Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
405 lines
16 KiB
C#
405 lines
16 KiB
C#
using AcDream.App.UI;
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using AcDream.App.UI.Layout;
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using AcDream.Core.Chat;
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namespace AcDream.App.Tests.UI.Layout;
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/// <summary>
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/// Controller-level tests for <see cref="OptionsPanelController"/> against
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/// the committed <c>options_panel_2100006E_1000018D.json</c> fixture
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/// (Campaign OP slice OP3) — the SAME <c>LayoutImporter.ImportInfos(dats,
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/// 0x2100006Eu, 0x1000018Du)</c> catalog import
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/// <see cref="RetailUiRuntime.MountOptionsPanel"/> performs against real
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/// DATs. No DAT access, no live runtime — dat-free per the established
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/// <c>FixtureLoader</c> pattern.
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/// </summary>
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public sealed class OptionsPanelControllerTests
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{
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private static UiButton Click(ImportedLayout layout, uint elementId)
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{
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var button = Assert.IsType<UiButton>(layout.FindElement(elementId));
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button.OnEvent(new UiEvent(0, button, UiEventType.Click));
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return button;
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}
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private static OptionsPanelController.Callbacks MakeCallbacks(
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List<string> calls,
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Action<string>? displaySystemMessage = null)
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=> new(
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Toggle: () => calls.Add("toggle"),
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RequestExitToCharacterSelection: () => calls.Add("exit-to-char-select"),
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ExitGame: () => calls.Add("exit-game"),
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UseMouseTurningSettings: () => calls.Add("mouse-turning"),
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DisplaySystemMessage: displaySystemMessage ?? (text => calls.Add($"message:{text}")));
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// ── Mount conformance ────────────────────────────────────────────────────
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[Fact]
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public void Bind_RootBuildsAsUiTabPanel()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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Assert.IsType<UiTabPanel>(layout.Root);
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}
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[Fact]
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public void Bind_Succeeds_AndExposesFourEmptyPages()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController? controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Assert.NotNull(controller);
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Assert.Equal(4, controller!.Pages.Count);
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Assert.Empty(controller.GameplayPage.Rows);
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Assert.Empty(controller.CharacterPage.Rows);
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Assert.Empty(controller.ChatPage.Rows);
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Assert.Empty(controller.ConfigPage.Rows);
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}
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[Fact]
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public void ActivateTabs_SelectsGameplayAsDefault_ButNeverFlushesIt()
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{
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// Mechanism review S1 (2026-08-11 fix round): gmGameplayOptionsUI is
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// NOT an OptionPage in retail (acclient.h:55857) — its own OptionPage
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// instance is constructed with AfterApply deliberately left null
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// (OptionsPanelController's constructor), regardless of what the
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// controller's OWN AfterApply callback is, so the initial default-
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// tab activation (OnShown -> Apply) never publishes a flush.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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int gameplayFlushCount = 0;
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout,
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MakeCallbacks(calls) with { AfterApply = () => gameplayFlushCount++ })!;
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controller.ActivateTabs();
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Assert.True(controller.TabPanel.BehaviorActive);
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Assert.Equal(0x10000212u, controller.TabPanel.ActivePageElementId); // Gameplay slot
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Assert.Equal(0, gameplayFlushCount);
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}
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[Fact]
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public void TabSwitch_RevertsLeavingGameplayPage_AndAppliesEnteringCharacterPage()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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var flushes = new List<string>();
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout, MakeCallbacks(calls) with { AfterApply = () => flushes.Add("flush") })!;
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controller.ActivateTabs();
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flushes.Clear(); // drop the initial-activation flush (Gameplay never flushes anyway)
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controller.TabPanel.SwitchTo(0x10000211u); // Character page slot
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Assert.Equal(0x10000211u, controller.TabPanel.ActivePageElementId);
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// OnHidden (Gameplay, Reset — no flush regardless) and OnShown
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// (Character, a REAL AfterApply-wired page — Apply flushes).
