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diff --git a/Assets/Resources/Prefabs/UI/SettingsMenu.prefab.meta b/Assets/Resources/Prefabs/UI/SettingsMenu.prefab.meta
new file mode 100644
index 0000000000..74701a94e0
--- /dev/null
+++ b/Assets/Resources/Prefabs/UI/SettingsMenu.prefab.meta
@@ -0,0 +1,7 @@
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diff --git a/Assets/SEE/Controls/KeyBindings.cs b/Assets/SEE/Controls/KeyBindings.cs
index 77d7eafb58..c0c5ef1a7a 100644
--- a/Assets/SEE/Controls/KeyBindings.cs
+++ b/Assets/SEE/Controls/KeyBindings.cs
@@ -6,7 +6,7 @@ namespace SEE.Controls
///
/// Defines the key codes for all interaction based on the keyboard in SEE.
///
- internal static class KeyBindings
+ public static class KeyBindings
{
// IMPORTANT NOTES:
// (1) Keep in mind that KeyCodes in Unity map directly to a
@@ -17,7 +17,7 @@ internal static class KeyBindings
///
/// The registered keyboard shortcuts. The value is a help message on the shortcut.
///
- private static readonly Dictionary bindings = new Dictionary();
+ private static readonly Dictionary bindings = new();
///
/// Categories for the keyboard shortcuts.
@@ -66,7 +66,7 @@ private static KeyCode Register(KeyCode keyCode, Scope scope, string helpMessage
///
internal static void PrintBindings()
{
- System.Text.StringBuilder sb = new System.Text.StringBuilder("Key Bindings:\n");
+ System.Text.StringBuilder sb = new("Key Bindings:\n");
foreach (var binding in bindings)
{
sb.Append($"Key {binding.Key}: {binding.Value}\n");
@@ -74,6 +74,19 @@ internal static void PrintBindings()
Debug.Log(sb.ToString());
}
+ ///
+ /// Returns a string of the current key bindings along with their help message.
+ ///
+ internal static string GetBindingsText()
+ {
+ System.Text.StringBuilder sb = new();
+ foreach (var binding in bindings)
+ {
+ sb.Append($"Key {binding.Key}:\n {binding.Value}\n\n");
+ }
+ return sb.ToString();
+ }
+
//-----------------------------------------------------
#region General key bindings
//-----------------------------------------------------
@@ -101,6 +114,11 @@ internal static void PrintBindings()
///
internal static readonly KeyCode ToggleMenu = Register(KeyCode.Space, Scope.Always, "Turns on/off the player-action menu.");
+ ///
+ /// Turns on/off the settings menu.
+ ///
+ internal static readonly KeyCode ToggleSettings = Register(KeyCode.Pause, Scope.Always, "Turns on/off the settings menu.");
+
///
/// Turns on/off the browser.
///
@@ -281,7 +299,7 @@ internal static void PrintBindings()
///
/// Toggles auto play of the animation.
///
- internal static readonly KeyCode ToggleAutoPlay = Register(KeyCode.Pause, Scope.Animation, "Toggles auto play of the animation.");
+ internal static readonly KeyCode ToggleAutoPlay = Register(KeyCode.F9, Scope.Animation, "Toggles auto play of the animation.");
///
/// Double animation speed.
///
diff --git a/Assets/SEE/Controls/SEEInput.cs b/Assets/SEE/Controls/SEEInput.cs
index f791660c26..c898938fec 100644
--- a/Assets/SEE/Controls/SEEInput.cs
+++ b/Assets/SEE/Controls/SEEInput.cs
@@ -50,6 +50,15 @@ public static bool ToggleMenu()
return KeyboardShortcutsEnabled && Input.GetKeyDown(KeyBindings.ToggleMenu);
}
+ ///
+ /// Turns on/off the settings menu.
+ ///
+ /// true if the user requests this action and
+ public static bool ToggleSettings()
+ {
+ return KeyboardShortcutsEnabled && Input.GetKeyDown(KeyBindings.ToggleSettings);
+ }
+
///
/// Turns on/off the browser.
///
diff --git a/Assets/SEE/UI/SettingsMenu.cs b/Assets/SEE/UI/SettingsMenu.cs
new file mode 100644
index 0000000000..2e317b0b4e
--- /dev/null
+++ b/Assets/SEE/UI/SettingsMenu.cs
@@ -0,0 +1,73 @@
+using UnityEngine.UI;
+using UnityEngine;
+using TMPro;
+using SEE.Controls;
+using SEE.Utils;
+using SEE.GO;
+
+namespace SEE.UI
+{
+ ///
+ /// Handles the user interactions with the settings menu.
+ ///
+ public class SettingsMenu : PlatformDependentComponent
+ {
+ ///
+ /// Prefab for the .
+ ///
+ private string SettingsPrefab => UIPrefabFolder + "SettingsMenu";
+
+ ///
+ /// The game object instantiated for the .
+ ///
+ private GameObject settingsMenuGameObject;
+
+ ///
+ /// Sets the text of the textbox and adds the onClick event ExitGame to the ExitButton.
+ ///
+ protected override void StartDesktop()
+ {
+ // instantiates the SettingsMenu
+ settingsMenuGameObject = PrefabInstantiator.InstantiatePrefab(SettingsPrefab, Canvas.transform, false);
+ Button exitButton = settingsMenuGameObject.transform.Find("SettingsPanel/ExitButton").gameObject.MustGetComponent