Fisheye tool - first release.
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magic/src/fisheye.c
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magic/src/fisheye.c
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/*
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fisheye.c
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fisheye, Fisheye tool
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Tux Paint - A simple drawing program for children.
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Credits: Adam 'foo-script' Rakowski ; foo-script@o2.pl
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Copyright (c) 2002-2008 by Bill Kendrick and others; see AUTHORS.txt
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bill@newbreedsoftware.com
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http://www.tuxpaint.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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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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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
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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(See COPYING.txt)
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*/
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#include <math.h>
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#include "tp_magic_api.h"
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#include "SDL_image.h"
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#include "SDL_mixer.h"
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Mix_Chunk * fisheye_snd;
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// Housekeeping functions
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void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y,
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SDL_Rect * update_rect);
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Uint32 fisheye_api_version(void)
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{
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return(TP_MAGIC_API_VERSION);
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}
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void fisheye_set_color(magic_api * api, Uint8 r, Uint8 g, Uint8 b)
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{
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}
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int fisheye_init(magic_api * api)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/sounds/magic/fisheye.wav", api->data_directory);
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fisheye_snd = Mix_LoadWAV(fname);
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return(1);
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}
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int fisheye_get_tool_count(magic_api * api)
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{
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return 1;
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}
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SDL_Surface * fisheye_get_icon(magic_api * api, int which)
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{
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char fname[1024];
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snprintf(fname, sizeof(fname), "%s/images/magic/fisheye.png",
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api->data_directory);
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return(IMG_Load(fname));
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}
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char * fisheye_get_name(magic_api * api, int which) { return strdup(gettext_noop("Fisheye")); }
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char * fisheye_get_description(magic_api * api, int which, int mode) { return strdup(gettext_noop("Select an area of the image to create fisheye effect")); }
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int fisheye_requires_colors(magic_api * api, int which) { return 0; }
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void fisheye_release(magic_api * api, int which,
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SDL_Surface * canvas, SDL_Surface * snapshot,
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int x, int y, SDL_Rect * update_rect)
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{
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}
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void fisheye_shutdown(magic_api * api)
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{ Mix_FreeChunk(fisheye_snd); }
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// do-fisheye
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void fisheye_draw(void * ptr, int which, SDL_Surface * canvas, SDL_Surface * last,
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int x, int y)
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{
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magic_api * api = (magic_api *) ptr;
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SDL_Surface * oryg, *temp_src, *temp_dest, *output;
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SDL_Rect rect, temp_rect;
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int xx, yy;
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unsigned short int i;
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SDL_BlitSurface(canvas, NULL, last, NULL);
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oryg=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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output=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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rect.x=x-40;
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rect.y=y-40;
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rect.w=rect.h=80;
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SDL_BlitSurface(canvas, &rect, oryg, NULL); //here we have a piece of source image. Now we've to scale it (keeping aspect ratio)
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//do vertical fisheye
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for (i=0; i<40; i++)
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{
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temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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//let's take a smooth bar of scaled bitmap and copy it to temp
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//left side first
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rect.x=i;
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rect.y=0;
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rect.w=1;
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src
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temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 1, 80+2*i, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src
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temp_rect.x=0;
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temp_rect.y=i;
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temp_rect.w=1;
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temp_rect.h=80;
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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//right side then
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rect.x=79-i;
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SDL_BlitSurface(oryg, &rect, temp_src, NULL); //this bar is copied to temp_src //OK
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temp_dest=api->scale(temp_src, 1, 80+2*i, 0); //temp_dest stores scaled temp_src
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect); //let's copy it to output
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}
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//do horizontal fisheye
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for (i=0; i<40; i++)
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{
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temp_src=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80, 1, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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temp_dest=SDL_CreateRGBSurface(SDL_ANYFORMAT, 80+2*i, 1, canvas->format->BitsPerPixel,
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canvas->format->Rmask, canvas->format->Gmask, canvas->format->Bmask, canvas->format->Amask);
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//upper side first
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rect.x=0;
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rect.y=i;
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rect.w=80;
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rect.h=1;
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temp_rect.x=i;
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temp_rect.y=0;
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temp_rect.w=80;
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temp_rect.h=1;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest=api->scale(temp_src, 80+2*i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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//lower side then
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rect.y=79-i;
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SDL_BlitSurface(output, &rect, temp_src, NULL);
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temp_dest=api->scale(temp_src, 80+2*i, 1, 0);
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SDL_BlitSurface(temp_dest, &temp_rect, output, &rect);
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}
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rect.x=x-40;
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rect.y=y-40;
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rect.w=rect.h=80;
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//let's blit an area surrounded by a circle
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for (yy = y-40; yy < y+40; yy++)
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for (xx = x-40; xx < x+40; xx++)
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if (api->in_circle(xx-x, yy-y, 40))
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api->putpixel(canvas, xx, yy, api->getpixel(output, xx+40-x, yy+40-y));
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SDL_FreeSurface(oryg);
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SDL_FreeSurface(output);
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SDL_FreeSurface(temp_dest);
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SDL_FreeSurface(temp_src);
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api->playsound(fisheye_snd, (x * 255) / canvas->w,255);
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}
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void fisheye_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * snapshot, int ox, int oy, int x, int y,
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SDL_Rect * update_rect)
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{
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fisheye_draw(api, which, canvas, snapshot, x, y);
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update_rect->x=x-40;
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update_rect->y=y-40;
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update_rect->w=update_rect->h=80;
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}
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void fisheye_click(magic_api * api, int which, int mode,
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SDL_Surface * canvas, SDL_Surface * last,
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int x, int y, SDL_Rect * update_rect)
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{
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fisheye_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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void fisheye_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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}
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void fisheye_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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}
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int fisheye_modes(magic_api * api, int which)
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{
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return(MODE_PAINT);
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}
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