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Assert.Equal(["flush"], flushes);
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}
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[Fact]
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public void WholeWindowHide_RevertsCurrentlyActivePage()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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controller.ActivateTabs();
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.GameplayPage.Register(row);
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row.SetCurrentValue(true);
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Assert.True(controller.GameplayPage.Changed);
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controller.OnHidden(); // IRetainedPanelController hook — whole window closing
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Assert.False(controller.GameplayPage.Changed);
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}
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[Fact]
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public void WholeWindowShow_AppliesCurrentlyActivePage()
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{
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// Switches off the Gameplay default onto Character FIRST — Gameplay
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// never flushes (S1), so testing "OnShown applies the currently
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// active page" needs a REAL AfterApply-wired page active, exactly
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// like a returning user re-opening the window on a non-default tab.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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int flushCount = 0;
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout, MakeCallbacks(calls) with { AfterApply = () => flushCount++ })!;
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controller.ActivateTabs();
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controller.TabPanel.SwitchTo(0x10000211u); // Character page slot
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flushCount = 0;
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controller.OnShown();
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Assert.Equal(1, flushCount);
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}
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[Fact]
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public void GameplayPage_OnShownAndOnHidden_NeverFlush_EvenWhenControllerAfterApplyIsWired()
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{
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// Direct pin of S1's fix: cycling Gameplay's own OnShown/OnHidden
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// (the page-model hooks OnActivePageChanged drives) never publishes
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// a flush, independent of TabSwitch/ActivateTabs framing.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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int flushCount = 0;
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OptionsPanelController controller = OptionsPanelController.Bind(
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layout, MakeCallbacks(calls) with { AfterApply = () => flushCount++ })!;
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controller.GameplayPage.OnShown();
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controller.GameplayPage.OnHidden();
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Assert.Equal(0, flushCount);
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}
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// ── MUST-FIX 2 (OP4 review-fix round, 2026-08-11): Apply/Reset gating ──────
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private static (UiButton Apply, UiButton Reset, UiButton Defaults) GetCharacterPageButtons(
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OptionsPanelController controller)
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{
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UiElement pageRoot = UiElement.FindDescendant(controller.Root, 0x10000211u)!; // Character page slot
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var apply = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FCu));
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var reset = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FDu));
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var defaults = Assert.IsType<UiButton>(UiElement.FindDescendant(pageRoot, 0x100001FEu));
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return (apply, reset, defaults);
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}
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[Fact]
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public void CharacterPage_ApplyAndReset_StartDisabled_OnFreshBind()
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{
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// Retail's PostInit calls InitOptions() then OnOptionChanged(0), so
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// the pair starts Ghosted before any row has ever been touched.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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Assert.False(apply.Enabled);
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Assert.False(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_OneLedClick_EnablesApplyAndReset()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.CharacterPage.Register(row);
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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row.SetCurrentValue(true);
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Assert.True(apply.Enabled);
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Assert.True(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_Apply_DisablesApplyAndResetAgain()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.CharacterPage.Register(row);
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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row.SetCurrentValue(true);
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controller.CharacterPage.Apply();
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Assert.False(apply.Enabled);
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Assert.False(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_Defaults_LeavesApplyAndResetEnabled_WhenSomethingActuallyChanged()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: true);
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controller.CharacterPage.Register(row);
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(UiButton apply, UiButton reset, _) = GetCharacterPageButtons(controller);
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controller.CharacterPage.Defaults();
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Assert.True(row.Current);
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Assert.True(controller.CharacterPage.Changed);
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Assert.True(apply.Enabled);
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Assert.True(reset.Enabled);
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}
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[Fact]
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public void CharacterPage_Defaults_IsNeverGated()
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{
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// Retail's Defaults override never fetches its own child id at all
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// — it must never grey itself out, before OR after a real change.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController controller =
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OptionsPanelController.Bind(layout, MakeCallbacks(calls))!;
