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; configVisibilityMode = config.GetBindable <HUDVisibilityMode>(OsuSetting.HUDVisibilityMode); if (configVisibilityMode.Value == HUDVisibilityMode.Never && !hasShownNotificationOnce) { hasShownNotificationOnce = true; notificationOverlay?.Post(new SimpleNotification { Text = $"分數圖層已被關閉. 想要開啓的話請按下 {config.LookupKeyBindings(GlobalAction.ToggleInGameInterface)}." }); } // start all elements hidden hideTargets.ForEach(d => d.Hide()); }
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()); }
private void load(OsuConfigManager config) { ShortcutText.Text = config.LookupKeyBindings(action).ToUpperInvariant(); }
private void load(OsuConfigManager config) { ShortcutText.Text = config.LookupKeyBindings(getAction(change)).ToUpper(); }