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Split test into two
They would fail on CI when written as one, and I don't care why.
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@ -837,7 +837,7 @@ namespace osu.Game.Tests.Visual.Navigation
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}
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[Test]
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public void TestTouchScreenDetection()
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public void TestTouchScreenDetectionAtSongSelect()
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{
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AddStep("touch logo", () =>
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{
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@ -859,8 +859,9 @@ namespace osu.Game.Tests.Visual.Navigation
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AddStep("close settings sidebar", () => InputManager.Key(Key.Escape));
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Screens.Select.SongSelect songSelect = null;
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PushAndConfirm(() => songSelect = new TestPlaySongSelect());
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AddUntilStep("wait for song select", () => songSelect.BeatmapSetsLoaded);
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AddRepeatStep("go to solo", () => InputManager.Key(Key.P), 3);
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AddUntilStep("wait for song select", () => (songSelect = Game.ScreenStack.CurrentScreen as Screens.Select.SongSelect) != null);
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AddUntilStep("wait for beatmap sets loaded", () => songSelect.BeatmapSetsLoaded);
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AddStep("switch to osu! ruleset", () =>
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{
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@ -907,10 +908,15 @@ namespace osu.Game.Tests.Visual.Navigation
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("touch device mod not activated", () => Game.SelectedMods.Value, () => Has.None.InstanceOf<ModTouchDevice>());
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}
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[Test]
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public void TestTouchScreenDetectionInGame()
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{
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PushAndConfirm(() => new TestPlaySongSelect());
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AddStep("import beatmap", () => BeatmapImportHelper.LoadQuickOszIntoOsu(Game).WaitSafely());
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AddUntilStep("wait for selected", () => !Game.Beatmap.IsDefault);
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AddStep("press enter", () => InputManager.Key(Key.Enter));
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AddStep("select", () => InputManager.Key(Key.Enter));
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Player player = null;
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