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71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Events;
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using osuTK;
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using osu.Game.Screens.Play.PlayerSettings;
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using osuTK.Input;
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namespace osu.Game.Screens.Play.HUD
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{
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public class PlayerSettingsOverlay : VisibilityContainer
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{
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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;
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public PlayerSettingsOverlay()
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{
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AlwaysPresent = true;
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Anchor = Anchor.TopRight;
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Origin = Anchor.TopRight;
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AutoSizeAxes = Axes.Both;
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Child = new FillFlowContainer<PlayerSettingsGroup>
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Vertical,
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Spacing = new Vector2(0, 20),
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Children = new PlayerSettingsGroup[]
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{
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//CollectionSettings = new CollectionSettings(),
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//DiscussionSettings = new DiscussionSettings(),
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PlaybackSettings = new PlaybackSettings(),
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VisualSettings = new VisualSettings { Expanded = false }
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}
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};
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}
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protected override void PopIn() => this.FadeIn(fade_duration);
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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
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public override bool PropagateNonPositionalInputSubTree => true;
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (e.Repeat) return false;
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if (e.ControlPressed)
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{
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if (e.Key == Key.H && ReplayLoaded)
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{
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ToggleVisibility();
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return true;
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}
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}
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return base.OnKeyDown(e);
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}
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}
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}
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