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Add first run setup dialog #17881
Add first run setup dialog #17881
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…n wizard is shown
… traversal logic)
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Skimmed this, nothing major found, left a few comments but they're mostly discretionary. I'm explicitly not leaving comments on the stuff that was pre-empted as temporary (i.e. the exposition of overlay activation state as public)
osu.Game.Tests/Visual/UserInterface/TestSceneFirstRunSetupOverlay.cs
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@arflyte can you take a look at the video in the opening post and let me know if you have any existing designs which use the new slanted language that i could draw from to update this to fit in? |
I haven't finalised any slanted designs for pop-ups so far. So I think it looks fine for what it is now. But, if you want some idea, you can look into this file. (Warning, this is just an idea board, so it's ultra god-forbid messy >_<). https://www.figma.com/file/E6kgzLP6CGd62NPSRXLkUX/General-Overlay?node-id=0%3A1 |
I'm going to migrate this to use the newer design language, but the majority of the content should not change so this PR is still in a reviewable state. Will probably come as a separate PR. |
Ended up splitting out as there was a bit of extra logic required. |
Co-authored-by: Walavouchey <[email protected]>
This seems like a good start 👍 I've merged |
I hope to add more screens to this, but for now I chose one to work with just to get the general structure setup. Quite a few lines of change, but also few modified lines (mostly test and new UI).
Eventually I'd like to convert this to a
Screen
which displays before theMainMenu
but making that work (especially for the user-triggered display case) is a bit hard, so I figured getting the general feel and flow together is a good start. Making it a screen would allow improving the first-import dialog pop (which is a bit weird atm) and also simplify the notification blocking flow, which can best be described as a hack at the moment.osu.2022-04-19.at.08.50.00.mp4
Follow-up screens will come in separate PRs. This is mostly about the overall flow (and the choice of implementing the UI scale screen first may have been a bad one, as making it work smoothly was the largest part of this implementation).