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Move test to improve diff readability
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@ -827,63 +827,6 @@ namespace osu.Game.Tests.Visual.SongSelect
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AddStep("remove single ruleset set", () => carousel.RemoveBeatmapSet(testSingle));
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AddStep("remove single ruleset set", () => carousel.RemoveBeatmapSet(testSingle));
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}
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}
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[Test]
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public void TestCarouselSelectsNextWhenPreviousIsFiltered()
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{
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List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
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// 10 sets that go osu! -> taiko -> catch -> osu! -> ...
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for (int i = 0; i < 10; i++)
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{
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var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
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sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
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}
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// Sort mode is important to keep the ruleset order
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loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
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setSelected(1, 1);
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for (int i = 1; i < 10; i++)
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{
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var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
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AddStep($"Set ruleset to {rulesetInfo.ShortName}", () =>
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{
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carousel.Filter(new FilterCriteria { Ruleset = rulesetInfo, Sort = SortMode.Title }, false);
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});
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waitForSelection(i + 1, 1);
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}
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}
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[Test]
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public void TestCarouselSelectsBackwardsWhenDistanceIsShorter()
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{
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List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
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// 10 sets that go taiko, osu!, osu!, osu!, taiko, osu!, osu!, osu!, ...
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for (int i = 0; i < 10; i++)
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{
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var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 4 == 0 ? 1 : 0);
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sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
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}
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// Sort mode is important to keep the ruleset order
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loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
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for (int i = 2; i < 10; i += 4)
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{
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setSelected(i, 1);
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AddStep("Set ruleset to taiko", () =>
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{
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carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(1), Sort = SortMode.Title }, false);
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});
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waitForSelection(i - 1, 1);
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AddStep("Remove ruleset filter", () =>
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{
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carousel.Filter(new FilterCriteria { Sort = SortMode.Title }, false);
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});
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}
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}
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[Test]
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[Test]
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public void TestCarouselRemembersSelection()
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public void TestCarouselRemembersSelection()
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{
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{
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@ -966,6 +909,63 @@ namespace osu.Game.Tests.Visual.SongSelect
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checkVisibleItemCount(true, 15);
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checkVisibleItemCount(true, 15);
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}
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}
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[Test]
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public void TestCarouselSelectsNextWhenPreviousIsFiltered()
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{
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List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
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// 10 sets that go osu! -> taiko -> catch -> osu! -> ...
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for (int i = 0; i < 10; i++)
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{
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var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
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sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
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}
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// Sort mode is important to keep the ruleset order
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loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
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setSelected(1, 1);
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for (int i = 1; i < 10; i++)
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{
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var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 3);
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AddStep($"Set ruleset to {rulesetInfo.ShortName}", () =>
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{
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carousel.Filter(new FilterCriteria { Ruleset = rulesetInfo, Sort = SortMode.Title }, false);
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});
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waitForSelection(i + 1, 1);
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}
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}
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[Test]
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public void TestCarouselSelectsBackwardsWhenDistanceIsShorter()
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{
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List<BeatmapSetInfo> sets = new List<BeatmapSetInfo>();
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// 10 sets that go taiko, osu!, osu!, osu!, taiko, osu!, osu!, osu!, ...
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for (int i = 0; i < 10; i++)
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{
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var rulesetInfo = rulesets.AvailableRulesets.ElementAt(i % 4 == 0 ? 1 : 0);
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sets.Add(TestResources.CreateTestBeatmapSetInfo(5, new[] { rulesetInfo }));
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}
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// Sort mode is important to keep the ruleset order
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loadBeatmaps(sets, () => new FilterCriteria { Sort = SortMode.Title });
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for (int i = 2; i < 10; i += 4)
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{
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setSelected(i, 1);
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AddStep("Set ruleset to taiko", () =>
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{
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carousel.Filter(new FilterCriteria { Ruleset = rulesets.AvailableRulesets.ElementAt(1), Sort = SortMode.Title }, false);
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});
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waitForSelection(i - 1, 1);
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AddStep("Remove ruleset filter", () =>
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{
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carousel.Filter(new FilterCriteria { Sort = SortMode.Title }, false);
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});
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}
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}
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private void loadBeatmaps(List<BeatmapSetInfo> beatmapSets = null, Func<FilterCriteria> initialCriteria = null, Action<BeatmapCarousel> carouselAdjust = null, int? count = null,
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private void loadBeatmaps(List<BeatmapSetInfo> beatmapSets = null, Func<FilterCriteria> initialCriteria = null, Action<BeatmapCarousel> carouselAdjust = null, int? count = null,
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bool randomDifficulties = false)
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bool randomDifficulties = false)
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{
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{
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