osu/osu.Game/Overlays/MainSettings.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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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Overlays.Settings;
using osu.Game.Overlays.Settings.Sections;
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using osuTK.Graphics;
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using System.Collections.Generic;
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namespace osu.Game.Overlays
{
public class MainSettings : SettingsOverlay
{
private readonly KeyBindingOverlay keyBindingOverlay;
protected override IEnumerable<SettingsSection> CreateSections() => new SettingsSection[]
{
new GeneralSection(),
new GraphicsSection(),
new GameplaySection(),
new AudioSection(),
new SkinSection(),
new InputSection(keyBindingOverlay),
new OnlineSection(),
new MaintenanceSection(),
new DebugSection(),
};
protected override Drawable CreateHeader() => new SettingsHeader("settings", "Change the way osu! behaves");
protected override Drawable CreateFooter() => new SettingsFooter();
public MainSettings()
: base(true)
{
keyBindingOverlay = new KeyBindingOverlay
{
Depth = 1,
Anchor = Anchor.TopRight,
};
keyBindingOverlay.StateChanged += keyBindingOverlay_StateChanged;
}
public override bool AcceptsFocus => keyBindingOverlay.State != Visibility.Visible;
private void keyBindingOverlay_StateChanged(Visibility visibility)
{
switch (visibility)
{
case Visibility.Visible:
Background.FadeTo(0.9f, 300, Easing.OutQuint);
Sidebar?.FadeColour(Color4.DarkGray, 300, Easing.OutQuint);
SectionsContainer.FadeOut(300, Easing.OutQuint);
ContentContainer.MoveToX(-WIDTH, 500, Easing.OutQuint);
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break;
case Visibility.Hidden:
Background.FadeTo(0.6f, 500, Easing.OutQuint);
Sidebar?.FadeColour(Color4.White, 300, Easing.OutQuint);
SectionsContainer.FadeIn(500, Easing.OutQuint);
ContentContainer.MoveToX(0, 500, Easing.OutQuint);
break;
}
}
protected override float ExpandedPosition => keyBindingOverlay.State == Visibility.Visible ? -WIDTH : base.ExpandedPosition;
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[BackgroundDependencyLoader]
private void load()
{
ContentContainer.Add(keyBindingOverlay);
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}
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}
}