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// SPDX-License-Identifier: MIT
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//
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// EmulationStation Desktop Edition
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// FlexboxComponent.cpp
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//
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// Flexbox layout component.
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// Used by gamelist views.
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//
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#include "components/FlexboxComponent.h"
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#include <numeric>
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#include "Settings.h"
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#include "ThemeData.h"
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#include "resources/TextureResource.h"
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FlexboxComponent::FlexboxComponent(Window* window)
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: GuiComponent(window)
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, mDirection(DEFAULT_DIRECTION)
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, mAlign(DEFAULT_ALIGN)
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, mItemsPerLine(DEFAULT_ITEMS_PER_LINE)
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, mItemWidth(DEFAULT_ITEM_SIZE_X)
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{
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// Initialize item margins.
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mItemMargin = glm::vec2{DEFAULT_MARGIN_X, DEFAULT_MARGIN_Y};
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// Layout validity
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mLayoutValid = false;
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}
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// Getters/Setters for rendering options.
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void FlexboxComponent::setDirection(std::string value)
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{
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mDirection = value;
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mLayoutValid = false;
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}
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std::string FlexboxComponent::getDirection() { return mDirection; }
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void FlexboxComponent::setAlign(std::string value)
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{
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mAlign = value;
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mLayoutValid = false;
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}
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std::string FlexboxComponent::getAlign() { return mAlign; }
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void FlexboxComponent::setItemsPerLine(unsigned int value)
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{
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mItemsPerLine = value;
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mLayoutValid = false;
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}
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unsigned int FlexboxComponent::getItemsPerLine() { return mItemsPerLine; }
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void FlexboxComponent::setItemMargin(glm::vec2 value)
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{
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mItemMargin = value;
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mLayoutValid = false;
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}
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glm::vec2 FlexboxComponent::getItemMargin() { return mItemMargin; }
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void FlexboxComponent::setItemWidth(float value)
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{
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mItemWidth = value;
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mLayoutValid = false;
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}
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float FlexboxComponent::getItemWidth() { return mItemWidth; }
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void FlexboxComponent::onSizeChanged() {
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mLayoutValid = false;
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}
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void FlexboxComponent::computeLayout()
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{
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// Start placing items in the top-left.
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float anchorX = 0;
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float anchorY = 0;
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float anchorOriginX = 0;
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float anchorOriginY = 0;
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// Translation directions when placing items.
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glm::vec2 directionLine = {1, 0};
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glm::vec2 directionRow = {0, 1};
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// Change direction.
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if (mDirection == DIRECTION_COLUMN) {
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directionLine = {0, 1};
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directionRow = {1, 0};
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}
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// Set children sizes.
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glm::vec2 maxItemSize = {0.0f, 0.0f};
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for (auto i : mChildren) {
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auto oldSize = i->getSize();
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if (oldSize.x == 0)
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oldSize.x = DEFAULT_ITEM_SIZE_X;
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glm::vec2 newSize = {mItemWidth, oldSize.y * (mItemWidth / oldSize.x)};
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i->setSize(newSize);
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maxItemSize = {std::max(maxItemSize.x, newSize.x), std::max(maxItemSize.y, newSize.y)};
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}
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// Pre-compute layout parameters.
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int n = mChildren.size();
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int nLines = std::max(1, (int) std::ceil(n / std::max(1, (int) mItemsPerLine)));
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float lineWidth =
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(mDirection == "row" ? (maxItemSize.y + mItemMargin.y) : (maxItemSize.x + mItemMargin.x));
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float anchorXStart = anchorX;
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float anchorYStart = anchorY;
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// Compute total container size.
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glm::vec2 totalSize = {mItemMargin.x, mItemMargin.y};
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if (mDirection == "row") {
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totalSize.x += (mItemMargin.x + mItemWidth) * mItemsPerLine;
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totalSize.y += (mItemMargin.y + maxItemSize.y) * nLines;
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} else {
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totalSize.x += (mItemMargin.x + mItemWidth) * nLines;
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totalSize.y += (mItemMargin.y + maxItemSize.y) * mItemsPerLine;
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}
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// Iterate through the children.
