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Add base song select components test scene
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@ -17,7 +17,6 @@ using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens;
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using osu.Game.Screens.Footer;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.SelectV2;
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using osu.Game.Screens.SelectV2.Footer;
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using osuTK.Input;
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@ -63,8 +62,8 @@ namespace osu.Game.Tests.Visual.SongSelect
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{
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base.SetUpSteps();
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AddStep("load screen", () => Stack.Push(new SongSelectV2()));
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AddUntilStep("wait for load", () => Stack.CurrentScreen is SongSelectV2 songSelect && songSelect.IsLoaded);
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AddStep("load screen", () => Stack.Push(new Screens.SelectV2.SongSelectV2()));
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AddUntilStep("wait for load", () => Stack.CurrentScreen is Screens.SelectV2.SongSelectV2 songSelect && songSelect.IsLoaded);
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}
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#region Footer
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@ -5,7 +5,6 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.SelectV2;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.SongSelect
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@ -17,7 +16,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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base.SetUpSteps();
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddWaitStep("wait", 5);
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PushAndConfirm(() => new SongSelectV2());
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PushAndConfirm(() => new Screens.SelectV2.SongSelectV2());
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}
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[Test]
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@ -0,0 +1,45 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Overlays;
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namespace osu.Game.Tests.Visual.SongSelectV2
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{
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public abstract partial class SongSelectComponentsTestScene : OsuTestScene
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{
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[Cached]
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protected readonly OverlayColourProvider ColourProvider = new OverlayColourProvider(OverlayColourScheme.Aquamarine);
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/// <summary>
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/// The beatmap. Can be local/online depending on the context.
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/// </summary>
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[Cached(typeof(IBindable<IBeatmapInfo?>))]
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protected readonly Bindable<IBeatmapInfo?> BeatmapInfo = new Bindable<IBeatmapInfo?>();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// mimics song select's `WorkingBeatmap` binding
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Beatmap.BindValueChanged(b =>
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{
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BeatmapInfo.Value = b.NewValue.BeatmapInfo;
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});
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}
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[SetUpSteps]
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public virtual void SetUpSteps()
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{
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AddStep("reset dependencies", () =>
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{
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Beatmap.SetDefault();
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SelectedMods.SetDefault();
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BeatmapInfo.Value = null;
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});
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}
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}
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}
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