mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +00:00
Merge pull request #1878 from Areloch/splashAndWindowIcons
Fixes window icons with SDL
This commit is contained in:
commit
0aea1d5c33
11 changed files with 111 additions and 3 deletions
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@ -2141,13 +2141,18 @@ DefineEngineFunction( gotoWebPage, void, ( const char* address ),,
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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DefineEngineFunction( displaySplashWindow, bool, (const char* path), ("art/gui/splash.bmp"),
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DefineEngineFunction( displaySplashWindow, bool, (const char* path), (""),
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"Display a startup splash window suitable for showing while the engine still starts up.\n\n"
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"Display a startup splash window suitable for showing while the engine still starts up.\n\n"
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"@note This is currently only implemented on Windows.\n\n"
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"@note This is currently only implemented on Windows.\n\n"
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"@param path relative path to splash screen image to display.\n"
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"@param path relative path to splash screen image to display.\n"
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"@return True if the splash window could be successfully initialized.\n\n"
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"@return True if the splash window could be successfully initialized.\n\n"
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"@ingroup Platform" )
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"@ingroup Platform" )
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{
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{
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if (path == "")
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{
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path = Con::getVariable("$Core::splashWindowImage");
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}
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return Platform::displaySplashWindow(path);
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return Platform::displaySplashWindow(path);
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}
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}
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@ -22,7 +22,7 @@
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#include "platform/platform.h"
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#include "platform/platform.h"
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#include "console/console.h"
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#include "console/console.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "SDL.h"
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#include "SDL.h"
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#include "windowManager/sdl/sdlWindow.h"
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#include "windowManager/sdl/sdlWindow.h"
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@ -36,7 +36,52 @@ bool Platform::displaySplashWindow( String path )
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if(path.isEmpty())
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if(path.isEmpty())
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return false;
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return false;
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gSplashImage = SDL_LoadBMP(path);
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Torque::Path iconPath = Torque::Path(path);
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if (iconPath.getExtension() == String("bmp"))
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{
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Con::errorf("Unable to use bmp format images for the splash screen. Please use a different format.");
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return false;
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}
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Resource<GBitmap> img = GBitmap::load(iconPath);
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if (img != NULL)
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{
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U32 pitch;
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U32 width = img->getWidth();
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bool hasAlpha = img->getHasTransparency();
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U32 depth;
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if (hasAlpha)
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{
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pitch = 4 * width;
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depth = 32;
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}
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else
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{
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pitch = 3 * width;
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depth = 24;
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}
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Uint32 rmask, gmask, bmask, amask;
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if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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S32 shift = hasAlpha ? 8 : 0;
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rmask = 0xff000000 >> shift;
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gmask = 0x00ff0000 >> shift;
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bmask = 0x0000ff00 >> shift;
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amask = 0x000000ff >> shift;
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}
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else
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{
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rmask = 0x000000ff;
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gmask = 0x0000ff00;
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bmask = 0x00ff0000;
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amask = hasAlpha ? 0xff000000 : 0;
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}
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gSplashImage = SDL_CreateRGBSurfaceFrom(img->getAddress(0, 0), img->getWidth(), img->getHeight(), depth, pitch, rmask, gmask, bmask, amask);
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}
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//now the pop-up window
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//now the pop-up window
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if (gSplashImage)
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if (gSplashImage)
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@ -24,6 +24,7 @@
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#include "gfx/gfxDevice.h"
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#include "gfx/gfxDevice.h"
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#include "core/util/journal/process.h"
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#include "core/util/journal/process.h"
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#include "core/strings/unicode.h"
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#include "core/strings/unicode.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "SDL.h"
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#include "SDL.h"
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@ -165,6 +166,59 @@ PlatformWindow *PlatformWindowManagerSDL::createWindow(GFXDevice *device, const
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window->mOwningManager = this;
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window->mOwningManager = this;
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mWindowMap[ window->mWindowId ] = window;
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mWindowMap[ window->mWindowId ] = window;
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//Now, fetch our window icon, if any
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Torque::Path iconPath = Torque::Path(Con::getVariable( "$Core::windowIcon" ));
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if (iconPath.getExtension() == String("bmp"))
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{
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Con::errorf("Unable to use bmp format images for the window icon. Please use a different format.");
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}
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else
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{
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Resource<GBitmap> img = GBitmap::load(iconPath);
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if (img != NULL)
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{
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U32 pitch;
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U32 width = img->getWidth();
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bool hasAlpha = img->getHasTransparency();
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U32 depth;
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if (hasAlpha)
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{
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pitch = 4 * width;
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depth = 32;
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}
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else
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{
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pitch = 3 * width;
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depth = 24;
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}
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Uint32 rmask, gmask, bmask, amask;
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if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
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{
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S32 shift = hasAlpha ? 8 : 0;
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rmask = 0xff000000 >> shift;
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gmask = 0x00ff0000 >> shift;
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bmask = 0x0000ff00 >> shift;
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amask = 0x000000ff >> shift;
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}
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else
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{
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rmask = 0x000000ff;
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gmask = 0x0000ff00;
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bmask = 0x00ff0000;
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amask = hasAlpha ? 0xff000000 : 0;
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}
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SDL_Surface* iconSurface = SDL_CreateRGBSurfaceFrom(img->getAddress(0, 0), img->getWidth(), img->getHeight(), depth, pitch, rmask, gmask, bmask, amask);
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SDL_SetWindowIcon(window->mWindowHandle, iconSurface);
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SDL_FreeSurface(iconSurface);
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}
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}
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if(device)
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if(device)
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{
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{
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window->mDevice = device;
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window->mDevice = device;
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Binary file not shown.
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Before Width: | Height: | Size: 331 KiB |
BIN
Templates/Empty/game/art/gui/splash.png
Normal file
BIN
Templates/Empty/game/art/gui/splash.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
BIN
Templates/Empty/game/core/torque.png
Normal file
BIN
Templates/Empty/game/core/torque.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.3 KiB |
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@ -28,6 +28,8 @@ $defaultGame = "scripts";
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// Set profile directory
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// Set profile directory
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$Pref::Video::ProfilePath = "core/profile";
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$Pref::Video::ProfilePath = "core/profile";
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$Core::windowIcon = "core/torque.png";
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$Core::splashWindowImage = "art/gui/splash.png";
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function createCanvas(%windowTitle)
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function createCanvas(%windowTitle)
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{
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{
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Binary file not shown.
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Before Width: | Height: | Size: 331 KiB |
BIN
Templates/Full/game/art/gui/splash.png
Normal file
BIN
Templates/Full/game/art/gui/splash.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
BIN
Templates/Full/game/core/torque.png
Normal file
BIN
Templates/Full/game/core/torque.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 1.3 KiB |
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@ -28,6 +28,8 @@ $defaultGame = "scripts";
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// Set profile directory
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// Set profile directory
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$Pref::Video::ProfilePath = "core/profile";
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$Pref::Video::ProfilePath = "core/profile";
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$Core::windowIcon = "core/torque.png";
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$Core::splashWindowImage = "art/gui/splash.png";
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function createCanvas(%windowTitle)
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function createCanvas(%windowTitle)
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{
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{
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