// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Collections.Generic; using System.Linq; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.EnumExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Bindings; using osu.Framework.Input.Events; using osu.Game.Configuration; using osu.Game.Input.Bindings; using osu.Game.Overlays; using osu.Game.Overlays.Notifications; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Play.HUD.ClicksPerSecond; using osu.Game.Screens.Play.HUD.JudgementCounter; using osu.Game.Skinning; using osuTK; using osu.Game.Localisation; using osu.Game.Rulesets; namespace osu.Game.Screens.Play { [Cached] public partial class HUDOverlay : Container, IKeyBindingHandler { public const float FADE_DURATION = 300; public const Easing FADE_EASING = Easing.OutQuint; /// /// The total height of all the bottom of screen scoring elements. /// public float BottomScoringElementsHeight { get; private set; } 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; } public readonly KeyCounterDisplay KeyCounter; public readonly ModDisplay ModDisplay; public readonly HoldForMenuButton HoldToQuit; public readonly PlayerSettingsOverlay PlayerSettingsOverlay; [Cached] private readonly ClicksPerSecondCalculator clicksPerSecondCalculator; [Cached] private readonly JudgementTally tally; public Bindable ShowHealthBar = new Bindable(true); private readonly DrawableRuleset drawableRuleset; private readonly IReadOnlyList mods; /// /// Whether the elements that can optionally be hidden should be visible. /// public Bindable ShowHud { get; } = new BindableBool(); private Bindable configVisibilityMode; private readonly BindableBool replayLoaded = new BindableBool(); private static bool hasShownNotificationOnce; private readonly FillFlowContainer bottomRightElements; private readonly FillFlowContainer topRightElements; internal readonly IBindable IsPlaying = new Bindable(); public IBindable HoldingForHUD => holdingForHUD; private readonly BindableBool holdingForHUD = new BindableBool(); private readonly SkinComponentsContainer mainComponents; /// /// 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. /// public readonly FillFlowContainer LeaderboardFlow; private readonly List hideTargets; public HUDOverlay(DrawableRuleset drawableRuleset, IReadOnlyList mods, bool alwaysShowLeaderboard = true) { Drawable rulesetComponents; this.drawableRuleset = drawableRuleset; this.mods = mods; RelativeSizeAxes = Axes.Both; Children = new[] { CreateFailingLayer(), //Needs to be initialized before skinnable drawables. tally = new JudgementTally(), mainComponents = new HUDComponentsContainer { AlwaysPresent = true, }, rulesetComponents = drawableRuleset != null ? new HUDComponentsContainer(drawableRuleset.Ruleset.RulesetInfo) { AlwaysPresent = true, } : Empty(), topRightElements = new FillFlowContainer { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, AlwaysPresent = true, Margin = new MarginPadding(10), Spacing = new Vector2(10), AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Children = new Drawable[] { ModDisplay = CreateModsContainer(), PlayerSettingsOverlay = CreatePlayerSettingsOverlay(), } }, bottomRightElements = new FillFlowContainer { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, Margin = new MarginPadding(10), Spacing = new Vector2(10), AutoSizeAxes = Axes.Both, LayoutDuration = FADE_DURATION / 2, LayoutEasing = FADE_EASING, Direction = FillDirection.Vertical, Children = new Drawable[] { KeyCounter = CreateKeyCounter(), HoldToQuit = CreateHoldForMenuButton(), } }, LeaderboardFlow = new FillFlowContainer { AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Padding = new MarginPadding(44), // enough margin to avoid the hit error display Spacing = new Vector2(5) }, clicksPerSecondCalculator = new ClicksPerSecondCalculator(), }; hideTargets = new List { mainComponents, rulesetComponents, KeyCounter, topRightElements }; if (!alwaysShowLeaderboard) hideTargets.Add(LeaderboardFlow); } [BackgroundDependencyLoader(true)] private void load(OsuConfigManager config, INotificationOverlay notificationOverlay) { if (drawableRuleset != null) { BindDrawableRuleset(drawableRuleset); } ModDisplay.Current.Value = mods; configVisibilityMode = config.GetBindable(OsuSetting.HUDVisibilityMode); if (configVisibilityMode.Value == HUDVisibilityMode.Never && !hasShownNotificationOnce) { hasShownNotificationOnce = true; notificationOverlay?.Post(new SimpleNotification { Text = NotificationsStrings.ScoreOverlayDisabled(config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)) }); } // start all elements hidden hideTargets.ForEach(d => d.Hide()); } 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."); protected override void LoadComplete() { base.LoadComplete(); ShowHud.BindValueChanged(visible => hideTargets.ForEach(d => d.FadeTo(visible.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING))); holdingForHUD.BindValueChanged(_ => updateVisibility()); IsPlaying.BindValueChanged(_ => updateVisibility()); configVisibilityMode.BindValueChanged(_ => updateVisibility(), true); replayLoaded.BindValueChanged(replayLoadedValueChanged, true); } protected override void Update() { base.Update(); float? lowestTopScreenSpaceLeft = null; float? lowestTopScreenSpaceRight = null; Vector2? highestBottomScreenSpace = null; // LINQ cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes. foreach (var element in mainComponents.Components.Cast()) { // 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; 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; } } // 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)) { var topLeft = element.ScreenSpaceDrawQuad.TopLeft; if (highestBottomScreenSpace == null || topLeft.Y < highestBottomScreenSpace.Value.Y) 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() { if (ShowHud.Disabled) return; if (holdingForHUD.Value) { ShowHud.Value = true; return; } switch (configVisibilityMode.Value) { case HUDVisibilityMode.Never: ShowHud.Value = false; break; case HUDVisibilityMode.HideDuringGameplay: // always show during replay as we want the seek bar to be visible. ShowHud.Value = replayLoaded.Value || !IsPlaying.Value; break; case HUDVisibilityMode.Always: ShowHud.Value = true; break; } } private void replayLoadedValueChanged(ValueChangedEvent e) { PlayerSettingsOverlay.ReplayLoaded = e.NewValue; if (e.NewValue) { PlayerSettingsOverlay.Show(); ModDisplay.FadeIn(200); KeyCounter.Margin = new MarginPadding(10) { Bottom = 30 }; } else { PlayerSettingsOverlay.Hide(); ModDisplay.Delay(2000).FadeOut(200); KeyCounter.Margin = new MarginPadding(10); } updateVisibility(); } protected virtual void BindDrawableRuleset(DrawableRuleset drawableRuleset) { if (drawableRuleset is ICanAttachHUDPieces attachTarget) { attachTarget.Attach(KeyCounter); attachTarget.Attach(clicksPerSecondCalculator); } replayLoaded.BindTo(drawableRuleset.HasReplayLoaded); } protected FailingLayer CreateFailingLayer() => new FailingLayer { ShowHealth = { BindTarget = ShowHealthBar } }; protected KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, }; protected HoldForMenuButton CreateHoldForMenuButton() => new HoldForMenuButton { Anchor = Anchor.BottomRight, Origin = Anchor.BottomRight, }; protected ModDisplay CreateModsContainer() => new ModDisplay { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }; protected PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay(); public bool OnPressed(KeyBindingPressEvent e) { if (e.Repeat) return false; switch (e.Action) { case GlobalAction.HoldForHUD: holdingForHUD.Value = true; return true; 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; } return true; } return false; } public void OnReleased(KeyBindingReleaseEvent e) { switch (e.Action) { case GlobalAction.HoldForHUD: holdingForHUD.Value = false; break; } } private partial class HUDComponentsContainer : SkinComponentsContainer { private Bindable scoringMode; [Resolved] private OsuConfigManager config { get; set; } public HUDComponentsContainer([CanBeNull] RulesetInfo ruleset = null) : base(new SkinComponentsContainerLookup(SkinComponentsContainerLookup.TargetArea.MainHUDComponents, ruleset)) { 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(OsuSetting.ScoreDisplayMode); scoringMode.BindValueChanged(_ => Reload()); } } } }