mirror of
https://gitlab.com/Mr_Goldberg/goldberg_emulator.git
synced 2024-11-23 20:38:07 +01:00
Added overlay base
This commit is contained in:
parent
3d3c8b26cd
commit
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1 changed files with 428 additions and 0 deletions
428
overlay_experimental/steam_overlay.h
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428
overlay_experimental/steam_overlay.h
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#pragma once
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#include <thread>
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#include <string>
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#include <sstream>
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#include <imgui.h>
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#include <impls/imgui_impl_win32.h>
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extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#include "base.h"
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#include "Hook_Manager.h"
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static decltype(DispatchMessageA)* _DispatchMessageA = DispatchMessageA;
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static decltype(DispatchMessageW)* _DispatchMessageW = DispatchMessageW;
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class Steam_Overlay
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{
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Settings* settings;
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SteamCallResults* callback_results;
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SteamCallBacks* callbacks;
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RunEveryRunCB* run_every_runcb;
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HWND game_hwnd;
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WNDPROC game_hwnd_proc;
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bool is_ready;
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bool show_overlay;
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Base_Hook window_hooks;
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ENotificationPosition notif_position;
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int h_inset, v_inset;
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Steam_Overlay(Steam_Overlay const&) = delete;
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Steam_Overlay(Steam_Overlay&&) = delete;
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Steam_Overlay& operator=(Steam_Overlay const&) = delete;
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Steam_Overlay& operator=(Steam_Overlay&&) = delete;
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static LRESULT CALLBACK sHookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { Hook_Manager::Inst().GetOverlay()->HookWndProc(hWnd, uMsg, wParam, lParam); }
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LRESULT HookWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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// Is the event is a key press
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if (uMsg == WM_KEYDOWN)
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{
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// Tab is pressed and was not pressed before
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if (wParam == VK_TAB && !(lParam & (1 << 30)))
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{
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static RECT old_clip;
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// If Left Shift is pressed
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if (GetAsyncKeyState(VK_LSHIFT) & (1 << (sizeof(SHORT) * 8 - 1)))
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{
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show_overlay = !show_overlay;
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}
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if (show_overlay)
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{
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RECT cliRect, wndRect, clipRect;
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GetClipCursor(&old_clip);
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// The window rectangle has borders and menus counted in the size
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GetWindowRect(hWnd, &wndRect);
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// The client rectangle is the window without borders
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GetClientRect(hWnd, &cliRect);
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clipRect = wndRect; // Init clip rectangle
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// Get Window width with borders
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wndRect.right -= wndRect.left;
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// Get Window height with borders & menus
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wndRect.bottom -= wndRect.top;
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// Compute the border width
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int borderWidth = (wndRect.right - cliRect.right) / 2;
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// Client top clip is the menu bar width minus bottom border
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clipRect.top += wndRect.bottom - cliRect.bottom - borderWidth;
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// Client left clip is the left border minus border width
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clipRect.left += borderWidth;
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// Here goes the same for right and bottom
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clipRect.right -= borderWidth;
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clipRect.bottom -= borderWidth;
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ClipCursor(&clipRect);
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ImGui::GetIO().MouseDrawCursor = true;
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{
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GameOverlayActivated_t data = { 0 };
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data.m_bActive = true;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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else
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{
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ClipCursor(&old_clip);
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ImGui::GetIO().MouseDrawCursor = false;
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{
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GameOverlayActivated_t data = { 0 };
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data.m_bActive = false;
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callbacks->addCBResult(data.k_iCallback, &data, sizeof(data));
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}
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}
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}
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}
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// If we should show the overlay
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if (show_overlay)
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{
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// Call the overlay window procedure
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ImGui_ImplWin32_WndProcHandler(hWnd, uMsg, wParam, lParam);
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return true;
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}
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// Else call the game window procedure
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return CallWindowProc(game_hwnd_proc, hWnd, uMsg, wParam, lParam);
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}
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bool IgnoreMsg(const MSG* lpMsg)
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{
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if (lpMsg->hwnd == game_hwnd && show_overlay)
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{
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switch (lpMsg->message)
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{
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL: case WM_MOUSEHWHEEL:
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case WM_LBUTTONUP: case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
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case WM_RBUTTONUP: case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
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case WM_MBUTTONUP: case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
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case WM_XBUTTONUP: case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
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case WM_KEYDOWN: case WM_KEYUP:
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case WM_SYSKEYDOWN: case WM_SYSKEYUP:
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case WM_CHAR:
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// We ignore theses message in the game windows, but our overlay needs them.
