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https://github.com/osukey/osukey.git
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Refactor test to better keep existing toggle values
I also changed the type of the button to `float` because it was mentally hard to parse a default button that is tracking a `bool` state. Probably not what we want for a test like this.
This commit is contained in:
@ -18,10 +18,18 @@ namespace osu.Game.Tests.Visual.Settings
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[Resolved]
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[Resolved]
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private OsuColour colours { get; set; }
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private OsuColour colours { get; set; }
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private float scale = 1;
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private readonly Bindable<float> current = new Bindable<float>
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{
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Default = default,
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Value = 1,
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};
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[Test]
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[Test]
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public void TestBasic()
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public void TestBasic()
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{
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{
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RestoreDefaultValueButton<bool> restoreDefaultValueButton = null;
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RestoreDefaultValueButton<float> restoreDefaultValueButton = null;
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AddStep("create button", () => Child = new Container
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AddStep("create button", () => Child = new Container
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{
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{
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@ -33,21 +41,23 @@ namespace osu.Game.Tests.Visual.Settings
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Colour = colours.GreySeafoam
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Colour = colours.GreySeafoam
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},
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},
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restoreDefaultValueButton = new RestoreDefaultValueButton<bool>
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restoreDefaultValueButton = new RestoreDefaultValueButton<float>
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{
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{
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Anchor = Anchor.Centre,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Origin = Anchor.Centre,
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Current = new BindableBool(),
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Scale = new Vector2(scale),
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Current = current,
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}
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}
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}
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}
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});
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});
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AddSliderStep("set scale", 1, 4, 1, scale =>
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AddSliderStep("set scale", 1, 4, 1, scale =>
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{
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{
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this.scale = scale;
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if (restoreDefaultValueButton != null)
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if (restoreDefaultValueButton != null)
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restoreDefaultValueButton.Scale = new Vector2(scale);
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restoreDefaultValueButton.Scale = new Vector2(scale);
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});
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});
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AddToggleStep("toggle default state", state => restoreDefaultValueButton.Current.Value = state);
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AddToggleStep("toggle default state", state => current.Value = state ? default : 1);
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AddToggleStep("toggle disabled state", state => restoreDefaultValueButton.Current.Disabled = state);
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AddToggleStep("toggle disabled state", state => current.Disabled = state);
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}
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}
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}
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}
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}
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}
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