osu/osu.Game/Screens/Play/HUDOverlay.cs

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// 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.
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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;
using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osu.Game.Configuration;
using osu.Game.Overlays;
using osu.Game.Overlays.Notifications;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
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using osuTK;
using osuTK.Input;
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namespace osu.Game.Screens.Play
{
[Cached]
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public class HUDOverlay : Container
{
public const float FADE_DURATION = 400;
public const Easing FADE_EASING = Easing.Out;
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public readonly KeyCounterDisplay KeyCounter;
public readonly SkinnableComboCounter ComboCounter;
public readonly SkinnableScoreCounter ScoreCounter;
public readonly SkinnableAccuracyCounter AccuracyCounter;
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public readonly HealthDisplay HealthDisplay;
public readonly SongProgress Progress;
public readonly ModDisplay ModDisplay;
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public readonly HitErrorDisplay HitErrorDisplay;
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);
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<bool> configShowHud;
private readonly Container visibilityContainer;
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private readonly BindableBool replayLoaded = new BindableBool();
private static bool hasShownNotificationOnce;
public Action<double> RequestSeek;
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private readonly FillFlowContainer bottomRightElements;
private readonly FillFlowContainer topRightElements;
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private readonly Container mainUIElements;
private IEnumerable<Drawable> hideTargets => new Drawable[] { visibilityContainer, KeyCounter };
public HUDOverlay(ScoreProcessor scoreProcessor, HealthProcessor healthProcessor, DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods)
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{
this.scoreProcessor = scoreProcessor;
this.healthProcessor = healthProcessor;
this.drawableRuleset = drawableRuleset;
this.mods = mods;
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RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
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{
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FailingLayer = CreateFailingLayer(),
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visibilityContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Child = new GridContainer
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{
RelativeSizeAxes = Axes.Both,
Content = new[]
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{
new Drawable[]
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{
mainUIElements = 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
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{
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(),
}
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}
};
}
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[BackgroundDependencyLoader(true)]
private void load(OsuConfigManager config, NotificationOverlay notificationOverlay)
{
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if (scoreProcessor != null)
BindScoreProcessor(scoreProcessor);
if (healthProcessor != null)
BindHealthProcessor(healthProcessor);
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if (drawableRuleset != null)
{
BindDrawableRuleset(drawableRuleset);
Progress.Objects = drawableRuleset.Objects;
Progress.RequestSeek = time => RequestSeek(time);
Progress.ReferenceClock = drawableRuleset.FrameStableClock;
}
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ModDisplay.Current.Value = mods;
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configShowHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
if (!configShowHud.Value && !hasShownNotificationOnce)
{
hasShownNotificationOnce = true;
notificationOverlay?.Post(new SimpleNotification
{
Text = @"The score overlay is currently disabled. You can toggle this by pressing Shift+Tab."
});
}
// 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)));
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configShowHud.BindValueChanged(visible =>
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{
if (!ShowHud.Disabled)
ShowHud.Value = visible.NewValue;
}, true);
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replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
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}
protected override void Update()
{
base.Update();
float topRightOffset = 0;
// fetch the bottom-most position of any main ui element that is anchored to the top of the screen.
// consider this kind of temporary.
foreach (var d in mainUIElements)
{
if (d is SkinnableDrawable sd && (sd.Drawable.Anchor & Anchor.y0) > 0)
topRightOffset = Math.Max(sd.Drawable.ScreenSpaceDrawQuad.BottomRight.Y, topRightOffset);
}
topRightElements.Y = ToLocalSpace(new Vector2(0, topRightOffset)).Y;
bottomRightElements.Y = -Progress.Height;
}
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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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{
PlayerSettingsOverlay.Show();
ModDisplay.FadeIn(200);
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KeyCounter.Margin = new MarginPadding(10) { Bottom = 30 };
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}
else
{
PlayerSettingsOverlay.Hide();
ModDisplay.Delay(2000).FadeOut(200);
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KeyCounter.Margin = new MarginPadding(10);
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}
}
protected virtual void BindDrawableRuleset(DrawableRuleset drawableRuleset)
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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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{
case Key.Tab:
configShowHud.Value = !configShowHud.Value;
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return true;
}
}
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return base.OnKeyDown(e);
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}
protected virtual SkinnableAccuracyCounter CreateAccuracyCounter() => new SkinnableAccuracyCounter();
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protected virtual SkinnableScoreCounter CreateScoreCounter() => new SkinnableScoreCounter();
protected virtual SkinnableComboCounter CreateComboCounter() => new SkinnableComboCounter();
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protected virtual HealthDisplay CreateHealthDisplay() => new StandardHealthDisplay
{
Size = new Vector2(1, 5),
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 20 }
};
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protected virtual FailingLayer CreateFailingLayer() => new FailingLayer
{
ShowHealth = { BindTarget = ShowHealthbar }
};
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protected virtual KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay
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{
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
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{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
};
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protected virtual ModDisplay CreateModsContainer() => new ModDisplay
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
};
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protected virtual HitErrorDisplay CreateHitErrorDisplayOverlay() => new HitErrorDisplay(scoreProcessor, drawableRuleset?.FirstAvailableHitWindows);
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protected virtual PlayerSettingsOverlay CreatePlayerSettingsOverlay() => new PlayerSettingsOverlay();
protected virtual void BindScoreProcessor(ScoreProcessor processor)
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{
ScoreCounter?.Current.BindTo(processor.TotalScore);
AccuracyCounter?.Current.BindTo(processor.Accuracy);
ComboCounter?.Current.BindTo(processor.Combo);
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if (HealthDisplay is StandardHealthDisplay shd)
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processor.NewJudgement += shd.Flash;
}
protected virtual void BindHealthProcessor(HealthProcessor processor)
{
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HealthDisplay?.BindHealthProcessor(processor);
FailingLayer?.BindHealthProcessor(processor);
}
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}
}