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HookWndProc(lpMsg->hwnd, lpMsg->message, lpMsg->wParam, lpMsg->lParam);
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return true;
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}
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}
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return false;
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}
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static LRESULT WINAPI MyDispatchMessageA(const MSG* lpMsg)
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{
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Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
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if (_this->IgnoreMsg(lpMsg))
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return 0;
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return _DispatchMessageA(lpMsg);
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}
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static LRESULT WINAPI MyDispatchMessageW(const MSG* lpMsg)
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{
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Steam_Overlay* _this = Hook_Manager::Inst().GetOverlay();
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if (_this->IgnoreMsg(lpMsg))
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return 0;
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return _DispatchMessageW(lpMsg);
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}
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public:
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Steam_Overlay(Settings* settings, SteamCallResults* callback_results, SteamCallBacks* callbacks, RunEveryRunCB* run_every_runcb) :
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settings(settings),
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callback_results(callback_results),
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callbacks(callbacks),
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run_every_runcb(run_every_runcb),
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game_hwnd(NULL),
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game_hwnd_proc(nullptr),
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show_overlay(false),
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is_ready(false)
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{}
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~Steam_Overlay()
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{}
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bool Ready() const { return is_ready; }
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bool NeedPresent() const { return true; }
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void SetNotificationPosition(ENotificationPosition eNotificationPosition) { notif_position = eNotificationPosition; }
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void SetNotificationInset(int nHorizontalInset, int nVerticalInset) { h_inset = nHorizontalInset, v_inset = nVerticalInset; }
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void SetupOverlay() { Hook_Manager::Inst().HookRenderer(this); }
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void HookReady(void* hWnd)
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{
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if (game_hwnd != hWnd)
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{
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if (!is_ready) // If this is the first time we are ready, hook the window dispatch message, so we can intercept em and disable mouse.
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{
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window_hooks.BeginHook();
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window_hooks.HookFuncs(std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageA, &Steam_Overlay::MyDispatchMessageA),
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std::make_pair<void**, void*>(&(PVOID&)_DispatchMessageW, &Steam_Overlay::MyDispatchMessageW));
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window_hooks.EndHook();
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}
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is_ready = true;
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if (game_hwnd)
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SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)game_hwnd_proc);
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game_hwnd = (HWND)hWnd;
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game_hwnd_proc = (WNDPROC)SetWindowLongPtr(game_hwnd, GWLP_WNDPROC, (LONG_PTR)&Steam_Overlay::sHookWndProc);
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}
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}
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// https://niemand.com.ar/2019/01/01/how-to-hook-directx-11-imgui/
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// https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook
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void OverlayProc( int width, int height )
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{
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static int item = -1;
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static const char* strs[] = {
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"test1",
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"test2",
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"test3",
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};
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if (!show_overlay)
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return;
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// Set the overlay windows to the size of the game window
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ImGui::SetNextWindowPos({ 0,0 });
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ImGui::SetNextWindowSize({ static_cast<float>(width),
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static_cast<float>(height) });
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ImGui::Begin("SteamOverlay", NULL, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoCollapse);
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ImGui::LabelText("", "Username: %s(%llu) playing %u",
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settings->get_local_name(),
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settings->get_local_steam_id().ConvertToUint64(),
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settings->get_local_game_id().AppID());
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ImGui::Spacing();
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//ImGui::ListBoxHeader("");
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ImGui::ListBox("Friends", &item, strs, (sizeof(strs) / sizeof(*strs)));
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//ImGui::ListBoxFooter();
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ImGui::Spacing();
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RECT rect;
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GetWindowRect(game_hwnd, &rect);
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auto pos = ImGui::GetMousePos();
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ImGui::LabelText("", "Window pos: %dx%d %dx%d", rect.left, rect.top, rect.right, rect.bottom);
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ImGui::LabelText("", "Mouse pos: %dx%d", (int)pos.x, (int)pos.y);
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ImGui::End();
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}
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/*
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switchstr(args[0])
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{
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casestr("get"):
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sstr << "Steam ID: " << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
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sstr << "Steam Server ID: " << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
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sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("get_id") :
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sstr << _this->_client->settings_client->get_local_steam_id().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("get_server_id") :
