annotate engine/core/view/visual.h @ 526:c916d7b7de1c

Added the goldstack image as I forgot to add it before.
author prock@33b003aa-7bff-0310-803a-e67f0ece8222
date Fri, 28 May 2010 04:15:56 +0000
parents 16c2b3ee59ce
children e3140f01749d
rev   line source
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1 /***************************************************************************
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2 * Copyright (C) 2005-2008 by the FIFE team *
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3 * http://www.fifengine.de *
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4 * This file is part of FIFE. *
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5 * *
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6 * FIFE is free software; you can redistribute it and/or *
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7 * modify it under the terms of the GNU Lesser General Public *
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8 * License as published by the Free Software Foundation; either *
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9 * version 2.1 of the License, or (at your option) any later version. *
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10 * *
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11 * This library is distributed in the hope that it will be useful, *
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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14 * Lesser General Public License for more details. *
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15 * *
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16 * You should have received a copy of the GNU Lesser General Public *
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17 * License along with this library; if not, write to the *
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18 * Free Software Foundation, Inc., *
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
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20 ***************************************************************************/
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21
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22 #ifndef FIFE_VIEW_VISUAL_H
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23 #define FIFE_VIEW_VISUAL_H
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24
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25 // Standard C++ library includes
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27 // 3rd party library includes
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29 // FIFE includes
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30 // These includes are split up in two parts, separated by one empty line
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31 // First block: files included from the FIFE root src directory
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32 // Second block: files included from the same folder
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33 #include "model/metamodel/abstractvisual.h"
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34 #include "util/math/angles.h"
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35 #include "util/structures/rect.h"
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36
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37 namespace FIFE {
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38 class Object;
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39 class Instance;
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40 class Action;
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41 class Image;
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42 class Camera;
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43
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44 /** Base class for all 2 dimensional visual classes
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45 * Visual classes are extensions to visualize the stuff in model (e.g. instances)
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46 * The reason why its separated is to keep model view-agnostic, so that we could
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47 * have e.g. 3d, 2d and character based visualizations to the same data
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48 */
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49 class Visual2DGfx: public AbstractVisual {
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50 public:
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51 /** Destructor
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52 */
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53 virtual ~Visual2DGfx();
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54
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55 /** Sets transparency value for object to be visualized
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56 * @param stackposition new stack position
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57 */
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58 void setTransparency(uint8_t transparency) { m_transparency = transparency; }
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59
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60 /** Gets current transparency value (0-255)
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61 * @return current transparency value
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62 */
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63 unsigned int getTransparency() { return m_transparency; }
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64
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65 /** Sets visibility value for object to be visualized
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66 * @param visible is object visible or not
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67 */
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68 void setVisible(bool visible) { m_visible = visible; }
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69
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70 /** Is instance visible or not
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71 * @return is instance visible or not
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72 */
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73 unsigned int isVisible() { return m_visible; }
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74
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75 protected:
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76 /** Constructor
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77 */
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78 Visual2DGfx();
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79
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80 uint8_t m_transparency;
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81 uint8_t m_visible;
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82
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83 };
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84
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85 /** Object visual contains data that is needed for visualizing objects
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86 */
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87 class ObjectVisual: public Visual2DGfx {
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88 public:
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89 /** Constructs and assigns it to the passed item
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90 */
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91 static ObjectVisual* create(Object* object);
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92
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93 /** Destructor
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94 */
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95 virtual ~ObjectVisual();
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96
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97 /** Adds new static image with given angle (degrees)
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98 * Static images are used in case there are no actions active in the instance
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99 * There can be several static images for different angles, that are used in
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100 * case view / layer is rotated
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101 * In case there are no exact matches for current view angles, closest one is used
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102 * @param angle angle for image. 0 degrees starts from right and turns counter-clockwise
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103 * (normal math notation)
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104 @param image_index index of image to use for given degress
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105 */
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106 void addStaticImage(unsigned int angle, int image_index);
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107
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108 /** Returns closest matching static image for given angle
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109 * @return id for static image
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110 */
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111 int getStaticImageIndexByAngle(int angle);
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112
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113 /** Returns closest matching image angle for given angle
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114 * @return closest matching angle
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115 */
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116 int getClosestMatchingAngle(int angle);
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117
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118 /** Returns list of available static image angles for this object
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119 */
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120 void getStaticImageAngles(std::vector<int>& angles);
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121
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122 private:
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123 /** Constructor
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124 */
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125 ObjectVisual();
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126
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127 type_angle2id m_angle2img;
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128 };
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129
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130 /** Instance visual contains data that is needed to visualize the instance on screen
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131 */
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132 class InstanceVisual: public Visual2DGfx {
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133 public:
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134 /** Constructs and assigns it to the passed item
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135 */
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136 static InstanceVisual* create(Instance* instance);
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137
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138 /** Destructor
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139 */
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140 virtual ~InstanceVisual();
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141
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142 /** Sets stack position of the instance
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143 * Stack position is used to define the order in which instances residing
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144 * in the same location are drawn
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145 * @param stackposition new stack position
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146 */
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147 void setStackPosition(int stackposition) { m_stackposition = stackposition; }
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148
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149 /** Gets current stack position of instance
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150 * @return current stack position
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151 */
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152 int getStackPosition() { return m_stackposition; }
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153
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154 private:
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155 /** Constructor
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156 */
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157 InstanceVisual();
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158 int m_stackposition;
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159 };
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160
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161 /** Action visual contains data that is needed to visualize different actions on screen
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162 */
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163 class ActionVisual: public Visual2DGfx {
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164 public:
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165 /** Constructs and assigns it to the passed item
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166 */
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167 static ActionVisual* create(Action* action);
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168
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169 /** Destructor
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170 */
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171 virtual ~ActionVisual();
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172
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173 /** Adds new animation with given angle (degrees)
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174 */
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175 void addAnimation(unsigned int angle, int animation_index);
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176
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177 /** Gets index to animation closest to given angle
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178 * @return animation index, -1 if no animations available
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179 */
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180 int getAnimationIndexByAngle(int angle);
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181
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182 /** Returns list of available angles for this Action
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183 */
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184 void getActionImageAngles(std::vector<int>& angles);
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185
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186 private:
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187 /** Constructor
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188 */
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189 ActionVisual();
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190
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191 // animations associated with this action (handles to pool)
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192 // mapping = direction -> animation
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193 type_angle2id m_animations;
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194 };
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195
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196 }
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197 #endif