219 lines
6.3 KiB
C++
219 lines
6.3 KiB
C++
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/*
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* Overreact - Mr. 4th Dimention
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* Allen Webster
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* 03.21.2015 (mm.dd.yyyy)
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*
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* Win32 Rendering System Layer.
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*/
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#define SIG_STARTUP(name) void(name)(Win32RenderingVars *render_vars)
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#define SIG_SHUTDOWN(name) void(name)(Win32RenderingVars *render_vars)
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#define SIG_REDRAW(name) void(name)(Win32RenderingVars *render_vars)
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#define SIG_SET_SIZE(name) void(name)(Win32RenderingVars *render_vars, i32 port_width, i32 port_height, i32 view_width, i32 view_height)
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#define SIG_GET_RENDER_TARGET(name) Game_Render_Target(name)(Win32RenderingVars *render_vars)
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#if RENDER_MODE == SOFTWARE
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struct Win32RenderingVars{
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HDC hdc;
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BITMAPINFO bmp_info;
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i32 width, height, pitch;
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i32 pixel_data_size;
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void *pixel_data;
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};
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internal
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SIG_STARTUP(render_startup){}
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internal
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SIG_SHUTDOWN(render_shutdown){}
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internal
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SIG_REDRAW(render_redraw_screen){
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render_vars->bmp_info.bmiHeader.biHeight =
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-render_vars->bmp_info.bmiHeader.biHeight;
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SetDIBitsToDevice(render_vars->hdc, 0, 0,
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render_vars->width, render_vars->height,
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0, 0,
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0, render_vars->height,
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render_vars->pixel_data,
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&render_vars->bmp_info,
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DIB_RGB_COLORS);
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render_vars->bmp_info.bmiHeader.biHeight =
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-render_vars->bmp_info.bmiHeader.biHeight;
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}
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// TODO(allen): This version ignores view / port ratio. It simply resize
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// to the dimensions of the port and the game will render in the top
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// left leaving the rest of the window ignored. Either implement
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// software stretching, or at least center the view like the original Push.
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internal
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SIG_SET_SIZE(render_set_screen_size){
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render_vars->width = port_width;
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render_vars->height = port_height;
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render_vars->pitch = port_width*4;
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render_vars->bmp_info = {};
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BITMAPINFOHEADER bmi_header = {};
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bmi_header.biSize = sizeof(BITMAPINFOHEADER);
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bmi_header.biWidth = render_vars->width;
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bmi_header.biHeight = render_vars->height;
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bmi_header.biPlanes = 1;
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bmi_header.biBitCount = 32;
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bmi_header.biCompression = BI_RGB;
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render_vars->bmp_info.bmiHeader = bmi_header;
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// TODO(allen): Bulletproof this.
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i32 new_size = port_height*port_width*4;
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if (new_size > render_vars->pixel_data_size){
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if (render_vars->pixel_data){
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VirtualFree(render_vars->pixel_data,
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0, MEM_RELEASE);
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}
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render_vars->pixel_data_size = new_size;
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render_vars->pixel_data =
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VirtualAlloc(0, height*width*4,
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MEM_COMMIT | MEM_RESERVE, PAGE_READWRITE);
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if (!render_vars->pixel_data){
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WINERROR("Failed to setup window pixel memory");
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}
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}
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}
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SIG_GET_RENDER_TARGET(render_get_render_target){
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Game_Render_Target render;
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render.pixels = (u8*)render_vars->pixel_data;
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render.width = render_vars->width;
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render.height = render_vars->height;
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render.pitch = render_vars->pitch;
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return render;
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}
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#elif RENDER_MODE == OPENGL
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struct Win32RenderingVars{
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HDC hdc;
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HGLRC context;
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i32 width, height;
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};
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internal
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SIG_STARTUP(render_startup){
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int nPixelFormat;
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static PIXELFORMATDESCRIPTOR pfd = {
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sizeof(PIXELFORMATDESCRIPTOR), //size of structure
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1, //default version
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PFD_DRAW_TO_WINDOW | //window drawing support
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PFD_SUPPORT_OPENGL | //opengl support
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PFD_DOUBLEBUFFER, //double buffering support
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PFD_TYPE_RGBA, //RGBA color mode
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32, //32 bit color mode
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0, 0, 0, 0, 0, 0, //ignore color bits
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0, //no alpha buffer
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0, //ignore shift bit
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0, //no accumulation buffer
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0, 0, 0, 0, //ignore accumulation bits
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16, //16 bit z-buffer size
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0, //no stencil buffer
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0, //no aux buffer
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PFD_MAIN_PLANE, //main drawing plane
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0, //reserved
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0, 0, 0 }; //layer masks ignored
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nPixelFormat = ChoosePixelFormat(render_vars->hdc, &pfd);
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SetPixelFormat(render_vars->hdc, nPixelFormat, &pfd);
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render_vars->context = wglCreateContext(render_vars->hdc);
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wglMakeCurrent(render_vars->hdc, render_vars->context);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_TEXTURE_2D);
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//glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CCW);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GLenum error;
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error = glGetError();
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error = error;
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}
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internal
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SIG_SHUTDOWN(render_shutdown){
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wglMakeCurrent(render_vars->hdc, 0);
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wglDeleteContext(render_vars->context);
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}
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internal
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SIG_REDRAW(render_redraw_screen){
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glFlush();
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SwapBuffers(render_vars->hdc);
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}
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// NOTE(allen): This changes the aspect ratio of the view to perfectly
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// fill the window. The height is untouched, the width is the only part
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// of the view that is effected.
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internal
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SIG_SET_SIZE(render_set_screen_size){
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render_vars->height = view_height;
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render_vars->width = (i32)((port_width / ((real32)port_height)) * view_height);
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glViewport(0, 0, port_width, port_height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.f, render_vars->width, view_height, 0.f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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// NOTE(allen): This maintains a fixed aspect ratio and
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// puts the game port in the center, expecting the game to
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// add bars
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#if 0
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internal
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SIG_SET_SIZE(render_set_screen_size){
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render_vars->width = view_width;
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render_vars->height = view_height;
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real32 ratio_width, ratio_height;
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ratio_width = (real32)(port_width) / view_width;
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ratio_height = (real32)(port_height) / view_height;
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i32 start_x, start_y;
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if (ratio_width > ratio_height){
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ratio_width = ratio_height;
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start_y = 0;
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start_x = (port_width - (ratio_width*view_width))/2;
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}
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else{
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ratio_height = ratio_width;
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start_x = 0;
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start_y = (port_height - (ratio_height*view_height))/2;
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}
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glViewport(start_x, start_y, ratio_width*view_width, ratio_height*view_height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluOrtho2D(0.f, view_width, view_height, 0.f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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#endif
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SIG_GET_RENDER_TARGET(render_get_render_target){
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Game_Render_Target render = {};
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render.width = render_vars->width;
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render.height = render_vars->height;
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return render;
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}
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#endif
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