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https://github.com/ppy/osu.git
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387 lines
14 KiB
C#
387 lines
14 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.Bindings;
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using osu.Game.Configuration;
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using osu.Game.Input.Bindings;
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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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namespace osu.Game.Screens.Play
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{
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[Cached]
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public class HUDOverlay : Container, IKeyBindingHandler<GlobalAction>
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{
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public const float FADE_DURATION = 400;
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public const Easing FADE_EASING = Easing.Out;
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/// <summary>
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/// The total height of all the top of screen scoring elements.
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/// </summary>
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public float TopScoringElementsHeight { get; private set; }
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public readonly KeyCounterDisplay KeyCounter;
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public readonly SkinnableComboCounter ComboCounter;
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public readonly SkinnableScoreCounter ScoreCounter;
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public readonly SkinnableAccuracyCounter AccuracyCounter;
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public readonly SkinnableHealthDisplay 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 readonly FailingLayer FailingLayer;
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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<HUDVisibilityMode> configVisibilityMode;
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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 FillFlowContainer bottomRightElements;
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private readonly FillFlowContainer topRightElements;
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internal readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
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private bool holdingForHUD;
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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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FailingLayer = CreateFailingLayer(),
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visibilityContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = new GridContainer
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{
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RelativeSizeAxes = Axes.Both,
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Content = new[]
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{
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new Drawable[]
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{
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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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AccuracyCounter = CreateAccuracyCounter(),
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ScoreCounter = CreateScoreCounter(),
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ComboCounter = CreateComboCounter(),
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HitErrorDisplay = CreateHitErrorDisplayOverlay(),
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}
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},
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},
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new Drawable[]
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{
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Progress = CreateProgress(),
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}
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},
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RowDimensions = new[]
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{
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new Dimension(),
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new Dimension(GridSizeMode.AutoSize)
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}
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},
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},
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topRightElements = new FillFlowContainer
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(10),
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Spacing = new Vector2(10),
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Children = new Drawable[]
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{
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ModDisplay = CreateModsContainer(),
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PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
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}
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},
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bottomRightElements = new FillFlowContainer
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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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Spacing = new Vector2(10),
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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.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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configVisibilityMode = config.GetBindable<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode);
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if (configVisibilityMode.Value == HUDVisibilityMode.Never && !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 = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}."
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});
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}
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// start all elements hidden
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hideTargets.ForEach(d => d.Hide());
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}
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public override void Hide() => throw new InvalidOperationException($"{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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ShowHealthbar.BindValueChanged(healthBar => HealthDisplay.FadeTo(healthBar.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING), true);
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ShowHud.BindValueChanged(visible => hideTargets.ForEach(d => d.FadeTo(visible.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING)));
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IsBreakTime.BindValueChanged(_ => updateVisibility());
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configVisibilityMode.BindValueChanged(_ => updateVisibility(), true);
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replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
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}
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protected override void Update()
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{
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base.Update();
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// HACK: for now align with the accuracy counter.
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// this is done for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
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// it only works with the default skin due to padding offsetting it *just enough* to coexist.
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topRightElements.Y = TopScoringElementsHeight = ToLocalSpace(AccuracyCounter.Drawable.ScreenSpaceDrawQuad.BottomRight).Y;
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bottomRightElements.Y = -Progress.Height;
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}
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private void updateVisibility()
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{
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if (ShowHud.Disabled)
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return;
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if (holdingForHUD)
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{
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ShowHud.Value = true;
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return;
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}
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switch (configVisibilityMode.Value)
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{
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case HUDVisibilityMode.Never:
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ShowHud.Value = false;
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break;
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case HUDVisibilityMode.HideDuringGameplay:
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// always show during replay as we want the seek bar to be visible.
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ShowHud.Value = replayLoaded.Value || IsBreakTime.Value;
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break;
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case HUDVisibilityMode.Always:
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ShowHud.Value = true;
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break;
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}
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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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updateVisibility();
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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 virtual SkinnableAccuracyCounter CreateAccuracyCounter() => new SkinnableAccuracyCounter();
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protected virtual SkinnableScoreCounter CreateScoreCounter() => new SkinnableScoreCounter();
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protected virtual SkinnableComboCounter CreateComboCounter() => new SkinnableComboCounter();
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protected virtual SkinnableHealthDisplay CreateHealthDisplay() => new SkinnableHealthDisplay();
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protected virtual FailingLayer CreateFailingLayer() => new FailingLayer
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{
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ShowHealth = { BindTarget = ShowHealthbar }
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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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};
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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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};
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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 IHealthDisplay shd)
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{
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processor.NewJudgement += judgement =>
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{
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if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit)
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shd.Flash(judgement);
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};
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}
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}
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protected virtual void BindHealthProcessor(HealthProcessor processor)
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{
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HealthDisplay?.BindHealthProcessor(processor);
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FailingLayer?.BindHealthProcessor(processor);
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}
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public bool OnPressed(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.HoldForHUD:
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holdingForHUD = true;
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updateVisibility();
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return true;
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case GlobalAction.ToggleInGameInterface:
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switch (configVisibilityMode.Value)
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{
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case HUDVisibilityMode.Never:
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configVisibilityMode.Value = HUDVisibilityMode.HideDuringGameplay;
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break;
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case HUDVisibilityMode.HideDuringGameplay:
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configVisibilityMode.Value = HUDVisibilityMode.Always;
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break;
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case HUDVisibilityMode.Always:
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configVisibilityMode.Value = HUDVisibilityMode.Never;
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break;
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}
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return true;
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}
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return false;
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}
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public void OnReleased(GlobalAction action)
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{
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switch (action)
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{
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case GlobalAction.HoldForHUD:
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holdingForHUD = false;
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updateVisibility();
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break;
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}
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}
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}
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}
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