Closes https://github.com/ppy/osu/issues/33542.
For a diff this simple this took much more hemming and hawing because
things are a bit annoying here from a few angles:
- The only way that is considered idiomatic right now for a skin
component to not be applicable to a screen is to require a dependency
from DI that is only provided by applicable screens.
`DrawableGameplayLeaderboard` has a few of those dependencies, but the
scope of all the usages makes it so that the only really viable one to
use here is `IGameplayLeaderboardProvider` itself (see: visual tests,
and also the usage of multiplayer spectator, where the leaderboard is
*not* under a player instance).
- The smelly part of this is that the `Player` inheritance hierarchy
must ensure that *every* non-abstract class has an
`IGameplayLeaderboardProvider` cached. It is not trivial - if not
straight up impossible - to force this via some `Player` level
abstract method, because such a method would need to somehow
accommodate all possible leaderboard providers. That however also
means that every possible future `Player` implementor *must inherently
know* to also cache a leaderboard provider lest it die at runtime. I
don't love that, but I also don't see better alternatives.
- Speaking of which, I also noticed that solo spectator and playlists
don't have gameplay leaderboards. At all. Which I don't believe to be
something that I broke with the leaderboard work - I'm pretty sure
that was the pre-existing state - however I don't see any reason why
they *couldn't* receive gameplay leaderboards. I'm not doing that
here, though, just leaving TODOs for later.
- Use constraints for better assert messages
- Use `Editor.Undo()` rather than manual input manager synthesizing
ctrl-z (ctrl-z is not a platform agnostic binding, see macOS)
- Enforces minimum width on accuracy / max combo displays which could
previously look broken in CJK languages, thus fixing
https://github.com/ppy/osu/issues/33434. Minimum sizes were chosen to
accomodate what could be considered reasonably possible with some
leeway on top.
- Fixes hilariously broken logic that was supposed to highlight perfect
/ FC / max combo scores in green but instead did nothing due to two
disparate bugs in a single line of code.
- Extends the highlighting logic to also apply to 100% accuracy because
web does this and I think it's nice.
Closes https://github.com/ppy/osu/issues/33455.
The fundamental misunderstanding and source of confusion in
https://github.com/ppy/osu/pull/33062 is that solo wants to show
*maximum combo*, and multiplayer wants to show *current combo*, for
their own, valid reasons. Which is spelled out explicitly in this
change.
Closes https://github.com/ppy/osu/issues/33465 probably.
This reverts the replay frame de-duplication logic to what it was before
https://github.com/ppy/osu/pull/33148#discussion_r2091549388.
I don't have good reproduction steps. I tried to write a test case for
this that isn't just "press and release a key in the same frame",
thinking that maybe there was some loophole in the osu! touch input
mapper that may produce this situation artificially, but I could not in
many configurations. So I have to assume that this just *can happen*
organically.