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Add tests for shortcut keys
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@ -10,11 +10,12 @@ using osu.Framework.Graphics.Shapes;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Menu;
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using osuTK;
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using osuTK;
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using osuTK.Graphics;
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using osuTK.Graphics;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.UserInterface
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namespace osu.Game.Tests.Visual.UserInterface
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{
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{
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[TestFixture]
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[TestFixture]
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public class TestSceneButtonSystem : OsuTestScene
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public class TestSceneButtonSystem : OsuManualInputManagerTestScene
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{
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{
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private OsuLogo logo;
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private OsuLogo logo;
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private ButtonSystem buttons;
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private ButtonSystem buttons;
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@ -64,6 +65,66 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddStep("Enter mode", performEnterMode);
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AddStep("Enter mode", performEnterMode);
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}
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}
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[TestCase(Key.P, true)]
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[TestCase(Key.M, true)]
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[TestCase(Key.L, true)]
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[TestCase(Key.E, false)]
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[TestCase(Key.D, false)]
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[TestCase(Key.Q, false)]
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[TestCase(Key.O, false)]
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public void TestShortcutKeys(Key key, bool entersPlay)
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{
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int activationCount = -1;
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AddStep("set up action", () =>
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{
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activationCount = 0;
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void action() => activationCount++;
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switch (key)
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{
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case Key.P:
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buttons.OnSolo = action;
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break;
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case Key.M:
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buttons.OnMultiplayer = action;
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break;
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case Key.L:
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buttons.OnPlaylists = action;
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break;
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case Key.E:
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buttons.OnEdit = action;
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break;
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case Key.D:
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buttons.OnBeatmapListing = action;
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break;
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case Key.Q:
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buttons.OnExit = action;
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break;
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case Key.O:
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buttons.OnSettings = action;
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break;
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}
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});
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AddStep($"press {key}", () => InputManager.Key(key));
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AddAssert("state is top level", () => buttons.State == ButtonSystemState.TopLevel);
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if (entersPlay)
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{
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AddStep("press P", () => InputManager.Key(Key.P));
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AddAssert("state is play", () => buttons.State == ButtonSystemState.Play);
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}
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AddStep($"press {key}", () => InputManager.Key(key));
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AddAssert("action triggered", () => activationCount == 1);
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}
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private void performEnterMode()
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private void performEnterMode()
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{
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{
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buttons.State = ButtonSystemState.EnteringMode;
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buttons.State = ButtonSystemState.EnteringMode;
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