mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 04:49:39 -10:00
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10544 387891d4-d844-0410-90c0-e4c51a9137d3
452 lines
10 KiB
C++
452 lines
10 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "ui/uidefs.h"
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#include "ui/ui.h"
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#include "io/timer.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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// ---------------------------------------------------------------------------------------
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// input:
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// do_repeat => property of button, set to 1 to allow pressed events if mouse
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// pointer is held over button with left mouse button down,
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// otherwise 0 (useful for buttons that scroll items)
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// ignore_focus => whether to allow Enter/Spacebar to affect pressed state when
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// control has focus
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//
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void UI_BUTTON::create(UI_WINDOW *wnd, char *_text, int _x, int _y, int _w, int _h, int do_repeat, int ignore_focus)
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{
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text = NULL;
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if (_text) {
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if ( _text[0] != '\0' ) {
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text = vm_strdup(_text);
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}
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}
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// register gadget with UI window
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base_create( wnd, UI_KIND_BUTTON, _x, _y, _w, _h );
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// initialize variables
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m_flags = 0;
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next_repeat = 0;
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m_just_highlighted_function = NULL; // assume there is no callback
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m_disabled_function = NULL; // ditto
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if (do_repeat) {
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m_flags |= BF_REPEATS;
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next_repeat = 1;
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}
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m_press_linger = 1;
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first_callback = 1;
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hotkey_if_focus = KEY_SPACEBAR;
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if (ignore_focus){
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m_flags |= BF_IGNORE_FOCUS;
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}
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custom_cursor_bmap = -1;
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previous_cursor_bmap = -1;
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}
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void UI_BUTTON::destroy()
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{
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if (text) {
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vm_free(text);
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text = NULL;
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}
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UI_GADGET::destroy(); // call base as well
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}
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// sets a hotkey for button that works only when it had focus (or derived focus)
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void UI_BUTTON::set_hotkey_if_focus(int key)
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{
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hotkey_if_focus = key;
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}
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void UI_BUTTON::reset_status()
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{
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m_flags &= ~BF_HIGHLIGHTED;
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m_flags &= ~BF_HOTKEY_JUST_PRESSED;
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m_flags &= ~BF_DOWN;
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m_flags &= ~BF_DOUBLE_CLICKED;
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m_flags &= ~BF_JUST_HIGHLIGHTED;
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m_flags &= ~BF_CLICKED;
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}
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// reset anything that needs to be at the start of a new frame before processing
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void UI_BUTTON::frame_reset()
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{
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m_flags &= ~BF_HIGHLIGHTED;
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m_flags &= ~BF_HOTKEY_JUST_PRESSED;
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m_flags &= ~BF_DOWN;
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m_flags &= ~BF_JUST_PRESSED;
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m_flags &= ~BF_JUST_RELEASED;
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m_flags &= ~BF_CLICKED;
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m_flags &= ~BF_DOUBLE_CLICKED;
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m_flags &= ~BF_JUST_HIGHLIGHTED;
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restore_previous_cursor();
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}
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// Force button to draw a specified frame
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void UI_BUTTON::draw_forced(int frame_num)
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{
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if (uses_bmaps) {
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if (bmap_ids[frame_num] >= 0) {
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gr_set_bitmap(bmap_ids[frame_num]);
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gr_bitmap(x, y, GR_RESIZE_MENU);
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// my_wnd->draw_tooltip();
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// redraw any associated xstr
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my_wnd->draw_XSTR_forced(this, frame_num);
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}
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}
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}
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// Render button. How it draws exactly depends on it's current state.
