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.
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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.
This aims to bring some conformity to naming to make it easier to
understand component structure for new components.
Renames are pulled out of the song select v2 changes and are more
relevant there due to many new classes being added.
- `V2` suffix is dropped, with v2 components being moved to a relevant V2 namespace.
- Related classes have a prefix of the area they are used.
- Experimenting with using partial/nested classes in the song select v2 implementation.
Not committing to this yet but want to see how it plays out.
- Moved base carousel components to a generic namespace to avoid confusion with actual beatmap carousel implementation.