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https://github.com/ppy/osu
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5568df1aee
This class hierarchy was originally when we had different HUDs for rulesets, but this is no longer the case. Skins will be able to build off the base (new) HUDOverlay without issue, so there is no real need for the abstract class for now. We can add it back if a need for it arises; for the moment I'd like to avoid as many Standard* classes as possible.
202 lines
7.0 KiB
C#
202 lines
7.0 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Configuration;
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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;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.UserInterface;
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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.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 OpenTK;
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using OpenTK.Input;
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namespace osu.Game.Screens.Play
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{
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public class HUDOverlay : Container
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{
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private const int duration = 100;
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private readonly Container content;
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public readonly KeyCounterCollection KeyCounter;
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public readonly RollingCounter<int> ComboCounter;
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public readonly ScoreCounter ScoreCounter;
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public readonly RollingCounter<double> AccuracyCounter;
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public readonly HealthDisplay HealthDisplay;
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public readonly SongProgress Progress;
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public readonly ModDisplay ModDisplay;
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private Bindable<bool> showHud;
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private bool replayLoaded;
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private static bool hasShownNotificationOnce;
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public HUDOverlay()
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{
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RelativeSizeAxes = Axes.Both;
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Add(content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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KeyCounter = CreateKeyCounter(),
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ComboCounter = CreateComboCounter(),
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ScoreCounter = CreateScoreCounter(),
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AccuracyCounter = CreateAccuracyCounter(),
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HealthDisplay = CreateHealthDisplay(),
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Progress = CreateProgress(),
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ModDisplay = CreateModsContainer(),
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//ReplaySettingsOverlay = CreateReplaySettingsOverlay(),
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}
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});
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuConfigManager config, NotificationManager notificationManager, OsuColour colours)
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{
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showHud = config.GetBindable<bool>(OsuSetting.ShowInterface);
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showHud.ValueChanged += hudVisibility => content.FadeTo(hudVisibility ? 1 : 0, duration);
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showHud.TriggerChange();
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if (!showHud && !hasShownNotificationOnce)
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{
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hasShownNotificationOnce = true;
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notificationManager?.Post(new SimpleNotification
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{
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Text = @"The score overlay is currently disabled. You can toggle this by pressing Shift+Tab."
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});
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}
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// todo: the stuff below should probably not be in this base implementation, but in each individual class.
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ComboCounter.AccentColour = colours.BlueLighter;
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AccuracyCounter.AccentColour = colours.BlueLighter;
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ScoreCounter.AccentColour = colours.BlueLighter;
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var shd = HealthDisplay as StandardHealthDisplay;
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if (shd != null)
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{
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shd.AccentColour = colours.BlueLighter;
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shd.GlowColour = colours.BlueDarker;
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}
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}
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public virtual void BindHitRenderer(HitRenderer hitRenderer)
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{
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hitRenderer.InputManager.Add(KeyCounter.GetReceptor());
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replayLoaded = hitRenderer.HasReplayLoaded;
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// in the case a replay isn't loaded, we want some elements to only appear briefly.
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if (!replayLoaded)
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{
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using (ModDisplay.BeginDelayedSequence(2000))
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ModDisplay.FadeOut(200);
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}
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Repeat) return false;
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if (state.Keyboard.ShiftPressed)
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{
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switch (args.Key)
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{
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case Key.Tab:
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showHud.Value = !showHud.Value;
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return true;
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}
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}
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return base.OnKeyDown(state, args);
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}
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protected virtual RollingCounter<double> CreateAccuracyCounter() => new PercentageCounter
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopRight,
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Position = new Vector2(0, 35),
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TextSize = 20,
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Margin = new MarginPadding { Right = 140 },
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};
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protected virtual RollingCounter<int> CreateComboCounter() => new SimpleComboCounter
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopLeft,
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Position = new Vector2(0, 35),
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Margin = new MarginPadding { Left = 140 },
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TextSize = 20,
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};
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protected virtual HealthDisplay CreateHealthDisplay() => new StandardHealthDisplay
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{
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Size = new Vector2(1, 5),
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RelativeSizeAxes = Axes.X,
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Margin = new MarginPadding { Top = 20 }
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};
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protected virtual KeyCounterCollection CreateKeyCounter() => new KeyCounterCollection
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{
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IsCounting = true,
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FadeTime = 50,
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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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Y = -TwoLayerButton.SIZE_RETRACTED.Y,
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};
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protected virtual ScoreCounter CreateScoreCounter() => new ScoreCounter(6)
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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TextSize = 40,
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Position = new Vector2(0, 30),
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};
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protected virtual SongProgress CreateProgress() => new SongProgress
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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RelativeSizeAxes = Axes.X,
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};
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protected virtual 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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AutoSizeAxes = Axes.Both,
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Margin = new MarginPadding { Top = 20, Right = 10 },
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};
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//protected virtual ReplaySettingsOverlay CreateReplaySettingsOverlay() => new ReplaySettingsOverlay
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//{
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// Anchor = Anchor.TopRight,
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// Origin = Anchor.TopRight,
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// Margin = new MarginPadding { Top = 100, Right = 10 },
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//};
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public virtual void BindProcessor(ScoreProcessor processor)
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{
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ScoreCounter?.Current.BindTo(processor.TotalScore);
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AccuracyCounter?.Current.BindTo(processor.Accuracy);
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ComboCounter?.Current.BindTo(processor.Combo);
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HealthDisplay?.Current.BindTo(processor.Health);
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var shd = HealthDisplay as StandardHealthDisplay;
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if (shd != null)
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processor.NewJudgement += shd.Flash;
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}
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}
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}
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