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Merge pull request #9643 from peppy/hide-hud-during-break-time
Add more display modes for HUD overlay (hide during gameplay / hide during break)
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commit
ca8492b3bb
@ -89,17 +89,17 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestExternalHideDoesntAffectConfig()
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{
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bool originalConfigValue = false;
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HUDVisibilityMode originalConfigValue = HUDVisibilityMode.HideDuringBreaks;
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createNew();
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AddStep("get original config value", () => originalConfigValue = config.Get<bool>(OsuSetting.ShowInterface));
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AddStep("get original config value", () => originalConfigValue = config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
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AddStep("set showhud false", () => hudOverlay.ShowHud.Value = false);
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AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
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AddAssert("config unchanged", () => originalConfigValue == config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
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AddStep("set showhud true", () => hudOverlay.ShowHud.Value = true);
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AddAssert("config unchanged", () => originalConfigValue == config.Get<bool>(OsuSetting.ShowInterface));
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AddAssert("config unchanged", () => originalConfigValue == config.Get<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode));
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}
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[Test]
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20
osu.Game/Configuration/HUDVisibilityMode.cs
Normal file
20
osu.Game/Configuration/HUDVisibilityMode.cs
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@ -0,0 +1,20 @@
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// 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.ComponentModel;
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namespace osu.Game.Configuration
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{
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public enum HUDVisibilityMode
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{
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Never,
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[Description("Hide during gameplay")]
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HideDuringGameplay,
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[Description("Hide during breaks")]
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HideDuringBreaks,
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Always
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}
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}
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@ -90,7 +90,7 @@ namespace osu.Game.Configuration
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Set(OsuSetting.HitLighting, true);
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Set(OsuSetting.ShowInterface, true);
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Set(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Always);
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Set(OsuSetting.ShowProgressGraph, true);
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Set(OsuSetting.ShowHealthDisplayWhenCantFail, true);
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Set(OsuSetting.FadePlayfieldWhenHealthLow, true);
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@ -190,7 +190,7 @@ namespace osu.Game.Configuration
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AlwaysPlayFirstComboBreak,
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ScoreMeter,
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FloatingComments,
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ShowInterface,
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HUDVisibilityMode,
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ShowProgressGraph,
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ShowHealthDisplayWhenCantFail,
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FadePlayfieldWhenHealthLow,
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@ -37,10 +37,10 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
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LabelText = "Lighten playfield during breaks",
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Current = config.GetBindable<bool>(OsuSetting.LightenDuringBreaks)
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},
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new SettingsCheckbox
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new SettingsEnumDropdown<HUDVisibilityMode>
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{
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LabelText = "Show score overlay",
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Current = config.GetBindable<bool>(OsuSetting.ShowInterface)
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LabelText = "HUD overlay visibility mode",
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Current = config.GetBindable<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode)
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},
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new SettingsCheckbox
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{
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@ -52,7 +52,7 @@ namespace osu.Game.Screens.Play
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/// </summary>
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public Bindable<bool> ShowHud { get; } = new BindableBool();
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private Bindable<bool> configShowHud;
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private Bindable<HUDVisibilityMode> configVisibilityMode;
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private readonly Container visibilityContainer;
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@ -65,6 +65,8 @@ namespace osu.Game.Screens.Play
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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 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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@ -167,9 +169,9 @@ namespace osu.Game.Screens.Play
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ModDisplay.Current.Value = mods;
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configShowHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
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configVisibilityMode = config.GetBindable<HUDVisibilityMode>(OsuSetting.HUDVisibilityMode);
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if (!configShowHud.Value && !hasShownNotificationOnce)
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if (configVisibilityMode.Value == HUDVisibilityMode.Never && !hasShownNotificationOnce)
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{
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hasShownNotificationOnce = true;
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@ -192,11 +194,8 @@ namespace osu.Game.Screens.Play
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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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configShowHud.BindValueChanged(visible =>
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{
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if (!ShowHud.Disabled)
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ShowHud.Value = visible.NewValue;
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}, true);
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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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@ -213,6 +212,33 @@ namespace osu.Game.Screens.Play
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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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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.HideDuringBreaks:
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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.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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@ -229,6 +255,8 @@ namespace osu.Game.Screens.Play
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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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@ -249,7 +277,9 @@ namespace osu.Game.Screens.Play
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switch (e.Key)
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{
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case Key.Tab:
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configShowHud.Value = !configShowHud.Value;
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configVisibilityMode.Value = configVisibilityMode.Value != HUDVisibilityMode.Never
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? HUDVisibilityMode.Never
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: HUDVisibilityMode.HideDuringGameplay;
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return true;
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}
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}
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@ -657,6 +657,7 @@ namespace osu.Game.Screens.Play
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// bind component bindables.
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Background.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime);
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Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);
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