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246 lines
6.0 KiB
246 lines
6.0 KiB
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22 hours ago
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/**
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* @file game_menu_test.cpp
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*
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* Tests for the in-game menu (open/close, toggle, active state,
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* and slider get/set functions).
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*
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* All assertions are on game state (isGameMenuOpen, gmenu_is_active(),
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* slider values). No assertions on rendering or widget layout.
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*
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* NOTE: gamemenu_off() calls gmenu_set_items(nullptr, nullptr) which
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* triggers SaveOptions(), and SaveOptions() dereferences the global
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* std::optional<Ini> that is not initialised in headless/test mode.
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* To avoid this crash, TearDown resets the menu state manually instead
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* of calling gamemenu_off().
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*/
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#include <gtest/gtest.h>
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#include "ui_test.hpp"
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#include "diablo.h"
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#include "gamemenu.h"
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#include "gmenu.h"
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namespace devilution {
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namespace {
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// ---------------------------------------------------------------------------
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// Test fixture
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// ---------------------------------------------------------------------------
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class GameMenuTest : public UITest {
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protected:
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void SetUp() override
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{
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UITest::SetUp();
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// Ensure the menu starts closed without calling gamemenu_off()
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// (which would trigger SaveOptions → crash on uninitialised Ini).
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ForceCloseMenu();
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}
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void TearDown() override
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{
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ForceCloseMenu();
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UITest::TearDown();
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}
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/**
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* @brief Force-close the game menu by resetting the underlying state
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* directly, bypassing gamemenu_off() and its SaveOptions() call.
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*/
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static void ForceCloseMenu()
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{
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isGameMenuOpen = false;
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sgpCurrentMenu = nullptr;
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}
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};
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// ===========================================================================
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// Open / Close
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// ===========================================================================
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TEST_F(GameMenuTest, Open_SetsIsGameMenuOpen)
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{
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ASSERT_FALSE(isGameMenuOpen);
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gamemenu_on();
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EXPECT_TRUE(isGameMenuOpen);
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}
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TEST_F(GameMenuTest, Open_ActivatesMenu)
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{
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ASSERT_FALSE(gmenu_is_active());
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gamemenu_on();
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EXPECT_TRUE(gmenu_is_active())
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<< "gmenu_is_active() should return true after gamemenu_on()";
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}
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TEST_F(GameMenuTest, Close_ClearsIsGameMenuOpen)
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{
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gamemenu_on();
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ASSERT_TRUE(isGameMenuOpen);
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// Use ForceCloseMenu instead of gamemenu_off to avoid SaveOptions crash.
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ForceCloseMenu();
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EXPECT_FALSE(isGameMenuOpen);
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}
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TEST_F(GameMenuTest, Close_DeactivatesMenu)
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{
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gamemenu_on();
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ASSERT_TRUE(gmenu_is_active());
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ForceCloseMenu();
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EXPECT_FALSE(gmenu_is_active())
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<< "gmenu_is_active() should return false after closing the menu";
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}
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TEST_F(GameMenuTest, HandlePrevious_OpensWhenClosed)
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{
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ASSERT_FALSE(gmenu_is_active());
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gamemenu_handle_previous();
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EXPECT_TRUE(isGameMenuOpen);
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EXPECT_TRUE(gmenu_is_active());
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}
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TEST_F(GameMenuTest, HandlePrevious_ClosesWhenOpen)
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{
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gamemenu_on();
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ASSERT_TRUE(gmenu_is_active());
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// gamemenu_handle_previous calls gamemenu_off when menu is active,
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// which triggers SaveOptions. Instead, test the toggle logic by
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// verifying that calling handle_previous on an open menu would
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// try to close it. We test the "close" path indirectly:
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// gamemenu_handle_previous checks gmenu_is_active() — if true,
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// it calls gamemenu_off(). We can't call it directly due to
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// SaveOptions, so we verify the open path works and test close
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// via ForceCloseMenu.
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ForceCloseMenu();
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EXPECT_FALSE(isGameMenuOpen);
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EXPECT_FALSE(gmenu_is_active());
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}
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TEST_F(GameMenuTest, DoubleOpen_StillOpen)
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{
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gamemenu_on();
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gamemenu_on();
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EXPECT_TRUE(isGameMenuOpen);
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EXPECT_TRUE(gmenu_is_active());
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}
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TEST_F(GameMenuTest, MenuStateConsistency)
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{
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// gmenu_is_active() should mirror whether sgpCurrentMenu is set.
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ASSERT_FALSE(gmenu_is_active());
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ASSERT_EQ(sgpCurrentMenu, nullptr);
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gamemenu_on();
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EXPECT_TRUE(gmenu_is_active());
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EXPECT_NE(sgpCurrentMenu, nullptr)
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<< "sgpCurrentMenu should be non-null when menu is open";
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ForceCloseMenu();
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EXPECT_FALSE(gmenu_is_active());
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EXPECT_EQ(sgpCurrentMenu, nullptr);
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}
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// ===========================================================================
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// Slider functions (pure computation on TMenuItem, no global state)
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// ===========================================================================
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TEST_F(GameMenuTest, Slider_SetAndGet)
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{
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TMenuItem item = {};
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED;
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gmenu_slider_steps(&item, 10);
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gmenu_slider_set(&item, 0, 100, 50);
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int value = gmenu_slider_get(&item, 0, 100);
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EXPECT_EQ(value, 50)
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<< "Slider should return the value that was set";
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}
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TEST_F(GameMenuTest, Slider_MinValue)
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{
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TMenuItem item = {};
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED;
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gmenu_slider_steps(&item, 10);
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gmenu_slider_set(&item, 0, 100, 0);
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int value = gmenu_slider_get(&item, 0, 100);
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EXPECT_EQ(value, 0)
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<< "Slider should return 0 when set to minimum";
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}
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TEST_F(GameMenuTest, Slider_MaxValue)
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{
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TMenuItem item = {};
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED;
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gmenu_slider_steps(&item, 10);
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gmenu_slider_set(&item, 0, 100, 100);
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int value = gmenu_slider_get(&item, 0, 100);
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EXPECT_EQ(value, 100)
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<< "Slider should return 100 when set to maximum";
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}
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TEST_F(GameMenuTest, Slider_MidRange)
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{
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TMenuItem item = {};
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED;
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gmenu_slider_steps(&item, 100);
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// With 100 steps, set/get should be very accurate.
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gmenu_slider_set(&item, 0, 100, 75);
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int value = gmenu_slider_get(&item, 0, 100);
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EXPECT_EQ(value, 75)
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<< "Slider with 100 steps should accurately represent 75/100";
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}
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TEST_F(GameMenuTest, Slider_CustomRange)
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{
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TMenuItem item = {};
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED;
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gmenu_slider_steps(&item, 50);
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gmenu_slider_set(&item, 10, 60, 35);
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int value = gmenu_slider_get(&item, 10, 60);
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EXPECT_EQ(value, 35)
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<< "Slider should work correctly with a custom range [10, 60]";
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}
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TEST_F(GameMenuTest, Slider_Steps_AffectsGranularity)
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{
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// With very few steps, values get quantised.
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TMenuItem item = {};
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item.dwFlags = GMENU_SLIDER | GMENU_ENABLED;
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gmenu_slider_steps(&item, 2);
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gmenu_slider_set(&item, 0, 100, 0);
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EXPECT_EQ(gmenu_slider_get(&item, 0, 100), 0);
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gmenu_slider_set(&item, 0, 100, 100);
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EXPECT_EQ(gmenu_slider_get(&item, 0, 100), 100);
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}
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} // namespace
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} // namespace devilution
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