Mercurial > sdl-ios-xcode
annotate XCodeiPhoneOS/Demos/src/happy.c @ 2383:1cfe7fd15dad gsoc2008_iphone
Happy faces demo (bitmaps)
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Fri, 18 Jul 2008 20:51:47 +0000 |
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1 /* |
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2 * happy.c |
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3 * written by Holmes Futrell |
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4 * use however you want |
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5 */ |
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6 |
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7 #include "SDL.h" |
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8 #include "common.h" |
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9 |
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10 #define NUM_HAPPY_FACES 100 /* number of faces to draw */ |
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11 #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ |
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12 #define HAPPY_FACE_SIZE 32 /* width and height of happyface (pixels) */ |
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13 |
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14 static SDL_TextureID texture_id = 0; /* reference to texture holding happyface */ |
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15 |
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16 static struct { |
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17 float x, y; /* position of happyface */ |
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18 float xvel, yvel; /* velocity of happyface */ |
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19 } faces[NUM_HAPPY_FACES]; |
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20 |
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21 /* |
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22 Sets initial positions and velocities of happyfaces |
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23 units of velocity are pixels per millesecond |
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24 */ |
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25 void initializeHappyFaces() { |
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26 int i; |
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27 for (i=0; i<NUM_HAPPY_FACES; i++) { |
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28 faces[i].x = randomFloat(0.0f, SCREEN_WIDTH - HAPPY_FACE_SIZE); |
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29 faces[i].y = randomFloat(0.0f, SCREEN_HEIGHT - HAPPY_FACE_SIZE); |
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30 faces[i].xvel = randomFloat(-0.1f, 0.1f); |
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31 faces[i].yvel = randomFloat(-0.1f, 0.1f); |
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32 } |
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33 } |
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34 |
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35 void render(void) { |
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36 |
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37 int i; |
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38 SDL_Rect srcRect; |
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39 SDL_Rect dstRect; |
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40 |
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41 /* setup boundaries for happyface bouncing */ |
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42 Uint16 maxx = SCREEN_WIDTH - HAPPY_FACE_SIZE; |
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43 Uint16 maxy = SCREEN_HEIGHT - HAPPY_FACE_SIZE; |
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44 Uint16 minx = 0; |
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45 Uint16 miny = 0; |
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46 |
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47 /* setup rects for drawing */ |
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48 srcRect.x = 0; |
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49 srcRect.y = 0; |
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50 srcRect.w = HAPPY_FACE_SIZE; |
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51 srcRect.h = HAPPY_FACE_SIZE; |
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52 dstRect.w = HAPPY_FACE_SIZE; |
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53 dstRect.h = HAPPY_FACE_SIZE; |
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54 |
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55 /* fill background in with black */ |
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56 SDL_RenderFill(0, 0, 0, 255, NULL); |
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57 |
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58 /* |
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59 loop through all the happy faces: |
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60 - update position |
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61 - update velocity (if boundary is hit) |
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62 - draw |
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63 */ |
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64 for (i=0; i<NUM_HAPPY_FACES; i++) { |
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65 faces[i].x += faces[i].xvel * MILLESECONDS_PER_FRAME; |
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66 faces[i].y += faces[i].yvel * MILLESECONDS_PER_FRAME; |
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67 if (faces[i].x > maxx) { |
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68 faces[i].x = maxx; |
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69 faces[i].xvel = -faces[i].xvel; |
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70 } |
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71 else if (faces[i].y > maxy) { |
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72 faces[i].y = maxy; |
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73 faces[i].yvel = -faces[i].yvel; |
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74 } |
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75 if (faces[i].x < minx) { |
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76 faces[i].x = minx; |
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77 faces[i].xvel = -faces[i].xvel; |
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78 } |
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79 else if (faces[i].y < miny) { |
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80 faces[i].y = miny; |
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81 faces[i].yvel = -faces[i].yvel; |
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82 } |
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83 dstRect.x = faces[i].x; |
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84 dstRect.y = faces[i].y; |
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85 SDL_RenderCopy(texture_id, &srcRect, &dstRect); |
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86 } |
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87 /* update screen */ |
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88 SDL_RenderPresent(); |
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89 |
