mirror of
https://github.com/ppy/osu.git
synced 2024-11-17 01:32:54 +08:00
468 lines
18 KiB
C#
468 lines
18 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Framework.Input.Events;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Localisation;
|
|
using osu.Game.Overlays;
|
|
using osu.Game.Overlays.Notifications;
|
|
using osu.Game.Rulesets;
|
|
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;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
[Cached]
|
|
public partial class HUDOverlay : Container, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
public const float FADE_DURATION = 300;
|
|
|
|
public const Easing FADE_EASING = Easing.OutQuint;
|
|
|
|
/// <summary>
|
|
/// The total height of all the bottom of screen scoring elements.
|
|
/// </summary>
|
|
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 ModDisplay ModDisplay;
|
|
public readonly HoldForMenuButton HoldToQuit;
|
|
public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
|
|
|
|
[Cached]
|
|
private readonly ClicksPerSecondController clicksPerSecondController;
|
|
|
|
[Cached]
|
|
public readonly InputCountController InputCountController;
|
|
|
|
[Cached]
|
|
private readonly JudgementCountController judgementCountController;
|
|
|
|
public Bindable<bool> ShowHealthBar = new Bindable<bool>(true);
|
|
|
|
[CanBeNull]
|
|
private readonly DrawableRuleset drawableRuleset;
|
|
|
|
private readonly IReadOnlyList<Mod> mods;
|
|
|
|
/// <summary>
|
|
/// Whether the elements that can optionally be hidden should be visible.
|
|
/// </summary>
|
|
public Bindable<bool> ShowHud { get; } = new BindableBool();
|
|
|
|
private Bindable<HUDVisibilityMode> configVisibilityMode;
|
|
private Bindable<bool> configLeaderboardVisibility;
|
|
private Bindable<bool> configSettingsOverlay;
|
|
|
|
private readonly BindableBool replayLoaded = new BindableBool();
|
|
|
|
private static bool hasShownNotificationOnce;
|
|
|
|
private readonly FillFlowContainer bottomRightElements;
|
|
private readonly FillFlowContainer topRightElements;
|
|
|
|
internal readonly IBindable<bool> IsPlaying = new Bindable<bool>();
|
|
|
|
public IBindable<bool> HoldingForHUD => holdingForHUD;
|
|
|
|
private readonly BindableBool holdingForHUD = new BindableBool();
|
|
|
|
private readonly SkinnableContainer mainComponents;
|
|
|
|
[CanBeNull]
|
|
private readonly SkinnableContainer 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.
|
|
/// </summary>
|
|
public readonly FillFlowContainer LeaderboardFlow;
|
|
|
|
private readonly List<Drawable> hideTargets;
|
|
|
|
/// <summary>
|
|
/// The container for skin components attached to <see cref="GlobalSkinnableContainers.Playfield"/>
|
|
/// </summary>
|
|
internal readonly Drawable PlayfieldSkinLayer;
|
|
|
|
public HUDOverlay([CanBeNull] DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods, bool alwaysShowLeaderboard = true)
|
|
{
|
|
this.drawableRuleset = drawableRuleset;
|
|
this.mods = mods;
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
Children = new[]
|
|
{
|
|
CreateFailingLayer(),
|
|
//Needs to be initialized before skinnable drawables.
|
|
judgementCountController = new JudgementCountController(),
|
|
clicksPerSecondController = new ClicksPerSecondController(),
|
|
InputCountController = new InputCountController(),
|
|
mainComponents = new HUDComponentsContainer { AlwaysPresent = true, },
|
|
drawableRuleset != null
|
|
? (rulesetComponents = new HUDComponentsContainer(drawableRuleset.Ruleset.RulesetInfo) { AlwaysPresent = true, })
|
|
: Empty(),
|
|
PlayfieldSkinLayer = drawableRuleset != null
|
|
? new SkinnableContainer(new GlobalSkinnableContainerLookup(GlobalSkinnableContainers.Playfield, 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[]
|
|
{
|
|
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)
|
|
},
|
|
};
|
|
|
|
hideTargets = new List<Drawable> { mainComponents, topRightElements };
|
|
|
|
if (rulesetComponents != null)
|
|
hideTargets.Add(rulesetComponents);
|
|
|
|
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<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode);
|
|
configLeaderboardVisibility = config.GetBindable<bool>(OsuSetting.GameplayLeaderboard);
|
|
configSettingsOverlay = config.GetBindable<bool>(OsuSetting.ReplaySettingsOverlay);
|
|
|
|
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());
|
|
configSettingsOverlay.BindValueChanged(_ => updateVisibility());
|
|
|
|
replayLoaded.BindValueChanged(e =>
|
|
{
|
|
if (e.NewValue)
|
|
{
|
|
ModDisplay.FadeIn(200);
|
|
InputCountController.Margin = new MarginPadding(10) { Bottom = 30 };
|
|
}
|
|
else
|
|
{
|
|
ModDisplay.Delay(2000).FadeOut(200);
|
|
InputCountController.Margin = new MarginPadding(10);
|
|
}
|
|
|
|
updateVisibility();
|
|
}, true);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
if (drawableRuleset != null)
|
|
{
|
|
Quad playfieldScreenSpaceDrawQuad = drawableRuleset.Playfield.SkinnableComponentScreenSpaceDrawQuad;
|
|
|
|
PlayfieldSkinLayer.Position = ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft);
|
|
PlayfieldSkinLayer.Width = (ToLocalSpace(playfieldScreenSpaceDrawQuad.TopRight) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
|
|
PlayfieldSkinLayer.Height = (ToLocalSpace(playfieldScreenSpaceDrawQuad.BottomLeft) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
|
|
PlayfieldSkinLayer.Rotation = drawableRuleset.Playfield.Rotation;
|
|
}
|
|
|
|
float? lowestTopScreenSpaceLeft = null;
|
|
float? lowestTopScreenSpaceRight = null;
|
|
|
|
Vector2? highestBottomScreenSpace = null;
|
|
|
|
processDrawables(mainComponents);
|
|
|
|
if (rulesetComponents != null)
|
|
processDrawables(rulesetComponents);
|
|
|
|
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 processDrawables(SkinnableContainer components)
|
|
{
|
|
// Avoid using foreach due to missing GetEnumerator implementation.
