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

466 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.Extensions.EnumExtensions;
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 SkinComponentsContainer mainComponents;
[CanBeNull]
private readonly SkinComponentsContainer 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;
private readonly Drawable playfieldComponents;
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(),
playfieldComponents = drawableRuleset != null
? new SkinComponentsContainer(new SkinComponentsContainerLookup(SkinComponentsContainerLookup.TargetArea.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, playfieldComponents, 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;
playfieldComponents.Position = ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft);
playfieldComponents.Width = (ToLocalSpace(playfieldScreenSpaceDrawQuad.TopRight) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
playfieldComponents.Height = (ToLocalSpace(playfieldScreenSpaceDrawQuad.BottomLeft) - ToLocalSpace(playfieldScreenSpaceDrawQuad.TopLeft)).Length;
playfieldComponents.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(SkinComponentsContainer 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.HasFlagFast(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.HasFlagFast(Anchor.TopRight) || isRelativeX)
{
if (lowestTopScreenSpaceRight == null || bottom > lowestTopScreenSpaceRight.Value)
lowestTopScreenSpaceRight = bottom;
}
if (drawable.Anchor.HasFlagFast(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.HasFlagFast(Anchor.BottomRight) || (drawable.Anchor.HasFlagFast(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 : SkinComponentsContainer
{
private Bindable<ScoringMode> scoringMode;
[Resolved]
private OsuConfigManager config { get; set; }
public HUDComponentsContainer([CanBeNull] RulesetInfo ruleset = null)
: base(new SkinComponentsContainerLookup(SkinComponentsContainerLookup.TargetArea.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());
}
}
}
}