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+/*
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+ Copyright (C) 1997-2013 Sam Lantinga <[email protected]>
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+
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+ This software is provided 'as-is', without any express or implied
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+ warranty. In no event will the authors be held liable for any damages
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+ arising from the use of this software.
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+
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+ Permission is granted to anyone to use this software for any purpose,
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+ including commercial applications, and to alter it and redistribute it
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+ freely.
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+*/
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+/* Simple program: Check viewports */
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+
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+#include <stdlib.h>
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+#include <stdio.h>
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+#include <time.h>
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+
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+#include "SDL_test.h"
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+#include "SDL_test_common.h"
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+
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+
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+static SDLTest_CommonState *state;
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+
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+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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+static void
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+quit(int rc)
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+{
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+ SDLTest_CommonQuit(state);
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+ exit(rc);
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+}
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+
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+void
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+DrawOnViewport(SDL_Renderer * renderer, SDL_Rect viewport)
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+{
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+ SDL_Rect rect;
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+
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+ /* Set the viewport */
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+ SDL_RenderSetViewport(renderer, &viewport);
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+
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+ /* Draw a gray background */
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+ SDL_SetRenderDrawColor(renderer, 0x80, 0x80, 0x80, 0xFF);
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+ SDL_RenderClear(renderer);
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+
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+ /* Test inside points */
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+ SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 + 10, viewport.w/2);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 - 10, viewport.w/2);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - 10);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + 10);
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+
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+ /* Test horizontal and vertical lines */
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+ SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
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+ SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
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+ SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
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+ SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
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+ SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
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+
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+ /* Test diagonal lines */
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+ SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
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+ SDL_RenderDrawLine(renderer, 0, 0,
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+ viewport.w-1, viewport.h-1);
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+ SDL_RenderDrawLine(renderer, viewport.w-1, 0,
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+ 0, viewport.h-1);
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+
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+ /* Test outside points */
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+ SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xF, 0xFF);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 + viewport.h, viewport.w/2);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 - viewport.h, viewport.w/2);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 - viewport.w);
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+ SDL_RenderDrawPoint(renderer, viewport.h/2 , viewport.w/2 + viewport.w);
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+
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+ /* Add a box at the top */
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+ rect.w = 8;
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+ rect.h = 8;
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+ rect.x = (viewport.w - rect.w) / 2;
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+ rect.y = 0;
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+ SDL_RenderFillRect(renderer, &rect);
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+}
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+
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+int
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+main(int argc, char *argv[])
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+{
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+ int i, j, done;
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+ SDL_Event event;
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+ Uint32 then, now, frames;
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+ SDL_Rect viewport;
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+ SDL_bool use_target = SDL_FALSE;
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+
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+ /* Initialize test framework */
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+ state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
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+ if (!state) {
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+ return 1;
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+ }
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+
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+ for (i = 1; i < argc;) {
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+ int consumed;
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+
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+ consumed = SDLTest_CommonArg(state, i);
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+ if (consumed == 0) {
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+ consumed = -1;
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+ if (SDL_strcasecmp(argv[i], "--target") == 0) {
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+ use_target = SDL_TRUE;
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+ consumed = 1;
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+ }
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+ }
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+ if (consumed < 0) {
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+ SDL_Log("Usage: %s %s [--target]\n",
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+ argv[0], SDLTest_CommonUsage(state));
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+ quit(1);
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+ }
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+ i += consumed;
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+ }
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+ if (!SDLTest_CommonInit(state)) {
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+ quit(2);
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+ }
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+
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+ if (use_target) {
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+ int w, h;
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+
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+ for (i = 0; i < state->num_windows; ++i) {
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+ SDL_GetWindowSize(state->windows[i], &w, &h);
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+ state->targets[i] = SDL_CreateTexture(state->renderers[i], SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
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+ SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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+ }
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+ }
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+
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+ for (i = 0; i < state->num_windows; ++i) {
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+ SDL_Renderer *renderer = state->renderers[i];
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+ SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
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+ SDL_RenderClear(renderer);
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+ }
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+
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+ /* Main render loop */
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+ frames = 0;
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+ then = SDL_GetTicks();
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+ done = 0;
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+ j = 0;
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+ while (!done) {
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+ /* Check for events */
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+ ++frames;
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+ while (SDL_PollEvent(&event)) {
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+ SDLTest_CommonEvent(state, &event, &done);
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+ }
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+
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+ /* Move a viewport box in steps around the screen */
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+ viewport.x = j * 100;
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+ viewport.y = viewport.x;
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+ viewport.w = 100 + j * 50;
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+ viewport.h = 100 + j * 50;
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+ j = (j + 1) % 4;
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+ SDL_Log("Current Viewport x=%i y=%i w=%i h=%i", viewport.x, viewport.y, viewport.w, viewport.h);
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+
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+ for (i = 0; i < state->num_windows; ++i) {
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+ if (state->windows[i] == NULL)
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+ continue;
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+
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+ /* Draw using viewport */
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+ DrawOnViewport(state->renderers[i], viewport);
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+
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+ /* Update the screen! */
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+ if (use_target) {
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+ SDL_SetRenderTarget(state->renderers[i], NULL);
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+ SDL_RenderCopy(state->renderers[i], state->targets[i], NULL, NULL);
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+ SDL_RenderPresent(state->renderers[i]);
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+ SDL_SetRenderTarget(state->renderers[i], state->targets[i]);
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+ } else {
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+ SDL_RenderPresent(state->renderers[i]);
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+ }
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+ }
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+
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+ SDL_Delay(1000);
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+ }
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+
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+ /* Print out some timing information */
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+ now = SDL_GetTicks();
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+ if (now > then) {
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+ double fps = ((double) frames * 1000) / (now - then);
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+ SDL_Log("%2.2f frames per second\n", fps);
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+ }
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+ quit(0);
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+ return 0;
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+}
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+
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+/* vi: set ts=4 sw=4 expandtab: */
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