 ) ;
InputCountController . Margin = new MarginPadding ( 10 ) ;
}
updateVisibility ( ) ;
} , true ) ;
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}
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protected override void Update ( )
{
base . Update ( ) ;
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if ( drawableRuleset ! = null )
{
Quad playfieldScreenSpaceDrawQuad = drawableRuleset . Playfield . SkinnableComponentScreenSpaceDrawQuad ;
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playfieldComponents . Position = ToLocalSpace ( playfieldScreenSpaceDrawQuad . TopLeft ) ;
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playfieldComponents . Width = ( ToLocalSpace ( playfieldScreenSpaceDrawQuad . TopRight ) - ToLocalSpace ( playfieldScreenSpaceDrawQuad . TopLeft ) ) . Length ;
playfieldComponents . Height = ( ToLocalSpace ( playfieldScreenSpaceDrawQuad . BottomLeft ) - ToLocalSpace ( playfieldScreenSpaceDrawQuad . TopLeft ) ) . Length ;
playfieldComponents . Rotation = drawableRuleset . Playfield . Rotation ;
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}
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float? lowestTopScreenSpaceLeft = null ;
float? lowestTopScreenSpaceRight = null ;
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Vector2 ? highestBottomScreenSpace = null ;
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processDrawables ( mainComponents ) ;
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if ( rulesetComponents ! = null )
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processDrawables ( rulesetComponents ) ;
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if ( lowestTopScreenSpaceRight . HasValue )
topRightElements . Y = MathHelper . Clamp ( ToLocalSpace ( new Vector2 ( 0 , lowestTopScreenSpaceRight . Value ) ) . Y , 0 , DrawHeight - topRightElements . DrawHeight ) ;
else
topRightElements . Y = 0 ;
if ( lowestTopScreenSpaceLeft . HasValue )
LeaderboardFlow . Y = MathHelper . Clamp ( ToLocalSpace ( new Vector2 ( 0 , lowestTopScreenSpaceLeft . Value ) ) . Y , 0 , DrawHeight - LeaderboardFlow . DrawHeight ) ;
else
LeaderboardFlow . Y = 0 ;
if ( highestBottomScreenSpace . HasValue )
bottomRightElements . Y = BottomScoringElementsHeight = - MathHelper . Clamp ( DrawHeight - ToLocalSpace ( highestBottomScreenSpace . Value ) . Y , 0 , DrawHeight - bottomRightElements . DrawHeight ) ;
else
bottomRightElements . Y = 0 ;
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void processDrawables ( SkinComponentsContainer components )
{
// Avoid using foreach due to missing GetEnumerator implementation.
// See https://github.com/ppy/osu-framework/blob/e10051e6643731e393b09de40a3a3d209a545031/osu.Framework/Bindables/IBindableList.cs#L41-L44.
for ( int i = 0 ; i < components . Components . Count ; i + + )
processDrawable ( components . Components [ i ] ) ;
}
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void processDrawable ( ISerialisableDrawable element )
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{
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// Cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes.
Drawable drawable = ( Drawable ) element ;
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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 ( drawable . 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 )
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return ;
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float bottom = drawable . ScreenSpaceDrawQuad . BottomRight . Y ;
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bool isRelativeX = drawable . RelativeSizeAxes = = Axes . X ;
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if ( drawable . Anchor . HasFlagFast ( Anchor . TopRight ) | | isRelativeX )
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{
if ( lowestTopScreenSpaceRight = = null | | bottom > lowestTopScreenSpaceRight . Value )
lowestTopScreenSpaceRight = bottom ;
}
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if ( drawable . Anchor . HasFlagFast ( Anchor . TopLeft ) | | isRelativeX )
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{
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.
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else if ( drawable . Anchor . HasFlagFast ( Anchor . BottomRight ) | | ( drawable . Anchor . HasFlagFast ( Anchor . y2 ) & & drawable . 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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}
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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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if ( configSettingsOverlay . Value & & replayLoaded . Value )
PlayerSettingsOverlay . Show ( ) ;
else
PlayerSettingsOverlay . Hide ( ) ;
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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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protected virtual void BindDrawableRuleset ( DrawableRuleset drawableRuleset )
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{
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if ( drawableRuleset is ICanAttachHUDPieces attachTarget )
{
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attachTarget . Attach ( InputCountController ) ;
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attachTarget . Attach ( clicksPerSecondController ) ;
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}
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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 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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{
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case GlobalAction . ToggleReplaySettings :
configSettingsOverlay . Value = ! configSettingsOverlay . Value ;
return true ;
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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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case GlobalAction . ToggleInGameLeaderboard :
configLeaderboardVisibility . Value = ! configLeaderboardVisibility . Value ;
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 HUDComponentsContainer : SkinComponentsContainer
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{
private Bindable < ScoringMode > scoringMode ;
[Resolved]
private OsuConfigManager config { get ; set ; }
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public HUDComponentsContainer ( [ CanBeNull ] RulesetInfo ruleset = null )
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: base ( new SkinComponentsContainerLookup ( SkinComponentsContainerLookup . TargetArea . MainHUDComponents , ruleset ) )
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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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}
}