Mercurial > sdl-ios-xcode
annotate src/video/uikit/SDL_uikitopenglview.m @ 3168:6338b7f2d024
Hi,
I have prepared a set of patches to readd WindowsCE support to SDL 1.3.
I've created a new GAPI/Rawframebuffer and a DirectDraw renderer.
Both renderers are work in progress and there are several unimplemented
cases. (Notably
RenderLine/RenderPoint/RenderFill/QueryTexturePixels/UpdateTexture and
texture blending )
Nevertheless I am successfully using these renderers together with the
SDL software renderer. (On most devices the SDL software renderer will
be much faster as there are only badly optimized vendor drivers available)
I send these patches now in this unpolished state because there seems to
be some interest in win ce and someone has to start supporting SDL 1.3
Now on to the patches:
wince_events_window_fixes.patch
fixes some wince incompatibilities and adds fullscreen support via
SHFullScreen. NOTE: This patch shouldn't have any side effects on
Windows, but I have NOT tested it on Windows, so please double-check.
This patch doesn't dependent on the following ones.
wince_renderers_system.patch
This patch does all necessary modifications to the SDL system.
- it adds the renderers to the configure system
- it adds the renderers to win32video
SDL_ceddrawrender.c
SDL_ceddrawrender.h
SDL_gapirender_c.h
SDL_gapirender.c
SDL_gapirender.h
these files add the new render drivers and should be placed in
src/video/win32
Some notes to people who want to test this:
- I have only compiled sdl with ming32ce, so the VisualC files are not
up to date
- As mingw32ce has no ddraw.h this file must be taken from the MS SDK
and modified to work with gcc
- I had to modify line 2611 in configure.in to
EXTRA_LDFLAGS="$EXTRA_LDFLAGS -lcoredll -lcommctrl -lmmtimer
-Wl,--image-base -Wl,0x10000"
otherwise GetCPinfo wouldn't link. If someone knows whats causing this
I'd be happy to hear about it.
It would be great if these patches could make their way into SVN as this
would make collaboration much much easier.
I'm out of office for the next week and therefore will be unavailable
via email.
Regards
Stefan
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 07 Jun 2009 02:44:46 +0000 |
parents | 99210400e8b9 |
children | 5690ebc772c7 |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
2859 | 3 Copyright (C) 1997-2009 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 |
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23 #import <QuartzCore/QuartzCore.h> |
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24 #import <OpenGLES/EAGLDrawable.h> |
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25 #import "SDL_uikitopenglview.h" |
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26 |
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27 @interface SDL_uikitopenglview (privateMethods) |
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28 |
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29 - (BOOL) createFramebuffer; |
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30 - (void) destroyFramebuffer; |
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31 |
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32 @end |
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33 |
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34 |
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35 @implementation SDL_uikitopenglview |
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36 |
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37 @synthesize context; |
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38 |
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39 + (Class)layerClass { |
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40 return [CAEAGLLayer class]; |
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41 } |
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42 |
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43 - (id)initWithFrame:(CGRect)frame \ |
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44 retainBacking:(BOOL)retained \ |
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45 rBits:(int)rBits \ |
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46 gBits:(int)gBits \ |
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47 bBits:(int)bBits \ |
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48 aBits:(int)aBits \ |
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49 depthBits:(int)depthBits \ |
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50 { |
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51 |
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52 NSString *colorFormat=nil; |
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53 GLuint depthBufferFormat; |
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54 BOOL useDepthBuffer; |
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55 |
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56 if (rBits == 8 && gBits == 8 && bBits == 8) { |
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57 /* if user specifically requests rbg888 or some color format higher than 16bpp */ |
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58 colorFormat = kEAGLColorFormatRGBA8; |
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59 } |
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60 else { |
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61 /* default case (faster) */ |
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62 colorFormat = kEAGLColorFormatRGB565; |
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63 } |
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64 |
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65 if (depthBits == 24) { |
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66 useDepthBuffer = YES; |
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67 depthBufferFormat = GL_DEPTH_COMPONENT24_OES; |
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68 } |
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69 else if (depthBits == 0) { |
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70 useDepthBuffer = NO; |
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71 } |
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72 else { |
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73 /* default case when depth buffer is not disabled */ |
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74 /* |
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75 strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone. |
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76 perhaps that's the only depth format iPhone actually supports |
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77 */ |
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78 useDepthBuffer = YES; |
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79 depthBufferFormat = GL_DEPTH_COMPONENT16_OES; |
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80 } |
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81 |
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82 if ((self = [super initWithFrame:frame])) { |
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83 // Get the layer |
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84 CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; |
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85 |
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86 eaglLayer.opaque = YES; |
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87 eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: |
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88 [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil]; |
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89 |
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90 context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1]; |
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91 |
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92 if (!context || ![EAGLContext setCurrentContext:context]) { |
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93 [self release]; |
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94 return nil; |
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95 } |
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96 |
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97 /* create the buffers */ |
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98 glGenFramebuffersOES(1, &viewFramebuffer); |
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99 glGenRenderbuffersOES(1, &viewRenderbuffer); |
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100 |
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101 glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); |
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102 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); |
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103 [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer]; |
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104 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer); |
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105 |
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106 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth); |
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107 glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight); |
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108 |
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109 if (useDepthBuffer) { |
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110 glGenRenderbuffersOES(1, &depthRenderbuffer); |
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111 glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer); |
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112 glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight); |
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113 glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer); |
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114 } |
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115 |
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116 if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) { |
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117 return NO; |
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118 } |
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119 /* end create buffers */ |
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120 } |
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121 return self; |
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122 } |
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123 |
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124 - (void)setCurrentContext { |
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125 [EAGLContext setCurrentContext:context]; |
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126 } |
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127 |
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128 |
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129 - (void)swapBuffers { |
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130 glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer); |
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131 [context presentRenderbuffer:GL_RENDERBUFFER_OES]; |
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132 } |
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133 |
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134 |
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135 - (void)layoutSubviews { |
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136 [EAGLContext setCurrentContext:context]; |
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137 } |
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138 |
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139 - (void)destroyFramebuffer { |
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140 |
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141 glDeleteFramebuffersOES(1, &viewFramebuffer); |
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142 viewFramebuffer = 0; |
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143 glDeleteRenderbuffersOES(1, &viewRenderbuffer); |
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144 viewRenderbuffer = 0; |
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145 |
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146 if (depthRenderbuffer) { |
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147 glDeleteRenderbuffersOES(1, &depthRenderbuffer); |
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148 depthRenderbuffer = 0; |
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149 } |
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150 } |
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151 |
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152 |
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153 - (void)dealloc { |
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154 |
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155 [self destroyFramebuffer]; |
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156 if ([EAGLContext currentContext] == context) { |
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157 [EAGLContext setCurrentContext:nil]; |
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158 } |
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159 [context release]; |
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160 [super dealloc]; |
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161 |
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162 } |
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163 |
2859 | 164 @end |