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312 lines
11 KiB
C#
312 lines
11 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays;
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using osu.Game.Overlays.Notifications;
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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;
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using osu.Game.Screens.Play.HUD;
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using osuTK;
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using osuTK.Input;
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namespace osu.Game.Screens.Play
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{
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public class HUDOverlay : Container
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{
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private const float fade_duration = 400;
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private const Easing fade_easing = Easing.Out;
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public readonly KeyCounterDisplay KeyCounter;
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public readonly RollingCounter<int> ComboCounter;
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public readonly ScoreCounter ScoreCounter;
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public readonly RollingCounter<double> AccuracyCounter;
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public readonly HealthDisplay HealthDisplay;
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public readonly SongProgress Progress;
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public readonly ModDisplay ModDisplay;
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public readonly HitErrorDisplay HitErrorDisplay;
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public readonly HoldForMenuButton HoldToQuit;
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public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
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public Bindable<bool> ShowHealthbar = new Bindable<bool>(true);
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private readonly ScoreProcessor scoreProcessor;
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private readonly HealthProcessor healthProcessor;
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private readonly DrawableRuleset drawableRuleset;
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private readonly IReadOnlyList<Mod> mods;
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/// <summary>
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/// Whether the elements that can optionally be hidden should be visible.
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/// </summary>
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public Bindable<bool> ShowHud { get; } = new BindableBool();
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private Bindable<bool> configShowHud;
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private readonly Container visibilityContainer;
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private readonly BindableBool replayLoaded = new BindableBool();
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private static bool hasShownNotificationOnce;
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public Action<double> RequestSeek;
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private readonly Container topScoreContainer;
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private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter };
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public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
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{
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this.scoreProcessor = scoreProcessor;
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this.healthProcessor = healthProcessor;
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this.drawableRuleset = drawableRuleset;
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this.mods = mods;
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RelativeSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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visibilityContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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HealthDisplay = CreateHealthDisplay(),
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topScoreContainer = new Container
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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AccuracyCounter = CreateAccuracyCounter(),
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ScoreCounter = CreateScoreCounter(),
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ComboCounter = CreateComboCounter(),
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},
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},
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Progress = CreateProgress(),
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ModDisplay = CreateModsContainer(),
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HitErrorDisplay = CreateHitErrorDisplayOverlay(),
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PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
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}
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},
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new FillFlowContainer
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Position = -new Vector2(5, TwoLayerButton.SIZE_RETRACTED.Y),
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AutoSizeAxes = Axes.Both,
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LayoutDuration = fade_duration / 2,
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LayoutEasing = fade_easing,
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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KeyCounter = CreateKeyCounter(),
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HoldToQuit = CreateHoldForMenuButton(),
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}
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}
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};
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
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{
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if (scoreProcessor != null)
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BindScoreProcessor(scoreProcessor);
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if (healthProcessor != null)
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BindHealthProcessor(healthProcessor);
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if (drawableRuleset != null)
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{
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BindDrawableRuleset(drawableRuleset);
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Progress.Objects = drawableRuleset.Objects;
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Progress.AllowSeeking = drawableRuleset.HasReplayLoaded.Value;
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Progress.RequestSeek = time => RequestSeek(time);
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Progress.ReferenceClock = drawableRuleset.FrameStableClock;
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}
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ModDisplay.Current.Value = mods;
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configShowHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
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if (!configShowHud.Value && !hasShownNotificationOnce)
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{
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hasShownNotificationOnce = true;
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notificationOverlay?.Post(new SimpleNotification
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{
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Text = @"The score overlay is currently disabled. You can toggle this by pressing Shift+Tab."
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});
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}
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// start all elements hidden
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hideTargets.ForEach(d => d.Hide());
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}
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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()
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{
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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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ShowHealthbar.BindValueChanged(healthBar =>
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{
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if (healthBar.NewValue)
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{
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HealthDisplay.FadeIn(fade_duration, fade_easing);
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topScoreContainer.MoveToY(30, fade_duration, fade_easing);
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}
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else
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{
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HealthDisplay.FadeOut(fade_duration, fade_easing);
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topScoreContainer.MoveToY(0, fade_duration, fade_easing);
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}
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}, true);
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configShowHud.BindValueChanged(visible =>
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{
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if (!ShowHud.Disabled)
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ShowHud.Value = visible.NewValue;
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}, true);
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replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
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}
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private void replayLoadedValueChanged(ValueChangedEvent<bool> e)
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{
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PlayerSettingsOverlay.ReplayLoaded = e.NewValue;
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if (e.NewValue)
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{
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PlayerSettingsOverlay.Show();
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ModDisplay.FadeIn(200);
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KeyCounter.Margin = new MarginPadding(10) { Bottom = 30 };
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}
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else
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{
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PlayerSettingsOverlay.Hide();
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ModDisplay.Delay(2000).FadeOut(200);
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KeyCounter.Margin = new MarginPadding(10);
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}
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}
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protected virtual void BindDrawableRuleset(DrawableRuleset drawableRuleset)
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{
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(drawableRuleset as ICanAttachKeyCounter)?.Attach(KeyCounter);
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replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
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Progress.BindDrawableRuleset(drawableRuleset);
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Repeat) return false;
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if (e.ShiftPressed)
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{
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switch (e.Key)
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{
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case Key.Tab:
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configShowHud.Value = !configShowHud.Value;
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return true;
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}
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}
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return base.OnKeyDown(e);
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}
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protected virtual RollingCounter<double> CreateAccuracyCounter() => new PercentageCounter
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{
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TextSize = 20,
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BypassAutoSizeAxes = Axes.X,
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding { Top = 5, Right = 20 },
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};
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protected virtual ScoreCounter CreateScoreCounter() => new ScoreCounter(6)
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{
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TextSize = 40,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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};
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protected virtual RollingCounter<int> CreateComboCounter() => new SimpleComboCounter
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{
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TextSize = 20,
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BypassAutoSizeAxes = Axes.X,
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopLeft,
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Margin = new MarginPadding { Top = 5, Left = 20 },
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};
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protected virtual HealthDisplay CreateHealthDisplay() => new StandardHealthDisplay
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{
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Size = new Vector2(1, 5),
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding { Top = 20 }
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};
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protected virtual KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Margin = new MarginPadding(10),
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};
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protected virtual SongProgress CreateProgress() => new SongProgress
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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};
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protected virtual HoldForMenuButton CreateHoldForMenuButton() => new HoldForMenuButton
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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};
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protected virtual ModDisplay CreateModsContainer() => new ModDisplay
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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AutoSizeAxes = Axes.Both,
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Margin = new MarginPadding { Top = 20, Right = 10 },
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};
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protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset?.FirstAvailableHitWindows);
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protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
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protected virtual void BindScoreProcessor(ScoreProcessor processor)
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{
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ScoreCounter?.Current.BindTo(processor.TotalScore);
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AccuracyCounter?.Current.BindTo(processor.Accuracy);
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ComboCounter?.Current.BindTo(processor.Combo);
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if (HealthDisplay is StandardHealthDisplay shd)
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processor.NewJudgement += shd.Flash;
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}
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protected virtual void BindHealthProcessor(HealthProcessor processor)
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{
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HealthDisplay?.Current.BindTo(processor.Health);
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}
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}
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}
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