Clean up the GUI some by moving the map_view out into its own file.
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421cca308b
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6da830595c
5 changed files with 94 additions and 81 deletions
66
gui.cpp
66
gui.cpp
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@ -6,73 +6,11 @@
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#include "components.hpp"
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#include <numbers>
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#include "systems.hpp"
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#include "map_view.hpp"
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using namespace components;
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namespace gui {
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using ftxui::Color;
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MapViewUI::MapViewUI(GameLevel &level) :
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Panel(RAY_VIEW_X, 0, 0, 0, true),
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$level(level)
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{}
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MapViewUI::draw_map() {
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const auto& debug = $level.world->get_the<Debug>();
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const auto& player = $level.world->get_the<Player>();
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const auto& player_position = $level.world->get<Position>(player.entity);
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Point start = $level.map->center_camera(player_position.location, width, height);
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auto &tiles = $level.map->tiles();
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auto &paths = $level.map->paths();
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auto &lighting = $level.lights->lighting();
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// WARN: this is exploiting that -1 in size_t becomes largest
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size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
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size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x)
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{
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const Tile& tile = tiles.at(start.x+x, start.y+y);
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// light value is an integer that's a percent
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float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
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string num = dnum > 15 ? "*" : fmt::format("{:x}", dnum);
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$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, tile.foreground[2] * 50 * PERCENT);
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});
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} else {
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$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
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pixel.background_color = Color::HSV(tile.background[0], tile.background[1], tile.background[2] * light_value);
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});
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}
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}
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}
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System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
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}
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void MapViewUI::create_render() {
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set_renderer(Renderer([&] {
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draw_map();
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return canvas($canvas);
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}));
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}
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void MapViewUI::resize_canvas() {
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// set canvas to best size
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$canvas = Canvas(width * 2, height * 4);
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}
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FSM::FSM() :
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$window(sf::VideoMode({SCREEN_WIDTH, SCREEN_HEIGHT}), "Zed's Raycaster Thing"),
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$renderer($window),
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@ -111,8 +49,8 @@ namespace gui {
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$renderer.init_terminal();
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$map_view.create_render();
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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$map_view.resize_canvas();
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$renderer.resize_grid(MAX_FONT_SIZE, $map_view);
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state(State::IDLE);
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}
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18
gui.hpp
18
gui.hpp
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@ -6,25 +6,9 @@
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#include "camera.hpp"
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#include "fsm.hpp"
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#include "render.hpp"
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#include "panel.hpp"
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#include <ftxui/dom/canvas.hpp>
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using ftxui::Canvas;
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#include "map_view.hpp"
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namespace gui {
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class MapViewUI : public Panel {
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public:
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Canvas $canvas;
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GameLevel $level;
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MapViewUI(GameLevel &level);
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void create_render();
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void resize_canvas();
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void draw_map();
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void update_level(GameLevel &level);
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};
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enum class State {
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START,
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MOVING,
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70
map_view.cpp
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70
map_view.cpp
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@ -0,0 +1,70 @@
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#include "map_view.hpp"
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#include <functional>
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#include <string>
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#include "systems.hpp"
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namespace gui {
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using namespace components;
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using ftxui::Color;
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MapViewUI::MapViewUI(GameLevel &level) :
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Panel(RAY_VIEW_X, 0, 0, 0, true),
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$level(level)
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{}
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void MapViewUI::update_level(GameLevel &level) {
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$level = level;
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}
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void MapViewUI::draw_map() {
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const auto& debug = $level.world->get_the<Debug>();
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const auto& player = $level.world->get_the<Player>();
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const auto& player_position = $level.world->get<Position>(player.entity);
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Point start = $level.map->center_camera(player_position.location, width, height);
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auto &tiles = $level.map->tiles();
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auto &paths = $level.map->paths();
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auto &lighting = $level.lights->lighting();
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// WARN: this is exploiting that -1 in size_t becomes largest
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size_t end_x = std::min(size_t(width), $level.map->width() - start.x);
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size_t end_y = std::min(size_t(height), $level.map->height() - start.y);
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for(size_t y = 0; y < end_y; ++y) {
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for(size_t x = 0; x < end_x; ++x)
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{
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const Tile& tile = tiles.at(start.x+x, start.y+y);
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// light value is an integer that's a percent
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float light_value = debug.LIGHT ? 80 * PERCENT : lighting[start.y+y][start.x+x] * PERCENT;
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int dnum = debug.PATHS ? paths[start.y+y][start.x+x] : WALL_PATH_LIMIT;
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if(debug.PATHS && dnum != WALL_PATH_LIMIT) {
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string num = dnum > 15 ? "*" : fmt::format("{:x}", dnum);
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$canvas.DrawText(x * 2, y * 4, num, [dnum, tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(dnum * 20, 150, 200);
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pixel.background_color = Color::HSV(30, 20, tile.foreground[2] * 50 * PERCENT);
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});
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} else {
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$canvas.DrawText(x * 2, y * 4, tile.display, [tile, light_value](auto &pixel) {
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pixel.foreground_color = Color::HSV(tile.foreground[0], tile.foreground[1], tile.foreground[2] * light_value);
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pixel.background_color = Color::HSV(tile.background[0], tile.background[1], tile.background[2] * light_value);
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});
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}
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}
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}
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System::draw_entities(*$level.world, *$level.map, lighting, $canvas, start, width, height);
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}
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void MapViewUI::create_render() {
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set_renderer(Renderer([&] {
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draw_map();
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return canvas($canvas);
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}));
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}
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void MapViewUI::resize_canvas() {
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// set canvas to best size
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$canvas = Canvas(width * 2, height * 4);
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}
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}
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20
map_view.hpp
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20
map_view.hpp
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@ -0,0 +1,20 @@
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#pragma once
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#include "panel.hpp"
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#include <ftxui/dom/canvas.hpp>
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#include "levelmanager.hpp"
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using ftxui::Canvas;
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namespace gui {
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class MapViewUI : public Panel {
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public:
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Canvas $canvas;
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GameLevel $level;
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MapViewUI(GameLevel &level);
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void create_render();
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void resize_canvas();
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void draw_map();
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void update_level(GameLevel &level);
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};
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}
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@ -56,6 +56,7 @@ sources = [
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'levelmanager.cpp',
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'lights.cpp',
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'map.cpp',
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'map_view.cpp',
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'matrix.cpp',
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'matrix.cpp',
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'panel.cpp',
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