409 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			409 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2018 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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//    you must not claim that you wrote the original software.
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//    If you use this software in a product, an acknowledgment
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//    in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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//    and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_VERTEXBUFFER_HPP
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#define SFML_VERTEXBUFFER_HPP
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Export.hpp>
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#include <SFML/Graphics/PrimitiveType.hpp>
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#include <SFML/Graphics/Drawable.hpp>
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#include <SFML/Window/GlResource.hpp>
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namespace sf
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{
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class RenderTarget;
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class Vertex;
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////////////////////////////////////////////////////////////
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/// \brief Vertex buffer storage for one or more 2D primitives
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///
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////////////////////////////////////////////////////////////
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class SFML_GRAPHICS_API VertexBuffer : public Drawable, private GlResource
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{
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public:
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    ////////////////////////////////////////////////////////////
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    /// \brief Usage specifiers
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    ///
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    /// If data is going to be updated once or more every frame,
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    /// set the usage to Stream. If data is going to be set once
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    /// and used for a long time without being modified, set the
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    /// usage to Static. For everything else Dynamic should be a
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    /// good compromise.
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    ///
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    ////////////////////////////////////////////////////////////
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    enum Usage
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    {
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        Stream,  ///< Constantly changing data
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        Dynamic, ///< Occasionally changing data
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        Static   ///< Rarely changing data
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    };
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    ////////////////////////////////////////////////////////////
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    /// \brief Default constructor
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    ///
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    /// Creates an empty vertex buffer.
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    ///
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    ////////////////////////////////////////////////////////////
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    VertexBuffer();
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a VertexBuffer with a specific PrimitiveType
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    ///
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    /// Creates an empty vertex buffer and sets its primitive type to \p type.
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    ///
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    /// \param type Type of primitive
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    ///
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    ////////////////////////////////////////////////////////////
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    explicit VertexBuffer(PrimitiveType type);
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a VertexBuffer with a specific usage specifier
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    ///
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    /// Creates an empty vertex buffer and sets its usage to \p usage.
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    ///
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    /// \param usage Usage specifier
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    ///
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    ////////////////////////////////////////////////////////////
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    explicit VertexBuffer(Usage usage);
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    ////////////////////////////////////////////////////////////
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    /// \brief Construct a VertexBuffer with a specific PrimitiveType and usage specifier
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    ///
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    /// Creates an empty vertex buffer and sets its primitive type
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    /// to \p type and usage to \p usage.
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    ///
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    /// \param type  Type of primitive
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    /// \param usage Usage specifier
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    ///
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    ////////////////////////////////////////////////////////////
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    VertexBuffer(PrimitiveType type, Usage usage);
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    ////////////////////////////////////////////////////////////
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    /// \brief Copy constructor
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    ///
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    /// \param copy instance to copy
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    ///
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    ////////////////////////////////////////////////////////////
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    VertexBuffer(const VertexBuffer& copy);
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    ////////////////////////////////////////////////////////////
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    /// \brief Destructor
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    ///
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    ////////////////////////////////////////////////////////////
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    ~VertexBuffer();
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    ////////////////////////////////////////////////////////////
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    /// \brief Create the vertex buffer
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    ///
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    /// Creates the vertex buffer and allocates enough graphics
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    /// memory to hold \p vertexCount vertices. Any previously
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    /// allocated memory is freed in the process.
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    ///
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    /// In order to deallocate previously allocated memory pass 0
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    /// as \p vertexCount. Don't forget to recreate with a non-zero
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    /// value when graphics memory should be allocated again.
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    ///
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    /// \param vertexCount Number of vertices worth of memory to allocate
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    ///
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    /// \return True if creation was successful
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    ///
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    ////////////////////////////////////////////////////////////
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    bool create(std::size_t vertexCount);
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    ////////////////////////////////////////////////////////////
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    /// \brief Return the vertex count
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    ///
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    /// \return Number of vertices in the vertex buffer
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    ///
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    ////////////////////////////////////////////////////////////
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    std::size_t getVertexCount() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Update the whole buffer from an array of vertices
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    ///
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    /// The \a vertex array is assumed to have the same size as
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    /// the \a created buffer.
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    ///
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    /// No additional check is performed on the size of the vertex
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    /// array, passing invalid arguments will lead to undefined
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    /// behavior.
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    ///
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    /// This function does nothing if \a vertices is null or if the
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    /// buffer was not previously created.
