mirror of https://github.com/ppy/osu
411 lines
15 KiB
C#
411 lines
15 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.Skinning;
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using osuTK;
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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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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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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 = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}."
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});
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}
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// start all elements hidden
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hideTargets.ForEach(d => d.Hide());
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}
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public override void Hide() =>
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throw new InvalidOperationException($"{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 KeyCounterDisplay
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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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