mirror of
https://github.com/ppy/osu.git
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11d0e185b8
This allows for different layouts of display. Idk, maybe someone would want to mix both variants? (don't do this please). This commit is mostly prep for further changes.
418 lines
16 KiB
C#
418 lines
16 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.EnumExtensions;
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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.Framework.Input.Events;
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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 osu.Game.Screens.Play.HUD.ClicksPerSecond;
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using osu.Game.Screens.Play.HUD.JudgementCounter;
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using osu.Game.Skinning;
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using osuTK;
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using osu.Game.Localisation;
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namespace osu.Game.Screens.Play
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{
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[Cached]
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public partial class HUDOverlay : Container, IKeyBindingHandler<GlobalAction>
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{
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public const float FADE_DURATION = 300;
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public const Easing FADE_EASING = Easing.OutQuint;
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/// <summary>
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/// The total height of all the bottom of screen scoring elements.
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/// </summary>
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public float BottomScoringElementsHeight { get; private set; }
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protected override bool ShouldBeConsideredForInput(Drawable child)
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{
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// HUD uses AlwaysVisible on child components so they can be in an updated state for next display.
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// Without blocking input, this would also allow them to be interacted with in such a state.
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if (ShowHud.Value)
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return base.ShouldBeConsideredForInput(child);
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// hold to quit button should always be interactive.
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return child == bottomRightElements;
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}
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public readonly KeyCounterDisplay KeyCounter;
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public readonly ModDisplay ModDisplay;
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public readonly HoldForMenuButton HoldToQuit;
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public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
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[Cached]
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private readonly ClicksPerSecondCalculator clicksPerSecondCalculator;
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[Cached]
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private readonly JudgementTally tally;
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public Bindable<bool> ShowHealthBar = new Bindable<bool>(true);
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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 BindableBool replayLoaded = new BindableBool();
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private static bool hasShownNotificationOnce;
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private readonly FillFlowContainer bottomRightElements;
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private readonly FillFlowContainer topRightElements;
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internal readonly IBindable<bool> IsPlaying = new Bindable<bool>();
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public IBindable<bool> HoldingForHUD => holdingForHUD;
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private readonly BindableBool holdingForHUD = new BindableBool();
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private readonly SkinnableTargetContainer mainComponents;
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/// <summary>
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/// A flow which sits at the left side of the screen to house leaderboard (and related) components.
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/// Will automatically be positioned to avoid colliding with top scoring elements.
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/// </summary>
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public readonly FillFlowContainer LeaderboardFlow;
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private readonly List<Drawable> hideTargets;
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public HUDOverlay(DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods, bool alwaysShowLeaderboard = true)
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{
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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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CreateFailingLayer(),
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//Needs to be initialized before skinnable drawables.
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tally = new JudgementTally(),
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mainComponents = new MainComponentsContainer
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{
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AlwaysPresent = true,
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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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AlwaysPresent = true,
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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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LeaderboardFlow = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Padding = new MarginPadding(44), // enough margin to avoid the hit error display
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Spacing = new Vector2(5)
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},
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clicksPerSecondCalculator = new ClicksPerSecondCalculator(),
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};
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hideTargets = new List<Drawable> { mainComponents, KeyCounter, topRightElements };
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if (!alwaysShowLeaderboard)
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hideTargets.Add(LeaderboardFlow);
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, INotificationOverlay notificationOverlay)
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{
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if (drawableRuleset != null)
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{
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BindDrawableRuleset(drawableRuleset);
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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 = NotificationsStrings.ScoreOverlayDisabled(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() =>
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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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holdingForHUD.BindValueChanged(_ => updateVisibility());
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IsPlaying.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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float? lowestTopScreenSpaceLeft = null;
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float? lowestTopScreenSpaceRight = null;
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Vector2? highestBottomScreenSpace = null;
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// LINQ cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes.
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foreach (var element in mainComponents.Components.Cast<Drawable>())
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{
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// for now align some top components with the bottom-edge of the lowest top-anchored hud element.