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    ///
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    /// \param vertices Array of vertices to copy to the buffer
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    ///
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    /// \return True if the update was successful
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    ///
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    ////////////////////////////////////////////////////////////
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    bool update(const Vertex* vertices);
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    ////////////////////////////////////////////////////////////
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    /// \brief Update a part of the buffer from an array of vertices
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    ///
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    /// \p offset is specified as the number of vertices to skip
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    /// from the beginning of the buffer.
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    ///
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    /// If \p offset is 0 and \p vertexCount is equal to the size of
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    /// the currently created buffer, its whole contents are replaced.
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    ///
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    /// If \p offset is 0 and \p vertexCount is greater than the
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    /// size of the currently created buffer, a new buffer is created
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    /// containing the vertex data.
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    ///
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    /// If \p offset is 0 and \p vertexCount is less than the size of
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    /// the currently created buffer, only the corresponding region
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    /// is updated.
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    ///
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    /// If \p offset is not 0 and \p offset + \p vertexCount is greater
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    /// than the size of the currently created buffer, the update fails.
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    ///
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    /// No additional check is performed on the size of the vertex
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    /// array, passing invalid arguments will lead to undefined
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    /// behavior.
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    ///
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    /// \param vertices    Array of vertices to copy to the buffer
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    /// \param vertexCount Number of vertices to copy
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    /// \param offset      Offset in the buffer to copy to
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    ///
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    /// \return True if the update was successful
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    ///
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    ////////////////////////////////////////////////////////////
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    bool update(const Vertex* vertices, std::size_t vertexCount, unsigned int offset);
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    ////////////////////////////////////////////////////////////
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    /// \brief Copy the contents of another buffer into this buffer
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    ///
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    /// \param vertexBuffer Vertex buffer whose contents to copy into this vertex buffer
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    ///
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    /// \return True if the copy was successful
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    ///
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    ////////////////////////////////////////////////////////////
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    bool update(const VertexBuffer& vertexBuffer);
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    ////////////////////////////////////////////////////////////
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    /// \brief Overload of assignment operator
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    ///
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    /// \param right Instance to assign
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    ///
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    /// \return Reference to self
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    ///
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    ////////////////////////////////////////////////////////////
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    VertexBuffer& operator =(const VertexBuffer& right);
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    ////////////////////////////////////////////////////////////
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    /// \brief Swap the contents of this vertex buffer with those of another
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    ///
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    /// \param right Instance to swap with
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    ///
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    ////////////////////////////////////////////////////////////
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    void swap(VertexBuffer& right);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the underlying OpenGL handle of the vertex buffer.
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    ///
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    /// You shouldn't need to use this function, unless you have
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    /// very specific stuff to implement that SFML doesn't support,
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    /// or implement a temporary workaround until a bug is fixed.
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    ///
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    /// \return OpenGL handle of the vertex buffer or 0 if not yet created
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    ///
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    ////////////////////////////////////////////////////////////
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    unsigned int getNativeHandle() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Set the type of primitives to draw
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    ///
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    /// This function defines how the vertices must be interpreted
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    /// when it's time to draw them.
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    ///
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    /// The default primitive type is sf::Points.
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    ///
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    /// \param type Type of primitive
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    ///
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    ////////////////////////////////////////////////////////////
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    void setPrimitiveType(PrimitiveType type);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the type of primitives drawn by the vertex buffer
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    ///
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    /// \return Primitive type
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    ///
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    ////////////////////////////////////////////////////////////
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    PrimitiveType getPrimitiveType() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Set the usage specifier of this vertex buffer
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    ///
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    /// This function provides a hint about how this vertex buffer is
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    /// going to be used in terms of data update frequency.
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    ///
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    /// After changing the usage specifier, the vertex buffer has
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    /// to be updated with new data for the usage specifier to
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    /// take effect.
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    ///
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    /// The default primitive type is sf::VertexBuffer::Stream.
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    ///
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    /// \param usage Usage specifier
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    ///
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    ////////////////////////////////////////////////////////////
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    void setUsage(Usage usage);
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    ////////////////////////////////////////////////////////////
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    /// \brief Get the usage specifier of this vertex buffer
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    ///
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    /// \return Usage specifier
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    ///
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    ////////////////////////////////////////////////////////////
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    Usage getUsage() const;
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    ////////////////////////////////////////////////////////////
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    /// \brief Bind a vertex buffer for rendering
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    ///
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    /// This function is not part of the graphics API, it mustn't be
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    /// used when drawing SFML entities. It must be used only if you
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    /// mix sf::VertexBuffer with OpenGL code.
