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https://github.com/wolfpld/tracy.git
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Update ImGui to 1.75.
This commit is contained in:
@@ -6,7 +6,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
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@@ -15,6 +15,8 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
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// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
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// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
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@@ -50,6 +52,11 @@
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#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
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#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
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#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
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#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
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#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
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#else
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#define GLFW_HAS_NEW_CURSORS (0)
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#endif
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// Data
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enum GlfwClientApi
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@@ -115,7 +122,11 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
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io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
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io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
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io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
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#ifdef _WIN32
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io.KeySuper = false;
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#else
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io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
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#endif
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}
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void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
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@@ -169,14 +180,28 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
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#endif
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// Create mouse cursors
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// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
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// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
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// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
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GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
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g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
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g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
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g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
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#if GLFW_HAS_NEW_CURSORS
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
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#else
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g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
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#endif
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glfwSetErrorCallback(prev_error_callback);
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// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
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g_PrevUserCallbackMousebutton = NULL;
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@@ -13,6 +13,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2020-01-07: OpenGL: Added support for glbindings OpenGL loader.
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// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
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// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
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// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
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@@ -85,12 +86,14 @@
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#elif defined(__EMSCRIPTEN__)
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#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
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#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
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#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
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#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
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#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING
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#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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#endif
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@@ -115,6 +118,10 @@
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#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
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#include <glbinding/gl/gl.h> // Initialize with glbinding::initialize()
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#include <glbinding/glbinding.h>
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using namespace gl;
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#else
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#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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#endif
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@@ -157,7 +164,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#endif
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Store GLSL version string so we can refer to it later in case we recreate shaders.
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// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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if (glsl_version == NULL)
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@@ -186,6 +193,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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gl_loader = "GLEW";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
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gl_loader = "GLAD";
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#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING)
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gl_loader = "glbinding";
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#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
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gl_loader = "Custom";
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#endif
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@@ -46,6 +46,7 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING) \
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&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
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#if defined(__has_include)
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#if __has_include(<GL/glew.h>)
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@@ -54,6 +55,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
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#define IMGUI_IMPL_OPENGL_LOADER_GLAD
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#elif __has_include(<GL/gl3w.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GL3W
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#elif __has_include(<glbinding/gl/gl.h>)
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#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING
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#else
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#error "Cannot detect OpenGL loader!"
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#endif
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