Adding paint mode to mosaic
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30ca131cbd
commit
10353db7ff
1 changed files with 123 additions and 21 deletions
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@ -48,17 +48,22 @@
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static void mosaic_noise_pixel(void * ptr, SDL_Surface * canvas, int noise_AMOUNT, int x, int y);
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static void mosaic_blur_pixel(void * ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
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static void mosaic_sharpen_pixel(void * ptr, SDL_Surface * canvas, SDL_Surface * last, int x, int y);
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static void reset_mosaic_blured(SDL_Surface * canvas);
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static const int mosaic_AMOUNT= 300;
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static const int mosaic_RADIUS = 16;
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static const double mosaic_SHARPEN = 1.0;
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static int randnoise;
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Uint8 * mosaic_blured;
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enum {
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TOOL_MOSAIC,
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mosaic_NUM_TOOLS
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};
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static Mix_Chunk * mosaic_snd_effect[mosaic_NUM_TOOLS];
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static SDL_Surface * canvas_noise;
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static SDL_Surface * canvas_blur;
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static SDL_Surface * canvas_sharp;
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const char * mosaic_snd_filenames[mosaic_NUM_TOOLS] = {
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"mosaic.ogg", /* FIXME */
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@ -121,7 +126,9 @@ static void do_mosaic_full(void * ptr, SDL_Surface * canvas, SDL_Surface * last,
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magic_api * api = (magic_api *) ptr;
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Uint32 amask = ~(canvas->format->Rmask |
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int x,y;
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Uint32 amask = ~(canvas->format->Rmask |
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canvas->format->Gmask |
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canvas->format->Bmask);
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SDL_Surface * mosaic_temp =
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@ -133,23 +140,17 @@ static void do_mosaic_full(void * ptr, SDL_Surface * canvas, SDL_Surface * last,
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canvas->format->Gmask,
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canvas->format->Bmask, amask);
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int x,y;
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api->update_progress_bar();
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for (y = 0; y < canvas->h; y++){
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for (x=0; x < canvas->w; x++){
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mosaic_noise_pixel(api, canvas, mosaic_AMOUNT, x, y);
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}
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}
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api->update_progress_bar();
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for (y = 0; y < canvas->h; y++){
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for (x=0; x < canvas->w; x++){
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mosaic_blur_pixel(api, mosaic_temp, canvas, x, y);
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mosaic_blur_pixel(api, mosaic_temp, canvas_noise, x, y);
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}
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}
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api->update_progress_bar();
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for (y = 0; y < canvas->h; y++){
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@ -160,11 +161,49 @@ static void do_mosaic_full(void * ptr, SDL_Surface * canvas, SDL_Surface * last,
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SDL_FreeSurface(mosaic_temp);
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}
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/* Paint the brush, noise is yet done at switchin,
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blurs 2 pixels around the brush in order to get sharpen well done.*/
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void mosaic_paint(void * ptr_to_api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int x, int y)
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{
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int i, j, pix_row_pos;
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magic_api * api = (magic_api *) ptr_to_api;
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for (j = max(0, y - mosaic_RADIUS - 2); j < min(canvas->h, y + mosaic_RADIUS + 2); j++)
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{
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pix_row_pos = j * canvas->w;
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for (i = max(0, x - mosaic_RADIUS - 2); i < min(canvas->w, x + mosaic_RADIUS + 2); i++)
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if( !mosaic_blured[pix_row_pos + i] &&
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api->in_circle(i - x,j - y, mosaic_RADIUS + 2))
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{
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mosaic_blur_pixel(api, canvas_blur, canvas_noise, i, j);
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mosaic_blured[pix_row_pos + i] = 1; /* Track what are yet blured */
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}
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}
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for (i = x - mosaic_RADIUS; i < x + mosaic_RADIUS; i++)
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for (j=y - mosaic_RADIUS; j < y + mosaic_RADIUS; j++)
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if (api->in_circle(i - x, j - y, mosaic_RADIUS))
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if( !api->touched(i, j))
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{
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mosaic_sharpen_pixel(api, canvas_sharp, canvas_blur, i, j);
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api->putpixel(canvas, i, j, api->getpixel(canvas_sharp, i, j));
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}
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}
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// Affect the canvas on drag:
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void mosaic_drag(magic_api * api, int which, SDL_Surface * canvas,