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var row = new BoolOptionRow(initial: false, defaultValue: false);
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controller.CharacterPage.Register(row);
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(_, _, UiButton defaults) = GetCharacterPageButtons(controller);
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Assert.True(defaults.Enabled);
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row.SetCurrentValue(true);
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Assert.True(defaults.Enabled);
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controller.CharacterPage.Apply();
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Assert.True(defaults.Enabled);
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controller.CharacterPage.Defaults();
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Assert.True(defaults.Enabled);
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}
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// ── Close button ─────────────────────────────────────────────────────────
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[Fact]
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public void CloseButton_FiresToggleCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000210u);
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Assert.Equal(["toggle"], calls);
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}
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// ── The seven Gameplay-tab buttons ───────────────────────────────────────
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[Fact]
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public void ExitToCharacterSelectionButton_FiresRequestCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000203u);
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Assert.Equal(["exit-to-char-select"], calls);
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}
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[Fact]
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public void ExitGameButton_FiresExitGameCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000617u);
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Assert.Equal(["exit-game"], calls);
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}
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[Fact]
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public void UseMouseTurningSettingsButton_FiresMacroCallback()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x100005CCu);
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Assert.Equal(["mouse-turning"], calls);
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}
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[Fact]
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public void UrgentAssistanceButton_DisplaysItsOwnByteVerifiedFailureText()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000206u);
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Assert.Equal([$"message:{OptionsPanelText.UrgentAssistanceUnavailable}"], calls);
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}
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[Fact]
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public void ReportAbuseButton_DisplaysItsOwnByteVerifiedFailureText()
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{
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000207u);
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Assert.Equal([$"message:{OptionsPanelText.ReportAbuseUnavailable}"], calls);
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}
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[Fact]
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public void UrgentAssistanceAndReportAbuse_UseDifferentText()
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{
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// The two buttons share retail's identical body template but differ
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// in ONE clause ("urgent assistance request" vs "abuse report").
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Assert.NotEqual(
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OptionsPanelText.UrgentAssistanceUnavailable,
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OptionsPanelText.ReportAbuseUnavailable);
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Assert.Contains(OptionsPanelText.SupportUrl, OptionsPanelText.UrgentAssistanceUnavailable);
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Assert.Contains(OptionsPanelText.SupportUrl, OptionsPanelText.ReportAbuseUnavailable);
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}
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[Fact]
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public void ConfigureKeyboardButton_IsInert_ClickDoesNothing()
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{
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// D4/OP8: authored, clickable, no handler this slice.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000204u);
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Assert.Empty(calls);
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}
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[Fact]
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public void InGameHelpFilesButton_IsInert_ClickDoesNothing()
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{
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// D5: retail's own KeyStone::OpenHelp fails silently without the
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// missing ACHelpPlugin.dll — mirrored as an inert button.
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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var calls = new List<string>();
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OptionsPanelController.Bind(layout, MakeCallbacks(calls));
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Click(layout, 0x10000205u);
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Assert.Empty(calls);
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}
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[Fact]
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public void AllSevenGameplayButtons_ResolveInTheBuiltLayout()
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{
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// Guards against a future fixture regeneration silently dropping an
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// id (a missing button degrades to a logged no-op, not a test
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// failure, unless asserted here).
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ImportedLayout layout = FixtureLoader.LoadOptionsPanelHost();
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uint[] buttonIds =
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{
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0x10000203u, // Exit to Character Selection
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0x10000204u, // Configure Keyboard
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0x10000205u, // In-Game Help Files
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0x10000206u, // Urgent Assistance
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0x10000207u, // Report Abuse
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0x100005CCu, // Use Mouse Turning Settings
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0x10000617u, // Exit Game
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};
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foreach (uint id in buttonIds)
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Assert.IsType<UiButton>(layout.FindElement(id));
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}
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}
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