mirror of
https://github.com/ppy/osu.git
synced 2024-11-17 07:52:54 +08:00
387 lines
14 KiB
C#
387 lines
14 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.
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Extensions.IEnumerableExtensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Input.Bindings;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Input.Bindings;
|
|
using osu.Game.Overlays;
|
|
using osu.Game.Overlays.Notifications;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Screens.Play.HUD;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Screens.Play
|
|
{
|
|
[Cached]
|
|
public class HUDOverlay : Container, IKeyBindingHandler<GlobalAction>
|
|
{
|
|
public const float FADE_DURATION = 400;
|
|
|
|
public const Easing FADE_EASING = Easing.Out;
|
|
|
|
/// <summary>
|
|
/// The total height of all the top of screen scoring elements.
|
|
/// </summary>
|
|
public float TopScoringElementsHeight { get; private set; }
|
|
|
|
public readonly KeyCounterDisplay KeyCounter;
|
|
public readonly SkinnableComboCounter ComboCounter;
|
|
public readonly SkinnableScoreCounter ScoreCounter;
|
|
public readonly SkinnableAccuracyCounter AccuracyCounter;
|
|
public readonly SkinnableHealthDisplay HealthDisplay;
|
|
public readonly SongProgress Progress;
|
|
public readonly ModDisplay ModDisplay;
|
|
public readonly HitErrorDisplay HitErrorDisplay;
|
|
public readonly HoldForMenuButton HoldToQuit;
|
|
public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
|
|
public readonly FailingLayer FailingLayer;
|
|
|
|
public Bindable<bool> ShowHealthbar = new Bindable<bool>(true);
|
|
|
|
private readonly ScoreProcessor scoreProcessor;
|
|
private readonly HealthProcessor healthProcessor;
|
|
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 readonly Container visibilityContainer;
|
|
|
|
private readonly BindableBool replayLoaded = new BindableBool();
|
|
|
|
private static bool hasShownNotificationOnce;
|
|
|
|
public Action<double> RequestSeek;
|
|
|
|
private readonly FillFlowContainer bottomRightElements;
|
|
private readonly FillFlowContainer topRightElements;
|
|
|
|
internal readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
|
|
|
|
private bool holdingForHUD;
|
|
|
|
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter };
|
|
|
|
public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
|
|
{
|
|
this.scoreProcessor = scoreProcessor;
|
|
this.healthProcessor = healthProcessor;
|
|
this.drawableRuleset = drawableRuleset;
|
|
this.mods = mods;
|
|
|
|
RelativeSizeAxes = Axes.Both;
|
|
|
|
Children = new Drawable[]
|
|
{
|
|
FailingLayer = CreateFailingLayer(),
|
|
visibilityContainer = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Child = new GridContainer
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Content = new[]
|
|
{
|
|
new Drawable[]
|
|
{
|
|
new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
HealthDisplay = CreateHealthDisplay(),
|
|
AccuracyCounter = CreateAccuracyCounter(),
|
|
ScoreCounter = CreateScoreCounter(),
|
|
ComboCounter = CreateComboCounter(),
|
|
HitErrorDisplay = CreateHitErrorDisplayOverlay(),
|
|
}
|
|
},
|
|
},
|
|
new Drawable[]
|
|
{
|
|
Progress = CreateProgress(),
|
|
}
|
|
},
|
|
RowDimensions = new[]
|
|
{
|
|
new Dimension(),
|
|
new Dimension(GridSizeMode.AutoSize)
|
|
}
|
|
},
|
|
},
|
|
topRightElements = new FillFlowContainer
|
|
{
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
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[]
|
|
{
|
|
KeyCounter = CreateKeyCounter(),
|
|
HoldToQuit = CreateHoldForMenuButton(),
|
|
}
|
|
}
|
|
};
|
|
}
|
|
|
|
[BackgroundDependencyLoader(true)]
|
|
private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
|
|
{
|
|
if (scoreProcessor != null)
|
|
BindScoreProcessor(scoreProcessor);
|
|
|
|
if (healthProcessor != null)
|
|
BindHealthProcessor(healthProcessor);
|
|
|
|
if (drawableRuleset != null)
|
|
{
|
|
BindDrawableRuleset(drawableRuleset);
|
|
|
|
Progress.Objects = drawableRuleset.Objects;
|
|
Progress.RequestSeek = time => RequestSeek(time);
|
|
Progress.ReferenceClock = drawableRuleset.FrameStableClock;
|
|
}
|
|
|
|
ModDisplay.Current.Value = mods;
|
|
|
|
configVisibilityMode = config.GetBindable<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode);
|
|
|
|
if (configVisibilityMode.Value == HUDVisibilityMode.Never && !hasShownNotificationOnce)
|
|
{
|
|
hasShownNotificationOnce = true;
|
|
|
|
notificationOverlay?.Post(new SimpleNotification
|
|
{
|
|
Text = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}."
|
|
});
|
|
}
|
|
|
|
// start all elements hidden
|
|
hideTargets.ForEach(d => d.Hide());
|
|
}
|
|
|
|
public override void Hide() => throw new InvalidOperationException($"{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();
|
|
|
|
ShowHealthbar.BindValueChanged(healthBar => HealthDisplay.FadeTo(healthBar.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING), true);
|
|
ShowHud.BindValueChanged(visible => hideTargets.ForEach(d => d.FadeTo(visible.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING)));
|
|
|
|
IsBreakTime.BindValueChanged(_ => updateVisibility());
|
|
configVisibilityMode.BindValueChanged(_ => updateVisibility(), true);
|
|
|
|
replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
// HACK: for now align with the accuracy counter.
