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

311 lines
11 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.Events;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
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;
using osuTK.Input;
namespace osu.Game.Screens.Play
{
public class HUDOverlay : Container
{
private const float fade_duration = 400;
private const Easing fade_easing = Easing.Out;
public readonly KeyCounterDisplay KeyCounter;
public readonly RollingCounter<int> ComboCounter;
public readonly ScoreCounter ScoreCounter;
public readonly RollingCounter<double> AccuracyCounter;
public readonly HealthDisplay HealthDisplay;
public readonly SongProgress Progress;
public readonly ModDisplay ModDisplay;
public readonly HitErrorDisplay HitErrorDisplay;
public readonly HoldForMenuButton HoldToQuit;
public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
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;
private readonly BindableBool replayLoaded = new BindableBool();
private static bool hasShownNotificationOnce;
public Action<double> RequestSeek;
private readonly Container topScoreContainer;
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[]
{
visibilityContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
HealthDisplay = CreateHealthDisplay(),
topScoreContainer = new Container
{
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
AutoSizeAxes = Axes.Both,
Children = new Drawable[]
{
AccuracyCounter = CreateAccuracyCounter(),
ScoreCounter = CreateScoreCounter(),
ComboCounter = CreateComboCounter(),
},
},
Progress = CreateProgress(),
ModDisplay = CreateModsContainer(),
HitErrorDisplay = CreateHitErrorDisplayOverlay(),
PlayerSettingsOverlay = CreatePlayerSettingsOverlay(),
}
},
new FillFlowContainer
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
Position = -new Vector2(5, TwoLayerButton.SIZE_RETRACTED.Y),
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;
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();
ShowHud.BindValueChanged(visible => hideTargets.ForEach(d => d.FadeTo(visible.NewValue ? 1 : 0, fade_duration, fade_easing)));
ShowHealthbar.BindValueChanged(healthBar =>
{
if (healthBar.NewValue)
{
HealthDisplay.FadeIn(fade_duration, fade_easing);
topScoreContainer.MoveToY(30, fade_duration, fade_easing);
}
else
{
HealthDisplay.FadeOut(fade_duration, fade_easing);
topScoreContainer.MoveToY(0, fade_duration, fade_easing);
}
}, true);
configShowHud.BindValueChanged(visible =>
{
if (!ShowHud.Disabled)
ShowHud.Value = visible.NewValue;
}, true);
replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
}
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);
}
}
protected virtual void BindDrawableRuleset(DrawableRuleset drawableRuleset)
{
(drawableRuleset as ICanAttachKeyCounter)?.Attach(KeyCounter);
replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
Progress.BindDrawableRuleset(drawableRuleset);
}
protected override bool OnKeyDown(KeyDownEvent e)
{
if (e.Repeat) return false;
if (e.ShiftPressed)
{
switch (e.Key)
{
case Key.Tab:
configShowHud.Value = !configShowHud.Value;
return true;
}
}
return base.OnKeyDown(e);
}
protected virtual RollingCounter<double> CreateAccuracyCounter() => new PercentageCounter
{
TextSize = 20,
BypassAutoSizeAxes = Axes.X,
Anchor = Anchor.TopLeft,
Origin = Anchor.TopRight,
Margin = new MarginPadding { Top = 5, Right = 20 },
};
protected virtual ScoreCounter CreateScoreCounter() => new ScoreCounter(6)
{
TextSize = 40,
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
};
protected virtual RollingCounter<int> CreateComboCounter() => new SimpleComboCounter
{
TextSize = 20,
BypassAutoSizeAxes = Axes.X,
Anchor = Anchor.TopRight,
Origin = Anchor.TopLeft,
Margin = new MarginPadding { Top = 5, Left = 20 },
};
protected virtual HealthDisplay CreateHealthDisplay() => new StandardHealthDisplay
{
Size = new Vector2(1, 5),
RelativeSizeAxes = Axes.X,
Margin = new MarginPadding { Top = 20 }
};
protected virtual KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
Margin = new MarginPadding(10),
};
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,
Margin = new MarginPadding { Top = 20, Right = 10 },
};
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 StandardHealthDisplay shd)
processor.NewJudgement += shd.Flash;
}
protected virtual void BindHealthProcessor(HealthProcessor processor)
{
HealthDisplay?.Current.BindTo(processor.Health);
}
}
}