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Change multiplayer leaderboard to always hide during gameplay unless holding-for-HUD
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1c36995606
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@ -43,6 +43,8 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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private readonly MultiplayerRoomUser[] users;
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private readonly Bindable<bool> leaderboardExpanded = new BindableBool();
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private LoadingLayer loadingDisplay;
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private FillFlowContainer leaderboardFlow;
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@ -76,13 +78,16 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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Spacing = new Vector2(5)
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});
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HUDOverlay.HoldingForHUD.BindValueChanged(_ => updateLeaderboardExpandedState());
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LocalUserPlaying.BindValueChanged(_ => updateLeaderboardExpandedState(), true);
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// todo: this should be implemented via a custom HUD implementation, and correctly masked to the main content area.
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LoadComponentAsync(leaderboard = new MultiplayerGameplayLeaderboard(GameplayState.Ruleset.RulesetInfo, ScoreProcessor, users), l =>
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{
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if (!LoadedBeatmapSuccessfully)
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return;
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((IBindable<bool>)leaderboard.Expanded).BindTo(HUDOverlay.ShowHud);
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leaderboard.Expanded.BindTo(leaderboardExpanded);
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leaderboardFlow.Insert(0, l);
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@ -99,7 +104,7 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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LoadComponentAsync(new GameplayChatDisplay(Room)
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{
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Expanded = { BindTarget = HUDOverlay.ShowHud },
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Expanded = { BindTarget = leaderboardExpanded },
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}, chat => leaderboardFlow.Insert(2, chat));
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HUDOverlay.Add(loadingDisplay = new LoadingLayer(true) { Depth = float.MaxValue });
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@ -152,6 +157,9 @@ namespace osu.Game.Screens.OnlinePlay.Multiplayer
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}
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}
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private void updateLeaderboardExpandedState() =>
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leaderboardExpanded.Value = !LocalUserPlaying.Value || HUDOverlay.HoldingForHUD.Value;
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private void failAndBail(string message = null)
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{
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if (!string.IsNullOrEmpty(message))
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