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SDL_Surface * last, int ox, int oy, int x, int y,
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SDL_Rect * update_rect){
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//no-op
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api->line(api, which, canvas, last, ox, oy, x, y, 1, mosaic_paint);
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update_rect->x = min(ox, x) - mosaic_RADIUS;
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update_rect->y = min(oy, y) - mosaic_RADIUS;
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update_rect->w = max(ox, x) + mosaic_RADIUS - update_rect->x;
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update_rect->h = max(oy, y) + mosaic_RADIUS - update_rect->y;
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api->playsound(mosaic_snd_effect[which], (x * 255) / canvas->w, 255);
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}
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// Affect the canvas on click:
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@ -172,12 +211,19 @@ void mosaic_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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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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do_mosaic_full(api, canvas, last, which);
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api->playsound(mosaic_snd_effect[which], 128, 255);
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if (mode == MODE_FULLSCREEN)
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{
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update_rect->x = 0;
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update_rect->y = 0;
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update_rect->w = canvas->w;
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update_rect->h = canvas->h;
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do_mosaic_full(api, canvas_noise, last, which);
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SDL_BlitSurface(canvas_noise, NULL, canvas, NULL);
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api->playsound(mosaic_snd_effect[which], 128, 255);
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}
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else
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mosaic_drag(api, which, canvas, last, x, y, x, y, update_rect);
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}
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@ -303,16 +349,72 @@ static void mosaic_sharpen_pixel(void * ptr,
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void mosaic_switchin(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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int y, x;
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mosaic_blured = (Uint8 *) malloc(sizeof(Uint8) * (canvas->w * canvas->h));
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if (mosaic_blured == NULL)
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{
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fprintf(stderr, "\nError: Can't build drawing touch mask!\n");
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exit(1);
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}
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Uint32 amask = ~(canvas->format->Rmask |
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canvas->format->Gmask |
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canvas->format->Bmask);
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canvas_noise = SDL_CreateRGBSurface(SDL_SWSURFACE,
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canvas->w,
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canvas->h,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask,
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canvas->format->Gmask,
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canvas->format->Bmask, amask);
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SDL_BlitSurface(canvas, NULL, canvas_noise, NULL);
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for (y = 0; y < canvas->h; y++){
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for (x=0; x < canvas->w; x++){
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mosaic_noise_pixel(api, canvas_noise, mosaic_AMOUNT, x, y);
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}
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}
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canvas_blur = SDL_CreateRGBSurface(SDL_SWSURFACE,
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canvas->w,
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canvas->h,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask,
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canvas->format->Gmask,
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canvas->format->Bmask, amask);
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canvas_sharp = SDL_CreateRGBSurface(SDL_SWSURFACE,
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canvas->w,
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canvas->h,
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canvas->format->BitsPerPixel,
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canvas->format->Rmask,
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canvas->format->Gmask,
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canvas->format->Bmask, amask);
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reset_mosaic_blured(canvas);
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}
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void mosaic_switchout(magic_api * api, int which, int mode, SDL_Surface * canvas)
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{
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SDL_FreeSurface(canvas_noise);
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SDL_FreeSurface(canvas_blur);
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SDL_FreeSurface(canvas_sharp);
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free (mosaic_blured);
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}
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int mosaic_modes(magic_api * api, int which)
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{
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return(MODE_FULLSCREEN);
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return(MODE_PAINT|MODE_FULLSCREEN);
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}
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void reset_mosaic_blured(SDL_Surface * canvas)
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{
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int i, j;
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for (j = 0; j < canvas->h; j++)
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for (i = 0; i < canvas->w; i++)
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mosaic_blured[j * canvas->w + i] = 0;
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}
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