// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Input.Events; using osuTK; using osu.Game.Screens.Play.PlayerSettings; using osuTK.Input; namespace osu.Game.Screens.Play.HUD { public class PlayerSettingsOverlay : VisibilityContainer { private const int fade_duration = 200; public bool ReplayLoaded; public readonly PlaybackSettings PlaybackSettings; public readonly VisualSettings VisualSettings; //public readonly CollectionSettings CollectionSettings; //public readonly DiscussionSettings DiscussionSettings; public PlayerSettingsOverlay() { AlwaysPresent = true; RelativeSizeAxes = Axes.Both; Child = new FillFlowContainer { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Spacing = new Vector2(0, 20), Margin = new MarginPadding { Top = 100, Right = 10 }, Children = new PlayerSettingsGroup[] { //CollectionSettings = new CollectionSettings(), //DiscussionSettings = new DiscussionSettings(), PlaybackSettings = new PlaybackSettings(), VisualSettings = new VisualSettings { Expanded = false } } }; State = Visibility.Visible; } protected override void PopIn() => this.FadeIn(fade_duration); protected override void PopOut() => this.FadeOut(fade_duration); //We want to handle keyboard inputs all the time in order to trigger ToggleVisibility() when not visible public override bool HandleNonPositionalInput => true; protected override bool OnKeyDown(KeyDownEvent e) { if (e.Repeat) return false; if (e.ControlPressed) { if (e.Key == Key.H && ReplayLoaded) { ToggleVisibility(); return true; } } return base.OnKeyDown(e); } } }