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osu-lazer/osu.Game/Screens/Play/HUD/PlayerSettingsOverlay.cs

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// 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.
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#nullable disable
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osuTK;
using osu.Game.Screens.Play.PlayerSettings;
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using osuTK.Input;
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namespace osu.Game.Screens.Play.HUD
{
public class PlayerSettingsOverlay : VisibilityContainer
{
private const int fade_duration = 200;
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public bool ReplayLoaded;
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public readonly PlaybackSettings PlaybackSettings;
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public readonly VisualSettings VisualSettings;
public PlayerSettingsOverlay()
{
AlwaysPresent = true;
Anchor = Anchor.TopRight;
Origin = Anchor.TopRight;
AutoSizeAxes = Axes.Both;
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Child = new FillFlowContainer<PlayerSettingsGroup>
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
AutoSizeAxes = Axes.Both,
Direction = FillDirection.Vertical,
Spacing = new Vector2(0, 20),
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Children = new PlayerSettingsGroup[]
{
//CollectionSettings = new CollectionSettings(),
//DiscussionSettings = new DiscussionSettings(),
PlaybackSettings = new PlaybackSettings(),
VisualSettings = new VisualSettings { Expanded = { Value = false } }
}
};
}
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protected override void PopIn() => this.FadeIn(fade_duration);
protected override void PopOut() => this.FadeOut(fade_duration);
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// We want to handle keyboard inputs all the time in order to trigger ToggleVisibility() when not visible
public override bool PropagateNonPositionalInputSubTree => true;
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protected override bool OnKeyDown(KeyDownEvent e)
{
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if (e.Repeat) return false;
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if (e.ControlPressed)
{
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if (e.Key == Key.H && ReplayLoaded)
{
ToggleVisibility();
return true;
}
}
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return base.OnKeyDown(e);
}
}
}