|
|
// this is done for the sake of hacky legacy skins which extend the health bar to take up the full screen area.
|
|
// it only works with the default skin due to padding offsetting it *just enough* to coexist.
|
|
topRightElements.Y = TopScoringElementsHeight = ToLocalSpace(AccuracyCounter.Drawable.ScreenSpaceDrawQuad.BottomRight).Y;
|
|
|
|
bottomRightElements.Y = -Progress.Height;
|
|
}
|
|
|
|
private void updateVisibility()
|
|
{
|
|
if (ShowHud.Disabled)
|
|
return;
|
|
|
|
if (holdingForHUD)
|
|
{
|
|
ShowHud.Value = true;
|
|
return;
|
|
}
|
|
|
|
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 || IsBreakTime.Value;
|
|
break;
|
|
|
|
case HUDVisibilityMode.Always:
|
|
ShowHud.Value = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
private void replayLoadedValueChanged(ValueChangedEvent<bool> e)
|
|
{
|
|
PlayerSettingsOverlay.ReplayLoaded = e.NewValue;
|
|
|
|
if (e.NewValue)
|
|
{
|
|
PlayerSettingsOverlay.Show();
|
|
ModDisplay.FadeIn(200);
|
|
KeyCounter.Margin = new MarginPadding(10) { Bottom = 30 };
|
|
}
|
|
else
|
|
{
|
|
PlayerSettingsOverlay.Hide();
|
|
ModDisplay.Delay(2000).FadeOut(200);
|
|
KeyCounter.Margin = new MarginPadding(10);
|
|
}
|
|
|
|
updateVisibility();
|
|
}
|
|
|
|
protected virtual void BindDrawableRuleset(DrawableRuleset drawableRuleset)
|
|
{
|
|
(drawableRuleset as ICanAttachKeyCounter)?.Attach(KeyCounter);
|
|
|
|
replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
|
|
|
|
Progress.BindDrawableRuleset(drawableRuleset);
|
|
}
|
|
|
|
protected virtual SkinnableAccuracyCounter CreateAccuracyCounter() => new SkinnableAccuracyCounter();
|
|
|
|
protected virtual SkinnableScoreCounter CreateScoreCounter() => new SkinnableScoreCounter();
|
|
|
|
protected virtual SkinnableComboCounter CreateComboCounter() => new SkinnableComboCounter();
|
|
|
|
protected virtual SkinnableHealthDisplay CreateHealthDisplay() => new SkinnableHealthDisplay();
|
|
|
|
protected virtual FailingLayer CreateFailingLayer() => new FailingLayer
|
|
{
|
|
ShowHealth = { BindTarget = ShowHealthbar }
|
|
};
|
|
|
|
protected virtual KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay
|
|
{
|
|
Anchor = Anchor.BottomRight,
|
|
Origin = Anchor.BottomRight,
|
|
};
|
|
|
|
protected virtual SongProgress CreateProgress() => new SongProgress
|
|
{
|
|
Anchor = Anchor.BottomLeft,
|
|
Origin = Anchor.BottomLeft,
|
|
RelativeSizeAxes = Axes.X,
|
|
};
|
|
|
|
protected virtual HoldForMenuButton CreateHoldForMenuButton() => new HoldForMenuButton
|
|
{
|
|
Anchor = Anchor.BottomRight,
|
|
Origin = Anchor.BottomRight,
|
|
};
|
|
|
|
protected virtual ModDisplay CreateModsContainer() => new ModDisplay
|
|
{
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
AutoSizeAxes = Axes.Both,
|
|
};
|
|
|
|
protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset?.FirstAvailableHitWindows);
|
|
|
|
protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
|
|
|
|
protected virtual void BindScoreProcessor(ScoreProcessor processor)
|
|
{
|
|
ScoreCounter?.Current.BindTo(processor.TotalScore);
|
|
AccuracyCounter?.Current.BindTo(processor.Accuracy);
|
|
ComboCounter?.Current.BindTo(processor.Combo);
|
|
|
|
if (HealthDisplay is IHealthDisplay shd)
|
|
{
|
|
processor.NewJudgement += judgement =>
|
|
{
|
|
if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit)
|
|
shd.Flash(judgement);
|
|
};
|
|
}
|
|
}
|
|
|
|
protected virtual void BindHealthProcessor(HealthProcessor processor)
|
|
{
|
|
HealthDisplay?.BindHealthProcessor(processor);
|
|
FailingLayer?.BindHealthProcessor(processor);
|
|
}
|
|
|
|
public bool OnPressed(GlobalAction action)
|
|
{
|
|
switch (action)
|
|
{
|
|
case GlobalAction.HoldForHUD:
|
|
holdingForHUD = true;
|
|
updateVisibility();
|
|
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;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public void OnReleased(GlobalAction action)
|
|
{
|
|
switch (action)
|
|
{
|
|
case GlobalAction.HoldForHUD:
|
|
holdingForHUD = false;
|
|
updateVisibility();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|