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Delete bad unit test
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@@ -136,7 +136,6 @@
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#include "Common/File/AndroidContentURI.h"
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#include "Common/System/Request.h"
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#include "Common/Render/AtlasGen.h"
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#include "Common/Render/Text/draw_text.h"
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#include "Common/Net/Resolve.h"
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@@ -3853,32 +3852,6 @@ bool TestTextDrawerCache() {
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return true;
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}
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// The UI shadow has no offset, so it pads the image evenly and stays symmetric around it.
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bool TestAtlasDropShadow() {
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Image img;
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img.scale = 2.0f;
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img.resize(8, 8);
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for (int y = 2; y < 6; y++) {
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for (int x = 2; x < 6; x++) {
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img.set1(x, y, 0xFFFFFFFF);
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}
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}
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AddDropShadow(img, UIDropShadowParams(img.scale));
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EXPECT_EQ_INT(img.w, 8 + 12);
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EXPECT_EQ_INT(img.h, 8 + 12);
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EXPECT_EQ_HEX(img.get1(6 + 3, 6 + 3), 0xFFFFFFFF);
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EXPECT_EQ_HEX(img.get1(0, 0), 0);
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for (int y = 0; y < img.h; y++) {
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for (int x = 0; x < img.w; x++) {
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EXPECT_EQ_HEX(img.get1(x, y), img.get1(img.w - 1 - x, img.h - 1 - y));
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}
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}
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const u32 edge = img.get1(5, 10);
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EXPECT_EQ_INT(edge & 0xFFFFFF, 0);
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EXPECT_TRUE((edge >> 24) > 0 && (edge >> 24) < 0xA8);
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return true;
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}
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// Tab/Shift+Tab focus navigation walks the view hierarchy in declaration order rather than by
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// geometry, so what it does is entirely determined by CollectTabOrder - which is worth pinning
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// down, since the interesting cases (nesting, hidden tabs, disabled items) are all structural.
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@@ -4196,7 +4169,6 @@ TestItem availableTests[] = {
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TEST_ITEM(UITabOrder),
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TEST_ITEM(UIFocusNavigation),
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TEST_ITEM(TextDrawerCache),
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TEST_ITEM(AtlasDropShadow),
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TEST_ITEM(FatShortNames),
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TEST_ITEM(GEDumpGameID),
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TEST_ITEM(UmdDiscType),
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