Noah Petherbridge
c2c91e45a9
In the editor, clicking and dragging with the middle mouse button will scroll the view of the editor in place of the arrow keys. When entering Play Mode, the original scroll position in the level editor is remembered for when you come back - no more having to scroll from 0,0 each time to get back to where you were working!
224 lines
5.1 KiB
Go
224 lines
5.1 KiB
Go
package uix
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import (
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"errors"
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"fmt"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/keybind"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"git.kirsle.net/go/render/event"
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)
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/*
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Loop() subroutine to scroll the canvas using arrow keys (for edit mode).
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If w.Scrollable is false this function won't do anything.
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Cursor keys will scroll the drawing by balance.CanvasScrollSpeed per tick.
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If the level pageType is constrained, the scrollable viewport will be
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constrained to fit the bounds of the level.
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The debug boolean `NoLimitScroll=true` will override the bounded level scroll
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restriction and allow scrolling into out-of-bounds areas of the level.
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*/
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func (w *Canvas) loopEditorScroll(ev *event.State) error {
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if !w.Scrollable {
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return errors.New("canvas not scrollable")
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}
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// Arrow keys to scroll the view.
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// Shift key to scroll very slowly.
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var (
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scrollBy = render.Point{}
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scrollSpeed = balance.CanvasScrollSpeed
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)
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if keybind.Shift(ev) {
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scrollSpeed = 1
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}
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// Arrow key handlers.
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if keybind.Right(ev) {
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scrollBy.X -= scrollSpeed
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} else if keybind.Left(ev) {
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scrollBy.X += scrollSpeed
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}
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if keybind.Down(ev) {
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scrollBy.Y -= scrollSpeed
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} else if keybind.Up(ev) {
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scrollBy.Y += scrollSpeed
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}
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if !scrollBy.IsZero() {
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w.ScrollBy(scrollBy)
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}
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// Middle click of the mouse to pan the level.
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// NOTE: returns are below!
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if keybind.MiddleClick(ev) {
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if !w.scrollDragging {
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w.scrollDragging = true
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w.scrollStartAt = shmem.Cursor
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w.scrollWasAt = w.Scroll
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} else {
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delta := shmem.Cursor.Compare(w.scrollStartAt)
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w.Scroll = w.scrollWasAt
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w.Scroll.Subtract(delta)
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}
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} else {
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if w.scrollDragging {
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w.scrollDragging = false
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}
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}
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return nil
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}
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/*
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Loop() subroutine to constrain the scrolled view to within a bounded level.
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*/
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func (w *Canvas) loopConstrainScroll() error {
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if w.NoLimitScroll {
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return errors.New("NoLimitScroll enabled")
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}
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var capped bool
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// Constrain the bottom and right for limited world sizes.
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if w.wallpaper.pageType >= level.Bounded &&
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w.wallpaper.maxWidth+w.wallpaper.maxHeight > 0 {
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var (
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// TODO: downcast from int64!
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mw = int(w.wallpaper.maxWidth)
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mh = int(w.wallpaper.maxHeight)
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Viewport = w.Viewport()
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vw = w.ZoomDivide(Viewport.W)
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vh = w.ZoomDivide(Viewport.H)
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)
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if vw > mw {
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delta := vw - mw
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w.Scroll.X += delta
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capped = true
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}
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if vh > mh {
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delta := vh - mh
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w.Scroll.Y += delta
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capped = true
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}
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}
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// Constrain the top and left edges.
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if w.wallpaper.pageType > level.Unbounded {
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if w.Scroll.X > 0 {
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w.Scroll.X = 0
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capped = true
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}
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if w.Scroll.Y > 0 {
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w.Scroll.Y = 0
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capped = true
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}
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}
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if capped {
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return errors.New("scroll limited by level constraint")
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}
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return nil
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}
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/*
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Loop() subroutine for Play Mode to follow an actor in the camera's view.
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Does nothing if w.FollowActor is an empty string. Set it to the ID of an Actor
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to follow. If the actor exists, the Canvas will scroll to keep it on the
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screen.
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*/
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func (w *Canvas) loopFollowActor(ev *event.State) error {
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// Are we following an actor?
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if w.FollowActor == "" {
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return nil
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}
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var (
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VP = w.Viewport()
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engine = shmem.CurrentRenderEngine
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Width, Height = engine.WindowSize()
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midpoint = render.NewPoint(Width/2, Height/2)
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scrollboxHoz = midpoint.X - balance.ScrollboxOffset.X
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scrollboxVert = midpoint.Y - balance.ScrollboxOffset.Y
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)
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// Find the actor.
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for _, actor := range w.actors {
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if actor.ID() != w.FollowActor {
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continue
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}
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var (
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APosition = actor.Position() // absolute world position
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ASize = actor.Drawing.Size()
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scrollBy render.Point
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)
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// Scroll left
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if APosition.X <= VP.X+scrollboxHoz {
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var delta = VP.X + scrollboxHoz - APosition.X
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// constrain in case they're FAR OFF SCREEN so we don't flip back around
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if delta < 0 {
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delta = -delta
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}
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scrollBy.X = delta
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}
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// Scroll right
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if APosition.X >= VP.W-ASize.W-scrollboxHoz {
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var delta = VP.W - ASize.W - APosition.X - scrollboxHoz
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scrollBy.X = delta
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}
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// Scroll up
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if APosition.Y <= VP.Y+scrollboxVert {
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var delta = VP.Y + scrollboxVert - APosition.Y
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if delta < 0 {
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delta = -delta
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}
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scrollBy.Y = delta
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}
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// Scroll down
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if APosition.Y >= VP.H-ASize.H-scrollboxVert {
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var delta = VP.H - ASize.H - APosition.Y - scrollboxVert
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if delta > 300 {
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delta = 300
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} else if delta < -300 {
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delta = -300
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}
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scrollBy.Y = delta
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}
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// Constrain the maximum scroll speed.
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if scrollBy.X > balance.FollowActorMaxScrollSpeed {
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scrollBy.X = balance.FollowActorMaxScrollSpeed
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} else if scrollBy.X < -balance.FollowActorMaxScrollSpeed {
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scrollBy.X = -balance.FollowActorMaxScrollSpeed
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}
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if scrollBy.Y > balance.FollowActorMaxScrollSpeed {
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scrollBy.Y = balance.FollowActorMaxScrollSpeed
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} else if scrollBy.Y < -balance.FollowActorMaxScrollSpeed {
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scrollBy.Y = -balance.FollowActorMaxScrollSpeed
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}
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if scrollBy != render.Origin {
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w.ScrollBy(scrollBy)
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}
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return nil
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}
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return fmt.Errorf("actor ID '%s' not found in level", w.FollowActor)
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}
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