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SDL API renaming: SDL_gamecontroller.h
SDL_gamecontroller.h has been renamed SDL_gamepad.h, and all APIs have been renamed to match. Fixes https://github.com/libsdl-org/SDL/issues/6885
This commit is contained in:
@@ -239,20 +239,20 @@ static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint64 match_state
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/* Bitwise map .RLDUWVQTS.KYXBA -> YXBA..WVQTKSRLDU */
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(WORD)(match_state << 12 | (match_state & 0x0780) >> 1 | (match_state & 0x0010) << 1 | (match_state & 0x0040) >> 2 | (match_state & 0x7800) >> 11);
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/* Explicit
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((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? XINPUT_GAMEPAD_A : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? XINPUT_GAMEPAD_B : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? XINPUT_GAMEPAD_X : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? XINPUT_GAMEPAD_Y : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? XINPUT_GAMEPAD_BACK : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? XINPUT_GAMEPAD_START : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? XINPUT_GAMEPAD_LEFT_THUMB : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? XINPUT_GAMEPAD_RIGHT_THUMB: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? XINPUT_GAMEPAD_LEFT_SHOULDER : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? XINPUT_GAMEPAD_RIGHT_SHOULDER : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? XINPUT_GAMEPAD_DPAD_UP : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? XINPUT_GAMEPAD_DPAD_DOWN : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? XINPUT_GAMEPAD_DPAD_LEFT : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? XINPUT_GAMEPAD_DPAD_RIGHT : 0);
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((match_state & (1<<SDL_GAMEPAD_BUTTON_A)) ? XINPUT_GAMEPAD_A : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_B)) ? XINPUT_GAMEPAD_B : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_X)) ? XINPUT_GAMEPAD_X : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_Y)) ? XINPUT_GAMEPAD_Y : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_BACK)) ? XINPUT_GAMEPAD_BACK : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_START)) ? XINPUT_GAMEPAD_START : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_LEFT_STICK)) ? XINPUT_GAMEPAD_LEFT_THUMB : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_RIGHT_STICK)) ? XINPUT_GAMEPAD_RIGHT_THUMB: 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_LEFT_SHOULDER)) ? XINPUT_GAMEPAD_LEFT_SHOULDER : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER)) ? XINPUT_GAMEPAD_RIGHT_SHOULDER : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_UP)) ? XINPUT_GAMEPAD_DPAD_UP : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_DOWN)) ? XINPUT_GAMEPAD_DPAD_DOWN : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_LEFT)) ? XINPUT_GAMEPAD_DPAD_LEFT : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_RIGHT)) ? XINPUT_GAMEPAD_DPAD_RIGHT : 0);
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*/
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if (state->xinput_buttons) {
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@@ -279,20 +279,20 @@ static void RAWINPUT_FillMatchState(WindowsMatchState *state, Uint64 match_state
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/* RStick/LStick (QT) RShould/LShould (WV) DPad R/L/D/U YXBA bac(K) (S)tart */
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(match_state & 0x0180) << 5 | (match_state & 0x0600) << 1 | (match_state & 0x7800) >> 5 | (match_state & 0x000F) << 2 | (match_state & 0x0010) >> 3 | (match_state & 0x0040) >> 6;
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/* Explicit
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((match_state & (1<<SDL_CONTROLLER_BUTTON_A)) ? GamepadButtons_A : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_B)) ? GamepadButtons_B : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_X)) ? GamepadButtons_X : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_Y)) ? GamepadButtons_Y : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_BACK)) ? GamepadButtons_View : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_START)) ? GamepadButtons_Menu : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSTICK)) ? GamepadButtons_LeftThumbstick : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSTICK)) ? GamepadButtons_RightThumbstick: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_LEFTSHOULDER)) ? GamepadButtons_LeftShoulder: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)) ? GamepadButtons_RightShoulder: 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_UP)) ? GamepadButtons_DPadUp : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_DOWN)) ? GamepadButtons_DPadDown : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_LEFT)) ? GamepadButtons_DPadLeft : 0) |
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((match_state & (1<<SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) ? GamepadButtons_DPadRight : 0); */
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((match_state & (1<<SDL_GAMEPAD_BUTTON_A)) ? GamepadButtons_A : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_B)) ? GamepadButtons_B : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_X)) ? GamepadButtons_X : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_Y)) ? GamepadButtons_Y : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_BACK)) ? GamepadButtons_View : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_START)) ? GamepadButtons_Menu : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_LEFT_STICK)) ? GamepadButtons_LeftThumbstick : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_RIGHT_STICK)) ? GamepadButtons_RightThumbstick: 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_LEFT_SHOULDER)) ? GamepadButtons_LeftShoulder: 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER)) ? GamepadButtons_RightShoulder: 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_UP)) ? GamepadButtons_DPadUp : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_DOWN)) ? GamepadButtons_DPadDown : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_LEFT)) ? GamepadButtons_DPadLeft : 0) |
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((match_state & (1<<SDL_GAMEPAD_BUTTON_DPAD_RIGHT)) ? GamepadButtons_DPadRight : 0); */
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if (state->wgi_buttons) {
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state->any_data = SDL_TRUE;
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@@ -1374,28 +1374,28 @@ static void RAWINPUT_HandleStatePacket(SDL_Joystick *joystick, Uint8 *data, int
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#ifdef SDL_JOYSTICK_RAWINPUT_MATCHING
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/* Map new buttons and axes into game controller controls */
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static const int button_map[] = {
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SDL_CONTROLLER_BUTTON_A,
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SDL_CONTROLLER_BUTTON_B,
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SDL_CONTROLLER_BUTTON_X,
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SDL_CONTROLLER_BUTTON_Y,
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SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
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SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
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SDL_CONTROLLER_BUTTON_BACK,
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SDL_CONTROLLER_BUTTON_START,
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SDL_CONTROLLER_BUTTON_LEFTSTICK,
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SDL_CONTROLLER_BUTTON_RIGHTSTICK
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SDL_GAMEPAD_BUTTON_A,
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SDL_GAMEPAD_BUTTON_B,
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SDL_GAMEPAD_BUTTON_X,
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SDL_GAMEPAD_BUTTON_Y,
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SDL_GAMEPAD_BUTTON_LEFT_SHOULDER,
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SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER,
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SDL_GAMEPAD_BUTTON_BACK,
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SDL_GAMEPAD_BUTTON_START,
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SDL_GAMEPAD_BUTTON_LEFT_STICK,
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SDL_GAMEPAD_BUTTON_RIGHT_STICK
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};
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#define HAT_MASK ((1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT))
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#define HAT_MASK ((1 << SDL_GAMEPAD_BUTTON_DPAD_UP) | (1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN) | (1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT) | (1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT))
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static const int hat_map[] = {
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0,
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_RIGHT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_DOWN) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_CONTROLLER_BUTTON_DPAD_UP) | (1 << SDL_CONTROLLER_BUTTON_DPAD_LEFT),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_UP),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_UP) | (1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN) | (1 << SDL_GAMEPAD_BUTTON_DPAD_RIGHT),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_DOWN) | (1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT),
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(1 << SDL_GAMEPAD_BUTTON_DPAD_UP) | (1 << SDL_GAMEPAD_BUTTON_DPAD_LEFT),
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};
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Uint64 match_state = ctx->match_state;
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/* Update match_state with button bit, then fall through */
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