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Add top level test coverage of editor shortcuts
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osu.Game.Tests/Visual/Editing/TestSceneEditorBindings.cs
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osu.Game.Tests/Visual/Editing/TestSceneEditorBindings.cs
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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 NUnit.Framework;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Editing
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{
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/// <summary>
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/// Test editor hotkeys at a high level to ensure they all work well together.
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/// </summary>
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public class TestSceneEditorBindings : EditorTestScene
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{
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protected override Ruleset CreateEditorRuleset() => new OsuRuleset();
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[Test]
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public void TestBeatDivisorChangeHotkeys()
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{
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AddStep("hold shift", () => InputManager.PressKey(Key.LShift));
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AddStep("press 4", () => InputManager.Key(Key.Number4));
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AddAssert("snap updated to 4", () => EditorBeatmap.BeatmapInfo.BeatDivisor, () => Is.EqualTo(4));
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AddStep("press 6", () => InputManager.Key(Key.Number6));
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AddAssert("snap updated to 6", () => EditorBeatmap.BeatmapInfo.BeatDivisor, () => Is.EqualTo(6));
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AddStep("release shift", () => InputManager.ReleaseKey(Key.LShift));
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}
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}
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}
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