|
|
// See https://github.com/ppy/osu-framework/blob/e10051e6643731e393b09de40a3a3d209a545031/osu.Framework/Bindables/IBindableList.cs#L41-L44.
|
|
for (int i = 0; i < components.Components.Count; i++)
|
|
processDrawable(components.Components[i]);
|
|
}
|
|
|
|
void processDrawable(ISerialisableDrawable element)
|
|
{
|
|
// Cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes.
|
|
Drawable drawable = (Drawable)element;
|
|
|
|
// for now align some top components with the bottom-edge of the lowest top-anchored hud element.
|
|
if (drawable.Anchor.HasFlag(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)
|
|
return;
|
|
|
|
float bottom = drawable.ScreenSpaceDrawQuad.BottomRight.Y;
|
|
|
|
bool isRelativeX = drawable.RelativeSizeAxes == Axes.X;
|
|
|
|
if (drawable.Anchor.HasFlag(Anchor.TopRight) || isRelativeX)
|
|
{
|
|
if (lowestTopScreenSpaceRight == null || bottom > lowestTopScreenSpaceRight.Value)
|
|
lowestTopScreenSpaceRight = bottom;
|
|
}
|
|
|
|
if (drawable.Anchor.HasFlag(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 (drawable.Anchor.HasFlag(Anchor.BottomRight) || (drawable.Anchor.HasFlag(Anchor.y2) && drawable.RelativeSizeAxes == Axes.X))
|
|
{
|
|
var topLeft = element.ScreenSpaceDrawQuad.TopLeft;
|
|
if (highestBottomScreenSpace == null || topLeft.Y < highestBottomScreenSpace.Value.Y)
|
|
highestBottomScreenSpace = topLeft;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void updateVisibility()
|
|
{
|
|
if (ShowHud.Disabled)
|
|
return;
|
|
|
|
if (holdingForHUD.Value)
|
|
{
|
|
ShowHud.Value = true;
|
|
return;
|
|
}
|
|
|
|
if (configSettingsOverlay.Value && replayLoaded.Value)
|
|
PlayerSettingsOverlay.Show();
|
|
else
|
|
PlayerSettingsOverlay.Hide();
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
protected virtual void BindDrawableRuleset(DrawableRuleset drawableRuleset)
|
|
{
|
|
if (drawableRuleset is ICanAttachHUDPieces attachTarget)
|
|
{
|
|
attachTarget.Attach(InputCountController);
|
|
attachTarget.Attach(clicksPerSecondController);
|
|
}
|
|
|
|
replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
|
|
}
|
|
|
|
protected FailingLayer CreateFailingLayer() => new FailingLayer
|
|
{
|
|
ShowHealth = { BindTarget = ShowHealthBar }
|
|
};
|
|
|
|
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<GlobalAction> e)
|
|
{
|
|
if (e.Repeat)
|
|
return false;
|
|
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.ToggleReplaySettings:
|
|
configSettingsOverlay.Value = !configSettingsOverlay.Value;
|
|
return true;
|
|
|
|
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;
|
|
|
|
case GlobalAction.ToggleInGameLeaderboard:
|
|
configLeaderboardVisibility.Value = !configLeaderboardVisibility.Value;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
|
|
{
|
|
switch (e.Action)
|
|
{
|
|
case GlobalAction.HoldForHUD:
|
|
holdingForHUD.Value = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private partial class HUDComponentsContainer : SkinnableContainer
|
|
{
|
|
private Bindable<ScoringMode> scoringMode;
|
|
|
|
[Resolved]
|
|
private OsuConfigManager config { get; set; }
|
|
|
|
public HUDComponentsContainer([CanBeNull] RulesetInfo ruleset = null)
|
|
: base(new GlobalSkinnableContainerLookup(GlobalSkinnableContainers.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<ScoringMode>(OsuSetting.ScoreDisplayMode);
|
|
scoringMode.BindValueChanged(_ => Reload());
|
|
}
|
|
}
|
|
}
|
|
}
|