// 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 osu.Framework.Allocation; using osu.Framework.Graphics.Containers; using osu.Game.Graphics; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Skinning; using osuTK.Graphics; namespace osu.Game.Screens.Play.HUD.HitErrorMeters { public abstract partial class HitErrorMeter : CompositeDrawable, ISerialisableDrawable { protected HitWindows HitWindows { get; private set; } [Resolved] private ScoreProcessor processor { get; set; } [Resolved] private OsuColour colours { get; set; } [Resolved(canBeNull: true)] private GameplayClockContainer gameplayClockContainer { get; set; } public bool UsesFixedAnchor { get; set; } [BackgroundDependencyLoader(true)] private void load(DrawableRuleset drawableRuleset) { HitWindows = drawableRuleset?.FirstAvailableHitWindows ?? HitWindows.Empty; // This is to allow the visual state to be correct after HUD comes visible after being hidden. AlwaysPresent = true; } protected override void LoadComplete() { base.LoadComplete(); if (gameplayClockContainer != null) gameplayClockContainer.OnSeek += Clear; processor.NewJudgement += processorNewJudgement; } // Scheduled as meter implementations are likely going to change/add drawables when reacting to this. private void processorNewJudgement(JudgementResult j) => Schedule(() => OnNewJudgement(j)); /// /// Fired when a new judgement arrives. /// /// The new judgement. protected abstract void OnNewJudgement(JudgementResult judgement); protected Color4 GetColourForHitResult(HitResult result) { return colours.ForHitResult(result); } /// /// Invoked by . /// Any inheritors of should have this method clear their container that displays the hit error results. /// public abstract void Clear(); protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (processor != null) processor.NewJudgement -= processorNewJudgement; if (gameplayClockContainer != null) gameplayClockContainer.OnSeek -= Clear; } } }