// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. 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 PlayerSettingsOverlay() { AlwaysPresent = true; Anchor = Anchor.TopRight; Origin = Anchor.TopRight; AutoSizeAxes = Axes.Both; Child = new FillFlowContainer { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, AutoSizeAxes = Axes.Both, Direction = FillDirection.Vertical, Spacing = new Vector2(0, 20), Children = new PlayerSettingsGroup[] { //CollectionSettings = new CollectionSettings(), //DiscussionSettings = new DiscussionSettings(), PlaybackSettings = new PlaybackSettings(), VisualSettings = new VisualSettings { Expanded = { Value = false } } } }; } 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 PropagateNonPositionalInputSubTree => 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); } } }