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if (element.Anchor.HasFlagFast(Anchor.y0))
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{
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// health bars are excluded for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
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if (element is LegacyHealthDisplay)
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continue;
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float bottom = element.ScreenSpaceDrawQuad.BottomRight.Y;
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bool isRelativeX = element.RelativeSizeAxes == Axes.X;
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if (element.Anchor.HasFlagFast(Anchor.TopRight) || isRelativeX)
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{
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if (lowestTopScreenSpaceRight == null || bottom > lowestTopScreenSpaceRight.Value)
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lowestTopScreenSpaceRight = bottom;
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}
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if (element.Anchor.HasFlagFast(Anchor.TopLeft) || isRelativeX)
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{
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if (lowestTopScreenSpaceLeft == null || bottom > lowestTopScreenSpaceLeft.Value)
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lowestTopScreenSpaceLeft = bottom;
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}
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}
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// and align bottom-right components with the top-edge of the highest bottom-anchored hud element.
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else if (element.Anchor.HasFlagFast(Anchor.BottomRight) || (element.Anchor.HasFlagFast(Anchor.y2) && element.RelativeSizeAxes == Axes.X))
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{
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var topLeft = element.ScreenSpaceDrawQuad.TopLeft;
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if (highestBottomScreenSpace == null || topLeft.Y < highestBottomScreenSpace.Value.Y)
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highestBottomScreenSpace = topLeft;
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}
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}
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if (lowestTopScreenSpaceRight.HasValue)
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topRightElements.Y = MathHelper.Clamp(ToLocalSpace(new Vector2(0, lowestTopScreenSpaceRight.Value)).Y, 0, DrawHeight - topRightElements.DrawHeight);
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else
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topRightElements.Y = 0;
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if (lowestTopScreenSpaceLeft.HasValue)
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LeaderboardFlow.Y = MathHelper.Clamp(ToLocalSpace(new Vector2(0, lowestTopScreenSpaceLeft.Value)).Y, 0, DrawHeight - LeaderboardFlow.DrawHeight);
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else
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LeaderboardFlow.Y = 0;
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if (highestBottomScreenSpace.HasValue)
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bottomRightElements.Y = BottomScoringElementsHeight = -MathHelper.Clamp(DrawHeight - ToLocalSpace(highestBottomScreenSpace.Value).Y, 0, DrawHeight - bottomRightElements.DrawHeight);
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else
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bottomRightElements.Y = 0;
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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.Value)
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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 || !IsPlaying.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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if (drawableRuleset is ICanAttachHUDPieces attachTarget)
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{
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attachTarget.Attach(KeyCounter);
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attachTarget.Attach(clicksPerSecondCalculator);
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}
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replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
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}
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protected FailingLayer CreateFailingLayer() => new FailingLayer
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{
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ShowHealth = { BindTarget = ShowHealthBar }
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};
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protected KeyCounterDisplay CreateKeyCounter() => new DefaultKeyCounterDisplay
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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 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 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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};
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protected PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
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public bool OnPressed(KeyBindingPressEvent<GlobalAction> e)
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{
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if (e.Repeat)
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return false;
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switch (e.Action)
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{
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case GlobalAction.HoldForHUD:
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holdingForHUD.Value = true;
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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(KeyBindingReleaseEvent<GlobalAction> e)
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{
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switch (e.Action)
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{
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case GlobalAction.HoldForHUD:
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holdingForHUD.Value = false;
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break;
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}
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}
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private partial class MainComponentsContainer : SkinnableTargetContainer
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{
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private Bindable<ScoringMode> scoringMode;
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[Resolved]
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private OsuConfigManager config { get; set; }
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public MainComponentsContainer()
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: base(GlobalSkinComponentLookup.LookupType.MainHUDComponents)
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{
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RelativeSizeAxes = Axes.Both;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// When the scoring mode changes, relative positions of elements may change (see DefaultSkin.GetDrawableComponent).
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// This is a best effort implementation for cases where users haven't customised layouts.
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scoringMode = config.GetBindable<ScoringMode>(OsuSetting.ScoreDisplayMode);
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scoringMode.BindValueChanged(_ => Reload());
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}
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}
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}
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}
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