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90 } |
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91 |
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92 /* |
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93 loads the happyface graphic into a texture |
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94 */ |
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95 void initializeTexture() { |
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96 SDL_Surface *bmp_surface; |
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97 SDL_Surface *bmp_surface_rgba; |
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98 int format = SDL_PIXELFORMAT_ABGR8888; /* desired texture format */ |
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99 Uint32 Rmask, Gmask, Bmask, Amask; /* masks for desired format */ |
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100 int bpp; /* bits per pixel for desired format */ |
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101 /* load the bmp */ |
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102 bmp_surface = SDL_LoadBMP("icon.bmp"); |
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103 if (bmp_surface == NULL) { |
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104 fatalError("could not load bmp"); |
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105 } |
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106 /* set white to transparent on the happyface */ |
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107 SDL_SetColorKey(bmp_surface, 1, SDL_MapRGB(bmp_surface->format, 255, 255, 255)); |
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108 SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask); |
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109 /* |
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110 create a new RGBA surface and blit the bmp to it |
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111 this is an extra step, but it seems to be necessary |
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112 is this a bug? |
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113 */ |
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114 bmp_surface_rgba = SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, Gmask, Bmask, Amask); |
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115 SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba, NULL); |
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116 |
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117 /* convert RGBA surface to texture */ |
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118 texture_id = SDL_CreateTextureFromSurface(format, bmp_surface_rgba); |
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119 if (texture_id == 0) { |
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120 fatalError("could not create texture"); |
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121 } |
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122 SDL_SetTextureBlendMode(texture_id, SDL_TEXTUREBLENDMODE_BLEND); |
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123 |
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124 /* free up allocated memory */ |
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125 SDL_FreeSurface(bmp_surface_rgba); |
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126 SDL_FreeSurface(bmp_surface); |
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127 } |
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128 |
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129 int main(int argc, char *argv[]) { |
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130 |
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131 SDL_WindowID windowID; |
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132 Uint32 startFrame; |
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133 Uint32 endFrame; |
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134 Uint32 delay; |
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135 int done; |
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136 |
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137 /* initialize SDL */ |
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138 if (SDL_Init(SDL_INIT_VIDEO) < 0) { |
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139 fatalError("Could not initialize SDL"); |
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140 } |
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141 windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,\ |
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142 SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_BORDERLESS); |
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143 |
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144 SDL_CreateRenderer(windowID, -1, 0); |
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145 |
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146 initializeTexture(); |
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147 initializeHappyFaces(); |
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148 |
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149 /* main loop */ |
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150 done = 0; |
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151 while(!done) { |
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152 startFrame = SDL_GetTicks(); |
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153 SDL_Event event; |
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154 while (SDL_PollEvent(&event)) { |
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155 if (event.type == SDL_QUIT) { |
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156 done = 1; |
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157 } |
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158 } |
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159 render(); |
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160 endFrame = SDL_GetTicks(); |
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161 |
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162 /* figure out how much time we have left, and then sleep */ |
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163 delay = MILLESECONDS_PER_FRAME - (endFrame - startFrame); |
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164 if (delay < 0) { |
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165 delay = 0; |
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166 } else if (delay > MILLESECONDS_PER_FRAME) { |
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167 delay = MILLESECONDS_PER_FRAME; |
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168 } |
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169 SDL_Delay(delay); |
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170 } |
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171 |
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172 /* cleanup */ |
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173 SDL_DestroyTexture(texture_id); |
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174 /* shutdown SDL */ |
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175 SDL_Quit(); |
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176 |
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177 return 0; |
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178 |
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179 } |