move input handling from main into dedicated file
parent
ca043bac68
commit
2a57796ed2
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@ -0,0 +1,14 @@
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#ifndef CONTROLS_H
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#define CONTROLS_H
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define BLOCKPICK_TIMEOUT 0.15f
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namespace controls{
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void init();
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void update(GLFWwindow* window);
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};
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#endif
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@ -3,6 +3,5 @@
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void framebuffer_size_callback(GLFWwindow *, int, int);
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void framebuffer_size_callback(GLFWwindow *, int, int);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void mouse_callback(GLFWwindow *window, double xpos, double ypos);
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void processInput(GLFWwindow *);
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#endif
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#endif
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@ -1,7 +1,7 @@
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cmake_minimum_required(VERSION 3.2)
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cmake_minimum_required(VERSION 3.2)
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project(OpenGLTest)
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project(OpenGLTest)
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set(SOURCE_FILES main.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp
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set(SOURCE_FILES main.cpp controls.cpp chunk.cpp chunkmanager.cpp chunkmesher.cpp chunkgenerator.cpp
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debugwindow.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
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debugwindow.cpp renderer.cpp spacefilling.cpp stb_image.cpp utils.cpp OpenSimplexNoise.cpp)
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add_executable(OpenGLTest ${SOURCE_FILES})
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add_executable(OpenGLTest ${SOURCE_FILES})
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@ -0,0 +1,39 @@
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#include "controls.hpp"
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#include "renderer.hpp"
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namespace controls{
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float lastBlockPick=0.0;
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bool blockpick = false;
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bool cursor = false;
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void init(){
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}
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void update(GLFWwindow* window){
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float current_time = glfwGetTime();
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// Reset blockpicking timeout has passed
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if(current_time - lastBlockPick > BLOCKPICK_TIMEOUT) blockpick = false;
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// Reset blockpicking if both mouse buttons are released
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
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//chunkmanager::blockpick(false);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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}
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
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//chunkmanager::blockpick(true);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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}
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if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
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if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
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if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
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cursor = !cursor;
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glfwSetInputMode(window, GLFW_CURSOR, cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
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}
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}
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};
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53
src/main.cpp
53
src/main.cpp
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@ -4,26 +4,23 @@
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#include <iostream>
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#include <iostream>
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#include <thread>
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#include <thread>
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#include "main.hpp"
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#define GLOBALS_DEFINER
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#define GLOBALS_DEFINER
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#include "globals.hpp"
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#include "globals.hpp"
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#undef GLOBALS_DEFINER
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#undef GLOBALS_DEFINER
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#include "chunkmanager.hpp"
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#include "chunkmanager.hpp"
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#include "main.hpp"
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#include "controls.hpp"
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#include "debugwindow.hpp"
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#include "debugwindow.hpp"
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#include "renderer.hpp"
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#include "renderer.hpp"
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#include "spacefilling.hpp"
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#include "shader.hpp"
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#include "shader.hpp"
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#include "spacefilling.hpp"
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float deltaTime = 0.0f; // Time between current frame and last frame
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float deltaTime = 0.0f; // Time between current frame and last frame
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float lastFrame = 0.0f; // Time of last frame
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float lastFrame = 0.0f; // Time of last frame
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float lastFPSFrame = 0.0f;
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float lastFPSFrame = 0.0f;
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int frames = 0;
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int frames = 0;
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float lastBlockPick=0.0;
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bool blockpick = false;
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bool cursor = false;
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int main()
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int main()
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{
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{
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@ -70,6 +67,7 @@ int main()
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}
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}
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SpaceFilling::initLUT();
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SpaceFilling::initLUT();
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controls::init();
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chunkmanager::init();
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chunkmanager::init();
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debug::window::init(window);
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debug::window::init(window);
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renderer::init(window);
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renderer::init(window);
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@ -94,8 +92,12 @@ int main()
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glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
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glClearColor(0.431f, 0.694f, 1.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Input processing
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// Input handling
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processInput(window);
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// Only close event is handles by main
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// the rest of input processing is handled by controls.cpp
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controls::update(window);
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// Camera
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// Camera
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theCamera.update(window, deltaTime);
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theCamera.update(window, deltaTime);
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@ -108,9 +110,6 @@ int main()
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debug::window::set_parameter("lx", theCamera.getFront().x);
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debug::window::set_parameter("lx", theCamera.getFront().x);
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debug::window::set_parameter("ly", theCamera.getFront().y);
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debug::window::set_parameter("ly", theCamera.getFront().y);
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debug::window::set_parameter("lz", theCamera.getFront().z);
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debug::window::set_parameter("lz", theCamera.getFront().z);
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// Reset blockping timeout if 200ms have passed
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if(glfwGetTime() - lastBlockPick > 0.1) blockpick = false;
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// Render pass
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// Render pass
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renderer::render();
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renderer::render();
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@ -143,33 +142,3 @@ void mouse_callback(GLFWwindow *window, double xpos, double ypos)
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{
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{
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theCamera.mouseCallback(window, xpos, ypos);
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theCamera.mouseCallback(window, xpos, ypos);
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}
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}
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void processInput(GLFWwindow *window)
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{
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_PRESS && !blockpick){
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chunkmanager::blockpick(false);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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}
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_PRESS && !blockpick){
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chunkmanager::blockpick(true);
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blockpick=true;
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lastBlockPick=glfwGetTime();
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}
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// Reset blockpicking if enough time has passed
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if(glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_1) == GLFW_RELEASE && glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_2) == GLFW_RELEASE) blockpick = false;
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if(glfwGetKey(window, GLFW_KEY_F2) == GLFW_PRESS) renderer::saveScreenshot();
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if(glfwGetKey(window, GLFW_KEY_F3) == GLFW_PRESS) renderer::saveScreenshot(true);
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if(glfwGetKey(window, GLFW_KEY_M) == GLFW_PRESS) {
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cursor = !cursor;
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glfwSetInputMode(window, GLFW_CURSOR, cursor ? GLFW_CURSOR_NORMAL : GLFW_CURSOR_DISABLED);
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}
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}
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