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.
This commit is contained in:
Salman Ahmed
2022-04-23 23:14:14 +03:00
parent c2f5376e82
commit daadc3fc21
4 changed files with 12 additions and 28 deletions

View File

@ -155,8 +155,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("wait for player", () =>
{
// dismiss any notifications that may appear (ie. muted notification).
clickMouseInCentre();
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
@ -280,8 +279,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("wait for player", () =>
{
// dismiss any notifications that may appear (ie. muted notification).
clickMouseInCentre();
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
@ -596,8 +594,7 @@ namespace osu.Game.Tests.Visual.Navigation
AddUntilStep("wait for player", () =>
{
// dismiss any notifications that may appear (ie. muted notification).
clickMouseInCentre();
DismissAnyNotifications();
return (player = Game.ScreenStack.CurrentScreen as Player) != null;
});
@ -607,12 +604,6 @@ namespace osu.Game.Tests.Visual.Navigation
return () => player;
}
private void clickMouseInCentre()
{
InputManager.MoveMouseTo(Game.ScreenSpaceDrawQuad.Centre);
InputManager.Click(MouseButton.Left);
}
private void pushEscape() =>
AddStep("Press escape", () => InputManager.Key(Key.Escape));