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void UI_BUTTON::draw()
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{
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int offset, frame_num = -1;
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if (uses_bmaps) {
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gr_reset_clip();
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// if button is down, draw it that way
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if (button_down()) {
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if (bmap_ids[B_PRESSED] >= 0){
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frame_num = B_PRESSED;
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}
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// otherwise if button is disabled, draw it that way
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} else if (disabled_flag) {
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if (bmap_ids[B_DISABLED] >= 0){
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frame_num = B_DISABLED;
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}
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// otherwise, if button is highlighted (mouse is over it, but mouse buttons not down) draw it that way
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} else if (m_flags & BF_HIGHLIGHTED) {
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if (bmap_ids[B_HIGHLIGHT] >= 0){
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frame_num = B_HIGHLIGHT;
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}
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// otherwise, just draw it normally
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} else {
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if (bmap_ids[B_NORMAL] >= 0){
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frame_num = B_NORMAL;
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}
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}
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if (frame_num >= 0) {
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gr_set_bitmap(bmap_ids[frame_num]);
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gr_bitmap(x, y, GR_RESIZE_MENU);
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}
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} else {
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gr_set_font(my_wnd->f_id);
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gr_set_clip( x, y, w, h, GR_RESIZE_MENU );
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// draw the button's box
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if (button_down()) {
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ui_draw_box_in( 0, 0, w-1, h-1 );
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offset = 1;
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} else {
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ui_draw_box_out( 0, 0, w-1, h-1 );
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offset = 0;
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}
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// now draw the button's text
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if (disabled_flag){
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gr_set_color_fast(&CDARK_GRAY);
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} else if (my_wnd->selected_gadget == this){
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gr_set_color_fast(&CBRIGHT_GREEN);
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} else {
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gr_set_color_fast(&CBLACK);
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}
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if (text){
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ui_string_centered( Middle(w) + offset, Middle(h) + offset, text );
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}
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gr_reset_clip();
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}
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}
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// process() is called to process the button, which amounts to:
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// If mouse is over button, hilight it
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// If highlighted and mouse button down, flag button as down
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// If hotkey pressed, flag button as down
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// If hotkey_if_focus pressed, and button has focus, flag button as down
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// Set various BF_JUST_* flags if events changed from last frame
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//
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void UI_BUTTON::process(int focus)
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{
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int mouse_on_me, old_flags;
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old_flags = m_flags;
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frame_reset();
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// check mouse over control and handle hilighting state
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mouse_on_me = is_mouse_on();
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// if gadget is disabled, force button up and return
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if (disabled_flag) {
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if (old_flags & BF_DOWN){
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m_flags |= BF_JUST_RELEASED;
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}
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if (!hidden && !my_wnd->use_hack_to_get_around_stupid_problem_flag) {
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if (mouse_on_me && B1_JUST_PRESSED){
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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if ( (hotkey >= 0) && (my_wnd->keypress == hotkey) ){
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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}
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// do callback if the button is disabled
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if (mouse_on_me && B1_JUST_PRESSED){
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if (m_disabled_function != NULL) {
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m_disabled_function();
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}
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}
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return;
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}
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// check focus and derived focus with one variable
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if (my_wnd->selected_gadget == this) {
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focus = 1;
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}
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// show alternate cursor, perhaps?
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maybe_show_custom_cursor();
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if ( !mouse_on_me ) {
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next_repeat = 0;
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} else {
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m_flags |= BF_HIGHLIGHTED;
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if ( !(old_flags & BF_HIGHLIGHTED) ) {
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int do_callback = 1;
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m_flags |= BF_JUST_HIGHLIGHTED;
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// if a callback exists, call it
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if (m_just_highlighted_function) {
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if ( m_flags & BF_SKIP_FIRST_HIGHLIGHT_CALLBACK ) {
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if ( first_callback ) {
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do_callback = 0;
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}
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}
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first_callback = 0;
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if ( do_callback ) {
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m_just_highlighted_function();
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}
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}
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}
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}
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// check if mouse is pressed
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if ( B1_PRESSED && mouse_on_me ) {
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m_flags |= BF_DOWN;
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capture_mouse();
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}
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// check if hotkey is down or not
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if ( (hotkey >= 0) && (my_wnd->keypress == hotkey) ) {
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m_flags |= BF_DOWN | BF_CLICKED;
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}
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// only check for space/enter keystrokes if we are not ignoring the focus (this is the
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// default behavior)
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if ( !(m_flags & BF_IGNORE_FOCUS) ) {
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if ( focus && (hotkey_if_focus >= 0) ) {
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if (my_wnd->keypress == hotkey_if_focus)
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m_flags |= BF_DOWN | BF_CLICKED;
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if ( (hotkey_if_focus == KEY_SPACEBAR) && (my_wnd->keypress == KEY_ENTER) )
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m_flags |= BF_DOWN | BF_CLICKED;
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}
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}
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// handler for button not down
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if ( !(m_flags & BF_DOWN) ) {
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next_repeat = 0;
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if ( (old_flags & BF_DOWN) && !(old_flags & BF_CLICKED) ) // check for release of mouse, not hotkey
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m_flags |= BF_JUST_RELEASED;
