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

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2018-04-13 09:19:50 +00:00
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using OpenTK;
using osu.Framework.Input;
using osu.Game.Screens.Play.PlayerSettings;
using OpenTK.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<PlayerSettingsGroup>
{
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 HandleKeyboardInput => true;
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat) return false;
if (state.Keyboard.ControlPressed)
{
if (args.Key == Key.H && ReplayLoaded)
{
ToggleVisibility();
return true;
}
}
return base.OnKeyDown(state, args);
}
}
}