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Merge branch 'master' into non-concurrent-sample-playback
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@ -251,11 +251,7 @@ namespace osu.Game.Screens.Select
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Children = new Drawable[]
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{
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BeatmapOptions = new BeatmapOptionsOverlay(),
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ModSelect = new ModSelectOverlay
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{
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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}
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ModSelect = CreateModSelectOverlay()
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}
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}
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}
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@ -267,9 +263,8 @@ namespace osu.Game.Screens.Select
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if (Footer != null)
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{
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Footer.AddButton(new FooterButtonMods { Current = Mods }, ModSelect);
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Footer.AddButton(new FooterButtonRandom { Action = triggerRandom });
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Footer.AddButton(new FooterButtonOptions(), BeatmapOptions);
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foreach (var (button, overlay) in CreateFooterButtons())
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Footer.AddButton(button, overlay);
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BeatmapOptions.AddButton(@"Manage", @"collections", FontAwesome.Solid.Book, colours.Green, () => manageCollectionsDialog?.Show());
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BeatmapOptions.AddButton(@"Delete", @"all difficulties", FontAwesome.Solid.Trash, colours.Pink, () => delete(Beatmap.Value.BeatmapSetInfo));
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@ -305,6 +300,19 @@ namespace osu.Game.Screens.Select
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}
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}
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/// <summary>
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/// Creates the buttons to be displayed in the footer.
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/// </summary>
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/// <returns>A set of <see cref="FooterButton"/> and an optional <see cref="OverlayContainer"/> which the button opens when pressed.</returns>
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protected virtual IEnumerable<(FooterButton, OverlayContainer)> CreateFooterButtons() => new (FooterButton, OverlayContainer)[]
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{
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(new FooterButtonMods { Current = Mods }, ModSelect),
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(new FooterButtonRandom { Action = triggerRandom }, null),
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(new FooterButtonOptions(), BeatmapOptions)
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};
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protected virtual ModSelectOverlay CreateModSelectOverlay() => new LocalPlayerModSelectOverlay();
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protected virtual void ApplyFilterToCarousel(FilterCriteria criteria)
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{
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// if not the current screen, we want to get carousel in a good presentation state before displaying (resume or enter).
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