-
Notifications
You must be signed in to change notification settings - Fork 7
/
Copy pathHUDOverlay.cs
410 lines (333 loc) · 15.2 KB
/
HUDOverlay.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
// 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 System.Linq;
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.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Configuration;
using osu.Game.Input.Bindings;
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 osu.Game.Screens.Play.HUD.ClicksPerSecond;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Screens.Play
{
[Cached]
public 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 KeyCounterDisplay KeyCounter;
public readonly ModDisplay ModDisplay;
public readonly HoldForMenuButton HoldToQuit;
public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
[Cached]
private readonly ClicksPerSecondCalculator clicksPerSecondCalculator;
public Bindable<bool> ShowHealthBar = new Bindable<bool>(true);
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 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 SkinnableTargetContainer mainComponents;
/// <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;
public HUDOverlay(DrawableRuleset drawableRuleset, IReadOnlyList<Mod> mods, bool alwaysShowLeaderboard = true)
{
this.drawableRuleset = drawableRuleset;
this.mods = mods;
RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
{
CreateFailingLayer(),
mainComponents = new MainComponentsContainer
{
AlwaysPresent = true,
},
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[]
{
KeyCounter = CreateKeyCounter(),
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)
},
clicksPerSecondCalculator = new ClicksPerSecondCalculator(),
};
hideTargets = new List<Drawable> { mainComponents, KeyCounter, topRightElements };
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);
if (configVisibilityMode.Value == HUDVisibilityMode.Never && !hasShownNotificationOnce)
{
hasShownNotificationOnce = true;
notificationOverlay?.Post(new SimpleNotification
{
Text = $"The score overlay is currently disabled. You can toggle this by pressing {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}."
});
}
// start all elements hidden
hideTargets.ForEach(d => d.Hide());
}
public override void Hide() =>
throw new InvalidOperationException($"{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(), true);
replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
}
protected override void Update()
{
base.Update();
float? lowestTopScreenSpaceLeft = null;
float? lowestTopScreenSpaceRight = null;
Vector2? highestBottomScreenSpace = null;
// LINQ cast can be removed when IDrawable interface includes Anchor / RelativeSizeAxes.
foreach (var element in mainComponents.Components.Cast<Drawable>())
{
// for now align some top components with the bottom-edge of the lowest top-anchored hud element.
if (element.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)
continue;
float bottom = element.ScreenSpaceDrawQuad.BottomRight.Y;
bool isRelativeX = element.RelativeSizeAxes == Axes.X;
if (element.Anchor.HasFlagFast(Anchor.TopRight) || isRelativeX)
{
if (lowestTopScreenSpaceRight == null || bottom > lowestTopScreenSpaceRight.Value)
lowestTopScreenSpaceRight = bottom;
}
if (element.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 (element.Anchor.HasFlagFast(Anchor.BottomRight) || (element.Anchor.HasFlagFast(Anchor.y2) && element.RelativeSizeAxes == Axes.X))
{
var topLeft = element.ScreenSpaceDrawQuad.TopLeft;
if (highestBottomScreenSpace == null || topLeft.Y < highestBottomScreenSpace.Value.Y)
highestBottomScreenSpace = topLeft;
}
}
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;
}
private void updateVisibility()
{
if (ShowHud.Disabled)
return;
if (holdingForHUD.Value)
{
ShowHud.Value = true;
return;
}
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;
}
}
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);
}
updateVisibility();
}
protected virtual void BindDrawableRuleset(DrawableRuleset drawableRuleset)
{
if (drawableRuleset is ICanAttachHUDPieces attachTarget)
{
attachTarget.Attach(KeyCounter);
attachTarget.Attach(clicksPerSecondCalculator);
}
replayLoaded.BindTo(drawableRuleset.HasReplayLoaded);
}
protected FailingLayer CreateFailingLayer() => new FailingLayer
{
ShowHealth = { BindTarget = ShowHealthBar }
};
protected KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
};
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.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;
}
return false;
}
public void OnReleased(KeyBindingReleaseEvent<GlobalAction> e)
{
switch (e.Action)
{
case GlobalAction.HoldForHUD:
holdingForHUD.Value = false;
break;
}
}
private class MainComponentsContainer : SkinnableTargetContainer
{
private Bindable<ScoringMode> scoringMode;
[Resolved]
private OsuConfigManager config { get; set; }
public MainComponentsContainer()
: base(SkinnableTarget.MainHUDComponents)
{
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());
}
}
}
}