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Use actual beatmap's hitobjects in test to better display density
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@ -2,14 +2,12 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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@ -38,7 +36,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void SetupSteps()
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{
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AddStep("reset clock", () => gameplayClockContainer.Reset());
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AddStep("set hit objects", setHitObjects);
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AddStep("set hit objects", () => this.ChildrenOfType<SongProgress>().ForEach(progress => progress.Objects = Beatmap.Value.Beatmap.HitObjects));
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AddStep("hook seeking", () =>
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{
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applyToDefaultProgress(d => d.ChildrenOfType<DefaultSongProgressBar>().Single().OnSeek += t => gameplayClockContainer.Seek(t));
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@ -72,15 +70,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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private void applyToDefaultProgress(Action<DefaultSongProgress> action) =>
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this.ChildrenOfType<DefaultSongProgress>().ForEach(action);
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private void setHitObjects()
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{
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var objects = new List<HitObject>();
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for (double i = 0; i < 5000; i++)
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objects.Add(new HitObject { StartTime = i });
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this.ChildrenOfType<SongProgress>().ForEach(progress => progress.Objects = objects);
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}
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protected override Drawable CreateDefaultImplementation() => new DefaultSongProgress();
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protected override Drawable CreateArgonImplementation() => new ArgonSongProgress();
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