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sstr << _this->_client->settings_server->get_local_steam_id().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("get_lobby") :
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sstr << "Your lobby: " << _this->_client->settings_client->get_lobby().ConvertToUint64() << std::endl;
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ovlay.write(sstr.str());
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sstr.str("");
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break;
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casestr("list_friends") :
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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sstr << id.ConvertToUint64() << '(' << name << ") is playing: " << friend_info.m_gameID.AppID() << std::endl;
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ovlay.write(sstr.str());
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}
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}
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break;
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casestr("list_games") :
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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if (connect.length() > 0)
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{
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sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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else if (friend_info.m_steamIDLobby != k_steamIDNil)
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{
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connect = "+connect_lobby " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
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sstr << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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ovlay.write(sstr.str());
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sstr.str("");
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}
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}
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break;
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casestr("invite_user") :
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{
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ovlay.write(str + "\n");
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if (_this->lobbyID.IsValid())
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{
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if (args.size() == 2)
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{
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std::string& friendName = args[1];
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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if (friendName == name)
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{
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Common_Message msg;
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Friend_Messages* friend_messages = new Friend_Messages();
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friend_messages->set_type(Friend_Messages::LOBBY_INVITE);
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friend_messages->set_lobby_id(_this->lobbyID.ConvertToUint64());
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msg.set_allocated_friend_messages(friend_messages);
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msg.set_source_id(_this->_client->settings_client->get_local_steam_id().ConvertToUint64());
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msg.set_dest_id(id.ConvertToUint64());
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_this->_client->network->sendTo(&msg, true);
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sstr << "Invite sent" << std::endl;
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ovlay.write(sstr.str());
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break;
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}
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}
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}
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else
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{
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sstr << "'invite_user' needs only 1 parameter: friendname" << std::endl;
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ovlay.write(sstr.str());
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}
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}
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}
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break;
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casestr("join_game") :
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if (args.size() == 2)
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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if (connect.length() > 0)
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{
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sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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else if (std::to_string(friend_info.m_steamIDLobby.ConvertToUint64()) == args[1])
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{
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connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
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sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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matchMaking->JoinLobby(friend_info.m_steamIDLobby);
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}
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ovlay.write(sstr.str());
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sstr.str("");
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}
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}
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break;
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casestr("join_user") :
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if (args.size() == 2)
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{
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ovlay.write(str + "\n");
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int cnt = steamFriends->GetFriendCount(0);
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for (int i = 0; i < cnt; ++i)
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{
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CSteamID id = steamFriends->GetFriendByIndex(i, 0);
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const char* name = steamFriends->GetFriendPersonaName(id);
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std::string connect = steamFriends->GetFriendRichPresence(id, "connect");
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FriendGameInfo_t friend_info = {};
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steamFriends->GetFriendGamePlayed(id, &friend_info);
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if (connect.length() > 0)
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{
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sstr << "1: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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}
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else if (args[1] == name )
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{
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connect = "connect " + std::to_string(friend_info.m_steamIDLobby.ConvertToUint64());
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sstr << "2: " << friend_info.m_gameID.AppID() << "\t" << name << "\t" << connect << std::endl;
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matchMaking->JoinLobby(friend_info.m_steamIDLobby);
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}
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ovlay.write(sstr.str());
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sstr.str("");
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}
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}
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break;
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}
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}
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}
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*/
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};
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