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source/gameengine/Rasterizer/RAS_FramingManager.cpp
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234
source/gameengine/Rasterizer/RAS_FramingManager.cpp
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/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include "RAS_FramingManager.h"
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#include "RAS_Rect.h"
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void
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RAS_FramingManager::
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ComputeDefaultFrustum(
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const float camnear,
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const float camfar,
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const float lens,
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const float design_aspect_ratio,
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RAS_FrameFrustum & frustum
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){
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/*
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* Magic Blender calculation.
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* Blender does not give a Field of View as lens but a size
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* at 16 units away from the lens.
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*/
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float halfSize = 16.f * camnear / lens;
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float sizeX;
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float sizeY;
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if (design_aspect_ratio > 1.f) {
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// halfsize defines the width
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sizeX = halfSize;
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sizeY = halfSize/design_aspect_ratio;
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} else {
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// halfsize defines the height
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sizeX = halfSize * design_aspect_ratio;
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sizeY = halfSize;
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}
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frustum.x2 = sizeX;
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frustum.x1 = -frustum.x2;
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frustum.y2 = sizeY;
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frustum.y1 = -frustum.y2;
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frustum.camnear = camnear;
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frustum.camfar = camfar;
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}
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void
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RAS_FramingManager::
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ComputeBestFitViewRect(
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const RAS_Rect &availableViewport,
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const float design_aspect_ratio,
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RAS_Rect &viewport
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){
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// try and honour the aspect ratio when setting the
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// drawable area. If we don't do this we are liable
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// to get a lot of distortion in the rendered image.
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int width = availableViewport.GetWidth();
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int height = availableViewport.GetHeight();
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float window_aspect = float(width)/float(height);
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if (window_aspect < design_aspect_ratio) {
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int v_height = (int)(width / design_aspect_ratio);
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int left_over = (height - v_height) / 2;
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viewport.SetLeft(availableViewport.GetLeft());
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viewport.SetBottom(availableViewport.GetBottom() + left_over);
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viewport.SetRight(availableViewport.GetLeft() + width);
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viewport.SetTop(availableViewport.GetBottom() + left_over + v_height);
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} else {
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int v_width = (int)(height * design_aspect_ratio);
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int left_over = (width - v_width) / 2;
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viewport.SetLeft(availableViewport.GetLeft() + left_over);
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viewport.SetBottom(availableViewport.GetBottom());
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viewport.SetRight(availableViewport.GetLeft() + v_width + left_over);
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viewport.SetTop(availableViewport.GetBottom() + height);
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}
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}
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void
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RAS_FramingManager::
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ComputeViewport(
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const RAS_FrameSettings &settings,
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const RAS_Rect &availableViewport,
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RAS_Rect &viewport
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){
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RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
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const int winx = availableViewport.GetWidth();
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const int winy = availableViewport.GetHeight();
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const float design_width = float(settings.DesignAspectWidth());
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const float design_height = float(settings.DesignAspectHeight());
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float design_aspect_ratio = float(1);
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if (design_height == float(0)) {
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// well this is ill defined
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// lets just scale the thing
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type = RAS_FrameSettings::e_frame_scale;
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} else {
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design_aspect_ratio = design_width/design_height;
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}
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switch (type) {
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case RAS_FrameSettings::e_frame_scale :
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case RAS_FrameSettings::e_frame_extend:
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{
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viewport.SetLeft(availableViewport.GetLeft());
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viewport.SetBottom(availableViewport.GetBottom());
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viewport.SetRight(availableViewport.GetLeft() + int(winx));
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viewport.SetTop(availableViewport.GetBottom() + int(winy));
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break;
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}
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case RAS_FrameSettings::e_frame_bars:
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{
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ComputeBestFitViewRect(
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availableViewport,
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design_aspect_ratio,
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viewport
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);
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break;
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}
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default :
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break;
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}
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}
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void
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RAS_FramingManager::
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ComputeFrustum(
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const RAS_FrameSettings &settings,
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const RAS_Rect &availableViewport,
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const RAS_Rect &viewport,
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const float lens,
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const float camnear,
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const float camfar,
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RAS_FrameFrustum &frustum
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){
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const int winx = availableViewport.GetWidth();
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const int winy = availableViewport.GetHeight();
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RAS_FrameSettings::RAS_FrameType type = settings.FrameType();
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const float design_width = float(settings.DesignAspectWidth());
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const float design_height = float(settings.DesignAspectHeight());
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float design_aspect_ratio = float(1);
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if (design_height == float(0)) {
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// well this is ill defined
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// lets just scale the thing
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type = RAS_FrameSettings::e_frame_scale;
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} else {
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design_aspect_ratio = design_width/design_height;
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}
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ComputeDefaultFrustum(
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camnear,
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camfar,
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lens,
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design_aspect_ratio,
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frustum
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);
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switch (type) {
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case RAS_FrameSettings::e_frame_extend:
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{
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RAS_Rect vt;
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ComputeBestFitViewRect(
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availableViewport,
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design_aspect_ratio,
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vt
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);
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// now scale the calculated frustum by the difference
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// between vt and the viewport in each axis.
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// These are always > 1
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float x_scale = float(viewport.GetWidth())/float(vt.GetWidth());
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float y_scale = float(viewport.GetHeight())/float(vt.GetHeight());
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frustum.x1 *= x_scale;
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frustum.x2 *= x_scale;
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frustum.y1 *= y_scale;
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frustum.y2 *= y_scale;
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break;
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}
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case RAS_FrameSettings::e_frame_scale :
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case RAS_FrameSettings::e_frame_bars:
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default :
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break;
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}
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}
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