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// non-repeating buttons behave sort of uniquely.. They activate when released over button
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if (!(m_flags & BF_REPEATS)) {
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if ( (m_flags & BF_JUST_RELEASED) && (m_flags & BF_HIGHLIGHTED) )
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m_flags |= BF_CLICKED;
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}
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return;
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}
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// check if button just went down this frame
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if ( !(old_flags & BF_DOWN) ) {
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m_flags |= BF_JUST_PRESSED;
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m_press_linger = timestamp(100);
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if (user_function)
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user_function();
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if (m_flags & BF_REPEATS) {
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next_repeat = timestamp(B_REPEAT_TIME * 3);
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m_flags |= BF_CLICKED;
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}
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}
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// check if a repeat event should occur
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if ( timestamp_elapsed(next_repeat) && (m_flags & BF_REPEATS) ) {
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next_repeat = timestamp(B_REPEAT_TIME);
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m_flags |= BF_CLICKED;
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m_press_linger = timestamp(100);
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}
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// check for double click occurance
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if (B1_DOUBLE_CLICKED && mouse_on_me) {
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m_flags |= BF_DOUBLE_CLICKED;
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m_press_linger = timestamp(100);
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}
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}
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// Check if button should do it's function in life (trigger the event)
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//
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int UI_BUTTON::pressed()
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{
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if (m_flags & BF_CLICKED)
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return TRUE;
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return FALSE;
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}
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int UI_BUTTON::double_clicked()
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{
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if ( m_flags & BF_DOUBLE_CLICKED )
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return TRUE;
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else
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return FALSE;
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}
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int UI_BUTTON::just_pressed()
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{
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if ( m_flags & BF_JUST_PRESSED )
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return TRUE;
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else
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return FALSE;
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}
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int UI_BUTTON::just_highlighted()
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{
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if ( m_flags & BF_JUST_HIGHLIGHTED )
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return TRUE;
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else
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return FALSE;
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}
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// ----------------------------------------------------------------------------------
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// Checks if button is down (or up). This checks the button instead, rather than any
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// events that may have caused it to be down. Buttons also stay down for a certain amount
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// of time minimum, to make sure it's long enough for the user to see it has went down (since
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// one frame is probably far to quick for users to notice it). Basically, this indicates
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// how the button is being drawn, if you want to think of it that way.
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int UI_BUTTON::button_down()
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{
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if ( (m_flags & BF_DOWN) || !timestamp_elapsed(m_press_linger) )
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return TRUE;
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else
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return FALSE;
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}
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// ------------------------------------------------------------
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// set the callback function for when the mouse first goes over
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// a button
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//
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void UI_BUTTON::set_highlight_action( void (*_user_function)(void) )
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{
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m_just_highlighted_function = _user_function;
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}
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void UI_BUTTON::set_disabled_action( void (*_user_function)(void) )
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{
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m_disabled_function = _user_function;
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}
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// Is the mouse over this button?
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int UI_BUTTON::button_hilighted()
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{
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return m_flags & BF_HIGHLIGHTED;
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}
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// Is the mouse over this button?
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void UI_BUTTON::set_button_hilighted()
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{
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m_flags |= BF_HIGHLIGHTED;
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}
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// Force button to get pressed
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void UI_BUTTON::press_button()
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{
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if ( !disabled_flag ) {
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m_flags |= BF_DOWN | BF_CLICKED;
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//m_flags |= BF_JUST_PRESSED;
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}
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}
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// reset the "pressed" timestamps
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void UI_BUTTON::reset_timestamps()
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{
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m_press_linger = 1;
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next_repeat = 0;
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}
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void UI_BUTTON::skip_first_highlight_callback()
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{
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m_flags |= BF_SKIP_FIRST_HIGHLIGHT_CALLBACK;
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first_callback = 1;
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}
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void UI_BUTTON::repeatable(int yes)
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{
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if(yes){
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m_flags |= BF_REPEATS;
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next_repeat = 1;
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} else {
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m_flags &= ~(BF_REPEATS);
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next_repeat = 0;
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}
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}
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void UI_BUTTON::maybe_show_custom_cursor()
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{
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if (disabled_flag)
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return;
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// set the mouseover cursor
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if (is_mouse_on()) {
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if ((custom_cursor_bmap >= 0) && (previous_cursor_bmap < 0)) {
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previous_cursor_bmap = gr_get_cursor_bitmap();
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gr_set_cursor_bitmap(custom_cursor_bmap, GR_CURSOR_LOCK); // set and lock
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}
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}
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}
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void UI_BUTTON::restore_previous_cursor()
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{
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if (previous_cursor_bmap >= 0) {
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gr_set_cursor_bitmap(previous_cursor_bmap, GR_CURSOR_UNLOCK); // restore and unlock
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previous_cursor_bmap = -1;
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}
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}
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