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Fix gameplay elements not correcly offsetting to avoid per-ruleset skin layout

Closes https://github.com/ppy/osu/issues/26601.
This commit is contained in:
Dean Herbert 2024-01-18 15:44:27 +09:00
parent 795baf0d5e
commit ee3de9c522
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@ -99,6 +99,9 @@ namespace osu.Game.Screens.Play
private readonly SkinComponentsContainer mainComponents;
[CanBeNull]
private readonly SkinComponentsContainer rulesetComponents;
/// <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.
@ -111,7 +114,6 @@ namespace osu.Game.Screens.Play
public HUDOverlay([CanBeNull] DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods, bool alwaysShowLeaderboard = true)
{
Drawable rulesetComponents;
this.drawableRuleset = drawableRuleset;
this.mods = mods;
@ -125,8 +127,8 @@ namespace osu.Game.Screens.Play
clicksPerSecondController = new ClicksPerSecondController(),
InputCountController = new InputCountController(),
mainComponents = new HUDComponentsContainer { AlwaysPresent = true, },
rulesetComponents = drawableRuleset != null
? new HUDComponentsContainer(drawableRuleset.Ruleset.RulesetInfo) { AlwaysPresent = true, }
drawableRuleset != null
? (rulesetComponents = new HUDComponentsContainer(drawableRuleset.Ruleset.RulesetInfo) { AlwaysPresent = true, })
: Empty(),
playfieldComponents = drawableRuleset != null
? new SkinComponentsContainer(new SkinComponentsContainerLookup(SkinComponentsContainerLookup.TargetArea.Playfield, drawableRuleset.Ruleset.RulesetInfo)) { AlwaysPresent = true, }
@ -256,13 +258,37 @@ namespace osu.Game.Screens.Play
// LINQ cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes.
foreach (var element in mainComponents.Components.Cast<Drawable>())
processDrawable(element);
if (rulesetComponents != null)
{
foreach (var element in rulesetComponents.Components.Cast<Drawable>())
processDrawable(element);
}
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;
void processDrawable(Drawable element)
{
// for now align some top components with the bottom-edge of the lowest top-anchored hud element.
if (element.Anchor.HasFlagFast(Anchor.y0))
{
// 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;
return;
float bottom = element.ScreenSpaceDrawQuad.BottomRight.Y;
@ -288,21 +314,6 @@ namespace osu.Game.Screens.Play
highestBottomScreenSpace = topLeft;
}
}
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;
}
private void updateVisibility()