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Simplfiy and share notification dimsiss method across test scenes
Might as well inline, but I feel like it will require adding the same comment across all usages, because just `State.Value = Hidden` in an until step feels off, dunno.
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@ -59,8 +59,7 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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DismissAnyNotifications();
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return player != null;
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});
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@ -73,12 +72,6 @@ namespace osu.Game.Tests.Visual.Navigation
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AddAssert("key counter did increase", () => keyCounter.CountPresses == 1);
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}
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private void clickMouseInCentre()
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{
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InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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}
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private KeyBindingsSubsection osuBindingSubsection => keyBindingPanel
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.ChildrenOfType<VariantBindingsSubsection>()
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.FirstOrDefault(s => s.Ruleset.ShortName == "osu");
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@ -89,18 +89,11 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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DismissAnyNotifications();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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AddUntilStep("wait for play time active", () => !player.IsBreakTime.Value);
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}
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private void clickMouseInCentre()
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{
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InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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}
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}
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}
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@ -155,8 +155,7 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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DismissAnyNotifications();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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@ -280,8 +279,7 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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DismissAnyNotifications();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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@ -596,8 +594,7 @@ namespace osu.Game.Tests.Visual.Navigation
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AddUntilStep("wait for player", () =>
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{
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// dismiss any notifications that may appear (ie. muted notification).
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clickMouseInCentre();
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DismissAnyNotifications();
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return (player = Game.ScreenStack.CurrentScreen as Player) != null;
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});
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@ -607,12 +604,6 @@ namespace osu.Game.Tests.Visual.Navigation
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return () => player;
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}
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private void clickMouseInCentre()
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{
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InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
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InputManager.Click(MouseButton.Left);
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}
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private void pushEscape() =>
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AddStep("Press escape", () => InputManager.Key(Key.Escape));
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@ -23,7 +23,9 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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using osuTK.Graphics;
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using osuTK.Input;
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using IntroSequence = osu.Game.Configuration.IntroSequence;
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namespace osu.Game.Tests.Visual
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@ -106,6 +108,11 @@ namespace osu.Game.Tests.Visual
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protected void ConfirmAtMainMenu() => AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu menu && menu.IsLoaded);
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/// <summary>
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/// Dismisses any notifications pushed which block from interacting with the game (or block screens from loading, e.g. <see cref="Player"/>).
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/// </summary>
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protected void DismissAnyNotifications() => Game.Notifications.State.Value = Visibility.Hidden;
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public class TestOsuGame : OsuGame
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{
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public new const float SIDE_OVERLAY_OFFSET_RATIO = OsuGame.SIDE_OVERLAY_OFFSET_RATIO;
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