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Add failing test
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@ -91,9 +91,44 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddStep("load dummy beatmap", () => ResetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddRepeatStep("move mouse", () => InputManager.MoveMouseTo(loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft + (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft) * RNG.NextSingle()), 20);
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AddUntilStep("wait for load ready", () =>
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{
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moveMouse();
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return player.LoadState == LoadState.Ready;
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});
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AddRepeatStep("move mouse", moveMouse, 20);
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AddAssert("loader still active", () => loader.IsCurrentScreen());
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AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
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void moveMouse()
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{
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InputManager.MoveMouseTo(
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loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft
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+ (loader.VisualSettings.ScreenSpaceDrawQuad.BottomRight - loader.VisualSettings.ScreenSpaceDrawQuad.TopLeft)
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* RNG.NextSingle());
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}
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}
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[Test]
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public void TestBlockLoadViaFocus()
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{
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OsuFocusedOverlayContainer overlay = null;
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AddStep("load dummy beatmap", () => ResetPlayer(false));
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AddUntilStep("wait for current", () => loader.IsCurrentScreen());
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AddStep("show focused overlay", () => { container.Add(overlay = new ChangelogOverlay { State = { Value = Visibility.Visible } }); });
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AddUntilStep("overlay visible", () => overlay.IsPresent);
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AddUntilStep("wait for load ready", () => player.LoadState == LoadState.Ready);
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AddRepeatStep("twiddle thumbs", () => { }, 20);
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AddAssert("loader still active", () => loader.IsCurrentScreen());
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AddStep("hide overlay", () => overlay.Hide());
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AddUntilStep("loads after idle", () => !loader.IsCurrentScreen());
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}
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[Test]
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