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Add coverage of selection retention when difficulties are split out
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@ -1005,6 +1005,43 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddAssert("Selection was remembered", () => eagerSelectedIDs.Count == 1);
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AddAssert("Selection was remembered", () => eagerSelectedIDs.Count == 1);
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}
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}
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[Test]
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public void TestCarouselRemembersSelectionDifficultySort()
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{
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List<BeatmapSetInfo> manySets = new List<BeatmapSetInfo>();
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AddStep("Populuate beatmap sets", () =>
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{
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manySets.Clear();
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for (int i = 1; i <= 50; i++)
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manySets.Add(TestResources.CreateTestBeatmapSetInfo(diff_count));
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});
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loadBeatmaps(manySets);
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AddStep("Sort by difficulty", () => carousel.Filter(new FilterCriteria { Sort = SortMode.Difficulty }, false));
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advanceSelection(direction: 1, diff: false);
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for (int i = 0; i < 5; i++)
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{
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AddStep("Toggle non-matching filter", () =>
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{
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carousel.Filter(new FilterCriteria { SearchText = Guid.NewGuid().ToString() }, false);
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});
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AddStep("Restore no filter", () =>
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{
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carousel.Filter(new FilterCriteria(), false);
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eagerSelectedIDs.Add(carousel.SelectedBeatmapSet!.ID);
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});
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}
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// always returns to same selection as long as it's available.
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AddAssert("Selection was remembered", () => eagerSelectedIDs.Count == 1);
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}
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[Test]
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[Test]
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public void TestFilteringByUserStarDifficulty()
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public void TestFilteringByUserStarDifficulty()
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{
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{
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