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Refactor message highlighting logic to rely on a Channel
data bindable
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@ -152,7 +152,7 @@ namespace osu.Game.Tests.Visual.Online
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AddStep("highlight first message", () =>
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{
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highlighted = testChannel.Messages[0];
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chatDisplay.DrawableChannel.HighlightMessage(highlighted);
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chatDisplay.DrawableChannel.Channel.HighlightedMessage.Value = highlighted;
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});
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AddUntilStep("chat scrolled to first message", () =>
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@ -167,7 +167,7 @@ namespace osu.Game.Tests.Visual.Online
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AddStep("highlight last message", () =>
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{
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highlighted = testChannel.Messages[^1];
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chatDisplay.DrawableChannel.HighlightMessage(highlighted);
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chatDisplay.DrawableChannel.Channel.HighlightedMessage.Value = highlighted;
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});
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AddUntilStep("chat scrolled to last message", () =>
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@ -182,7 +182,7 @@ namespace osu.Game.Tests.Visual.Online
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AddRepeatStep("highlight other random messages", () =>
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{
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highlighted = testChannel.Messages[RNG.Next(0, testChannel.Messages.Count - 1)];
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chatDisplay.DrawableChannel.HighlightMessage(highlighted);
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chatDisplay.DrawableChannel.Channel.HighlightedMessage.Value = highlighted;
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}, 10);
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}
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@ -193,7 +193,7 @@ namespace osu.Game.Tests.Visual.Online
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AddRepeatStep("highlight random messages", () =>
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{
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chatDisplay.DrawableChannel.HighlightMessage(testChannel.Messages[RNG.Next(0, testChannel.Messages.Count - 1)]);
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chatDisplay.DrawableChannel.Channel.HighlightedMessage.Value = testChannel.Messages[RNG.Next(0, testChannel.Messages.Count - 1)];
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}, 10);
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}
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