This commit rearranges the contents of `ShearedButtons` to be more
independent of each other in regards to sizing. Thanks to that, the
custom logic related to enabling autosizing is no longer necessary.
Witdh and height are no longer set via the constructor, and can be
freely configured using the initializer syntax.
Additionally, this allows the button to use relative sizing without
having to resort to any hackery with `Size` (this will come in handy for
me when implementing the new footer on multiplayer screens).
Given that most of the `ShearedButton`s currently in use set their width
explicitly, I did not set `AutoSizeAxes = Axes.X` like it would be by
default previously. Instead it is set on the only two such buttons (show
converts/selected mods on ssv2). I suppose it might be a good idea to
have it set that by default if no `Width` is specified, as right now
it'll just not show anything.
Also I've set the margin on the text field by default in all cases
instead of only when autosizing like how it was previously, since
otherwise it would be a pain to set that on each button instance when
needed. I've checked all affected components and could not find any text
overflowing issues that this could cause.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
Part of the `ScreenFooter` refactor, which intends to move the footer
content handling to `OsuScreen`. This commit updates the `ScreenFooter`
test to operate on entire `OsuScreen`s, in order to better test the
entire flow of pushing a screen, and having it create and add its own
content to the footer.
This should be 80-90% identical to the original test case structure
wise, just that instead of manually manipulating the footer with
`SetButtons()`, various screens with the appropriate buttons are being
moved around the screen stack.
Additionally this adds some more tests handling common use cases, as
well as removes `TestLoadOverlayAfterFooterIsDisplayed()`, since as far
as I understand the behaviour described in it doesn't actually happen in
production code. From what I can see, Screens instantiate their overlays
in `load()`, and then register them in `LoadComplete()`. There seems to
be no case where a `ShearedOverlayContainer` is created in the middle of
a screen's lifecycle.
Part of the screen footer refactor.
Once footer content is being managed by `OsuScreen`, the current tests
which simply create the tested overlay and `ScreenFooter` in a container
will no longer work.
This PR refactors them to use `ScreenTestScene` with the setup being
creating a dedicated testing `OsuScreen` which does the bare minimum to
create the tested overlay and necessary components (eg.
`FooterButtonFreeModsV2` for `TestSceneFreeModsOverlay`).
Most of the changes here can be described as
`%s/<...>Overlay/screen.Overlay/g`, with some minor touchups as
necessary, given that we're now testing a more complete flow which
checks more things that were previously not handled by the tests.
## [Move footer to front in
ScreenTestScene](https://github.com/ppy/osu/commit/f8740e0403b3c0badd60d394c737f2aa912a9ed6)
Self-explanatory. Without it the footer would show below the actual
overlay, breaking tests depending on manual input. For the sake of tests
not breaking in CI, both #36718 and this have this included - would
prefer the former to be merged first since it was already reviewed
there.
## `TestSceneModSelectOverlay`
There were a few tests (`TestColumnHidingOnIsValidChange`,
`TestColumnHidingOnTextFilterChange`, and
`TestHidingOverlayClearsTextSearch`) that would create a custom overlay
instance instead of the globally provided one. I've tested both and the
tests run fine with the default overlay, so they're now using that
instead.
## `TestSceneFreeModSelectOverlay`
Updated to use footer v2.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
- [x] Depends on https://github.com/ppy/osu/pull/36741 for merge
conflict avoidance
RFC, cc @OliBomby
## [Adjust behaviour of automatic bank assignment during
placement](https://github.com/ppy/osu/commit/547f55e9b3ded668fe6e1c8865a2d625e64a2f45)
Diatribe time!
This is fallout of the discussion about auto bank in
https://github.com/ppy/osu/issues/36705.
Auto bank in lazer as written before this commit is confused. On stable,
auto bank is closer to "no bank", as in "go look up the current sample
timing point, get the bank of that, and use that". lazer has no timing
points anymore, but people still want auto bank. So what do?
Auto bank for normal samples is somewhat sane still. It only works
during placement, and will just copy the normal bank of the previous
object - if one exists. That said, one *might not* exist, but the
resulting object will still have its normal sample created with
`editorAutoBank: true`. That is largely cosmetic and without
consequences, but this commit fixes that.
Auto bank for *addition* samples, however... Hoo boy.
- For placed objects, auto bank means "take the normal sample, read its
bank, and use that". Simple enough, right?
- Hoooooowever. During placement, auto bank before this commit used to
mean "look at the *previous object*, check if it has an addition sound
and then use its bank, if not use *the previous object's* normal sample
and then use its bank" which is a completely different thing with its
own implications. Like, say, what happens if the previous object uses
the auto addition bank too? What should be copied over? Should it be the
notion of "auto bank" in that the addition bank should match the normal
bank, or should it be the literal bank that the previous object is
using?
This change attempts to define this unambiguously. "Auto additions bank"
means "the same bank as the normal bank of this object", full stop.
## [Do not touch sample toggle state if there are no selected
objects](https://github.com/ppy/osu/commit/052cde5987e48800ec68ab2528c7e0ce3140e6e0)
Fixes issue described in
https://github.com/ppy/osu/issues/36705#issuecomment-3953917163 wherein
opening a sample popover will disable addition bank toggles and toggle
off all addition samples.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
Of note, this test scene still doesn't use the new footer properly.
Should these even be here? Maybe it's better to leave these real world
flows to a `Navigation` style test so we're not dealing with weird test
setups that kinda do something but don't... or maybe do it in three
different ways (two footers present, three back buttons etc.)
Dunno. But this kind of covers what I want (except it doesn't cover the
new footer usage).
Closes#33395
Copies the bookmarks from `referenceWorkingBeatmap` while creating a new
difficulty from scratch. I adapted the tests in
`TestSceneEditorBeatmapCreation` to include the bookmark checks.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
Part of #32584.
Very much inspired by the respective component for displaying profile
pictures on the user overlay
* allow disabling interactivity/tooltips
* add option to show placeholder on null team instead of hiding
component entirely
* move setting corner radius out to respective parent components to
allow for easier overriding
- Closes https://github.com/ppy/osu/issues/36584
The last two commits could be either fixes to the issue above, but in a
code quality perspective, the scheduler in `setLink()` seems unnecessary
as the other set methods don't have it (other than making it run last)
and the other commit is self explanatory.
- Adds sorting and display styles.
- Saves sort/display modes to the config.
- Improves performance, especially on the 2nd+ time opening the overlay.
https://github.com/user-attachments/assets/e32b50d0-58a1-4eef-b18c-988fb497e545
---
Coming off some recent feedback in
https://github.com/ppy/osu/discussions/33426#discussioncomment-13431275,
I decided to take a bit of a detour and get a little bit more
functionality in.
Sorting by rank, although it should technically work, doesn't work right
now. This is because the osu!web API doesn't return user rank on
`/user/` lookups - it's only returned for the friends request. I'm
leaving this open as a discussion topic.
- We can make osu!web return the rank and osu! will require no further
changes to work correctly, or
- We can try to implement additional paths through
`osu-server-spectator` which would blow this PR out of proportion and is
best left for a task of its own.
For simplicity, I've re-implemented this display mostly as its own
component for now, lifting code from `FriendDisplay` which was recently
overhauled. These implementations should eventually be combined somehow
but that's dependent on:
1. Figuring out the styling - friends can display offline users for
which it makes no sense to display the "spectate" button.
2. Figuring out how to handle the different users/presence pathways.
It's mostly a code complexity issue.
---------
Co-authored-by: Dean Herbert <pe@ppy.sh>
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>