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    ///
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    /// \code
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    /// sf::VertexBuffer vb1, vb2;
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    /// ...
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    /// sf::VertexBuffer::bind(&vb1);
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    /// // draw OpenGL stuff that use vb1...
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    /// sf::VertexBuffer::bind(&vb2);
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    /// // draw OpenGL stuff that use vb2...
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    /// sf::VertexBuffer::bind(NULL);
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    /// // draw OpenGL stuff that use no vertex buffer...
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    /// \endcode
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    ///
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    /// \param vertexBuffer Pointer to the vertex buffer to bind, can be null to use no vertex buffer
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    ///
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    ////////////////////////////////////////////////////////////
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    static void bind(const VertexBuffer* vertexBuffer);
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    ////////////////////////////////////////////////////////////
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    /// \brief Tell whether or not the system supports vertex buffers
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    ///
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    /// This function should always be called before using
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    /// the vertex buffer features. If it returns false, then
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    /// any attempt to use sf::VertexBuffer will fail.
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    ///
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    /// \return True if vertex buffers are supported, false otherwise
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    ///
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    ////////////////////////////////////////////////////////////
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    static bool isAvailable();
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private:
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    ////////////////////////////////////////////////////////////
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    /// \brief Draw the vertex buffer to a render target
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    ///
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    /// \param target Render target to draw to
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    /// \param states Current render states
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    ///
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    ////////////////////////////////////////////////////////////
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    virtual void draw(RenderTarget& target, RenderStates states) const;
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private:
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    ////////////////////////////////////////////////////////////
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    // Member data
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    ////////////////////////////////////////////////////////////
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    unsigned int  m_buffer;        ///< Internal buffer identifier
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    std::size_t   m_size;          ///< Size in Vertexes of the currently allocated buffer
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    PrimitiveType m_primitiveType; ///< Type of primitives to draw
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    Usage         m_usage;         ///< How this vertex buffer is to be used
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};
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} // namespace sf
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#endif // SFML_VERTEXBUFFER_HPP
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////////////////////////////////////////////////////////////
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/// \class sf::VertexBuffer
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/// \ingroup graphics
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///
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/// sf::VertexBuffer is a simple wrapper around a dynamic
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/// buffer of vertices and a primitives type.
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///
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/// Unlike sf::VertexArray, the vertex data is stored in
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/// graphics memory.
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///
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/// In situations where a large amount of vertex data would
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/// have to be transferred from system memory to graphics memory
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/// every frame, using sf::VertexBuffer can help. By using a
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/// sf::VertexBuffer, data that has not been changed between frames
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/// does not have to be re-transferred from system to graphics
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/// memory as would be the case with sf::VertexArray. If data transfer
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/// is a bottleneck, this can lead to performance gains.
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///
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/// Using sf::VertexBuffer, the user also has the ability to only modify
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/// a portion of the buffer in graphics memory. This way, a large buffer
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/// can be allocated at the start of the application and only the
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/// applicable portions of it need to be updated during the course of
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/// the application. This allows the user to take full control of data
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/// transfers between system and graphics memory if they need to.
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///
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/// In special cases, the user can make use of multiple threads to update
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/// vertex data in multiple distinct regions of the buffer simultaneously.
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/// This might make sense when e.g. the position of multiple objects has to
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/// be recalculated very frequently. The computation load can be spread
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/// across multiple threads as long as there are no other data dependencies.
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///
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/// Simultaneous updates to the vertex buffer are not guaranteed to be
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/// carried out by the driver in any specific order. Updating the same
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/// region of the buffer from multiple threads will not cause undefined
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/// behaviour, however the final state of the buffer will be unpredictable.
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///
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/// Simultaneous updates of distinct non-overlapping regions of the buffer
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/// are also not guaranteed to complete in a specific order. However, in
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/// this case the user can make sure to synchronize the writer threads at
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/// well-defined points in their code. The driver will make sure that all
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/// pending data transfers complete before the vertex buffer is sourced
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/// by the rendering pipeline.
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///
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/// It inherits sf::Drawable, but unlike other drawables it
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/// is not transformable.
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///
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/// Example:
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/// \code
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/// sf::Vertex vertices[15];
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/// ...
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/// sf::VertexBuffer triangles(sf::Triangles);
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/// triangles.create(15);
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/// triangles.update(vertices);
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/// ...
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/// window.draw(triangles);
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/// \endcode
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///
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/// \see sf::Vertex, sf::VertexArray
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///
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////////////////////////////////////////////////////////////
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