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for (int i = 0; i < n; i++) {
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GuiComponent *child = mChildren[i];
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auto size = child->getSize();
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// Top-left anchor position.
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float x = anchorX - anchorOriginX * size.x;
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float y = anchorY - anchorOriginY * size.y;
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// Apply item margin.
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x += mItemMargin.x * (directionLine.x >= 0.0f ? 1.0f : -1.0f);
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y += mItemMargin.y * (directionLine.y >= 0.0f ? 1.0f : -1.0f);
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// Apply alignment
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if (mAlign == ITEM_ALIGN_END) {
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x += directionLine.x == 0 ? (maxItemSize.x - size.x) : 0;
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y += directionLine.y == 0 ? (maxItemSize.y - size.y) : 0;
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} else if (mAlign == ITEM_ALIGN_CENTER) {
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x += directionLine.x == 0 ? (maxItemSize.x - size.x) / 2 : 0;
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y += directionLine.y == 0 ? (maxItemSize.y - size.y) / 2 : 0;
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} else if (mAlign == ITEM_ALIGN_STRETCH && mDirection == "row") {
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child->setSize(child->getSize().x, maxItemSize.y);
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}
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// Apply origin.
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if (mOrigin.x > 0 && mOrigin.x <= 1)
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x -= mOrigin.x * totalSize.x;
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if (mOrigin.y > 0 && mOrigin.y <= 1)
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y -= mOrigin.y * totalSize.y;
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// Store final item position.
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child->setPosition(getPosition().x + x, getPosition().y + y);
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// Translate anchor.
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if ((i + 1) % std::max(1, (int) mItemsPerLine) != 0) {
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// Translate on same line.
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anchorX += (size.x + mItemMargin.x) * directionLine.x;
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anchorY += (size.y + mItemMargin.y) * directionLine.y;
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}
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else {
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// Translate to first position of next line.
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if (directionRow.x == 0) {
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anchorY += lineWidth * directionRow.y;
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anchorX = anchorXStart;
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} else {
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anchorX += lineWidth * directionRow.x;
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anchorY = anchorYStart;
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}
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}
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}
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mLayoutValid = true;
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}
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void FlexboxComponent::render(const glm::mat4& parentTrans) {
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if (!isVisible())
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return;
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if (!mLayoutValid)
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computeLayout();
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renderChildren(parentTrans);
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}
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void FlexboxComponent::applyTheme(const std::shared_ptr<ThemeData>& theme,
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const std::string& view,
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const std::string& element,
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unsigned int properties)
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{
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using namespace ThemeFlags;
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glm::vec2 scale{getParent() ? getParent()->getSize() :
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glm::vec2{static_cast<float>(Renderer::getScreenWidth()),
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static_cast<float>(Renderer::getScreenHeight())}};
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// TODO: How to do this without explicit 'badges' property?
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const ThemeData::ThemeElement* elem = theme->getElement(view, element, "badges");
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if (!elem)
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return;
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if (properties & DIRECTION && elem->has("direction"))
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mDirection = elem->get<std::string>("direction");
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if (elem->has("align"))
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mAlign = elem->get<std::string>("align");
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if (elem->has("itemsPerLine"))
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mItemsPerLine = elem->get<float>("itemsPerLine");
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if (elem->has("itemMargin"))
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mItemMargin = elem->get<glm::vec2>("itemMargin");
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if (elem->has("itemWidth"))
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mItemWidth = elem->get<float>("itemWidth") * scale.x;
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GuiComponent::applyTheme(theme, view, element, properties);
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// Layout no longer valid.
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mLayoutValid = false;
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}
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std::vector<HelpPrompt> FlexboxComponent::getHelpPrompts()
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{
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std::vector<HelpPrompt> prompts;
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return prompts;
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}
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