2011-04-24 01:14:00 +00:00
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#include "Supermodel.h"
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// All the input subclasses have been grouped together here as they are very simple classes
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/*
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* CSwitchInput
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*/
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CSwitchInput::CSwitchInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 offVal, UINT16 onVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_SWITCH, inputGameFlags, defaultMapping), m_offVal(offVal), m_onVal(onVal)
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{
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//
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}
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void CSwitchInput::Poll()
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{
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prevValue = value;
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bool boolValue = !!value;
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if (m_source != NULL && m_source->GetValueAsSwitch(boolValue))
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value = (boolValue ? m_onVal : m_offVal);
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else
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value = m_offVal;
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}
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bool CSwitchInput::Pressed()
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{
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return prevValue == m_offVal && value == m_onVal;
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}
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bool CSwitchInput::Released()
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{
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return prevValue == m_onVal && value == m_offVal;
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}
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/*
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* CAnalogInput
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*/
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CAnalogInput::CAnalogInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping, UINT16 minVal, UINT16 maxVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_ANALOG, inputGameFlags, defaultMapping, minVal), m_minVal(minVal), m_maxVal(maxVal)
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{
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//
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}
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void CAnalogInput::Poll()
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{
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prevValue = value;
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if (m_source == NULL)
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{
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value = m_minVal;
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return;
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}
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int intValue = value;
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if (m_source->GetValueAsAnalog(intValue, m_minVal, m_minVal, m_maxVal))
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value = intValue;
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else
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value = m_minVal;
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}
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bool CAnalogInput::HasValue()
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{
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return value > m_minVal;
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}
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double CAnalogInput::ValueAsFraction()
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{
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double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
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return (frac >= 0.0 ? frac : -frac);
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}
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/*
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* CAxisInput
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*/
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CAxisInput::CAxisInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags, const char *defaultMapping,
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CAnalogInput *negInput, CAnalogInput *posInput, UINT16 minVal, UINT16 offVal, UINT16 maxVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_AXIS, inputGameFlags, defaultMapping, offVal), m_negInput(negInput), m_posInput(posInput),
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m_minVal(minVal), m_offVal(offVal), m_maxVal(maxVal)
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{
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//
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}
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void CAxisInput::Poll()
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{
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prevValue = value;
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// Try getting value from analog inputs that represent negative and positive range of the axis first and then try the default input source
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int intValue = value;
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if ((m_negInput != NULL && m_negInput->HasValue()) || (m_posInput != NULL && m_posInput->HasValue()))
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{
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if (m_maxVal > m_minVal)
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{
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value = m_offVal;
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if (m_posInput != NULL) value += (int)(m_posInput->ValueAsFraction() * (double)(m_maxVal - m_offVal));
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if (m_negInput != NULL) value -= (int)(m_negInput->ValueAsFraction() * (double)(m_offVal - m_minVal));
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}
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else
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{
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value = m_offVal;
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if (m_posInput != NULL) value += (int)(m_posInput->ValueAsFraction() * (double)(m_offVal - m_maxVal));
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if (m_negInput != NULL) value -= (int)(m_negInput->ValueAsFraction() * (double)(m_minVal - m_offVal));
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}
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}
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else if (m_source != NULL && m_source->GetValueAsAnalog(intValue, m_minVal, m_offVal, m_maxVal))
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value = intValue;
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else
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value = m_offVal;
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}
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bool CAxisInput::HasValue()
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{
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return value != m_offVal;
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}
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double CAxisInput::ValueAsFraction()
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{
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double frac = (double)(value - m_minVal)/(double)(m_maxVal - m_minVal);
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return (frac >= 0.0 ? frac : -frac);
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}
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/*
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* CGearShift4Input
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*/
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CGearShift4Input::CGearShift4Input(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
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CSwitchInput *shift1Input, CSwitchInput *shift2Input, CSwitchInput *shift3Input, CSwitchInput *shift4Input,
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CSwitchInput *shiftUpInput, CSwitchInput *shiftDownInput) :
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CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
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m_shift1Input(shift1Input), m_shift2Input(shift2Input), m_shift3Input(shift3Input), m_shift4Input(shift4Input),
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m_shiftUpInput(shiftUpInput), m_shiftDownInput(shiftDownInput)
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{
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//
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}
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void CGearShift4Input::Poll()
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{
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prevValue = value;
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// Neutral is when all gear buttons are released so shifting here is implemented as follows:
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// Gears (values 1-4) are set by pressing a button (lower gears have priority) and "stick" until a shift to another gear or until the
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// button is pressed again, at which point neutral (value 0) is assumed.
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if (m_shift1Input->Pressed()) value = (value == 1 ? 0 : 1);
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else if (m_shift2Input->Pressed()) value = (value == 2 ? 0 : 2);
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else if (m_shift3Input->Pressed()) value = (value == 3 ? 0 : 3);
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else if (m_shift4Input->Pressed()) value = (value == 4 ? 0 : 4);
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// Also the shift up/down controls can increase/decrease the gears too
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if (m_shiftUpInput->Pressed()) value = CInputSource::Clamp(value + 1, 0, 4);
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else if (m_shiftDownInput->Pressed()) value = CInputSource::Clamp(value - 1, 0, 4);
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}
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2011-06-05 20:53:39 +00:00
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CTriggerInput::CTriggerInput(const char *inputId, const char *inputLabel, unsigned inputGameFlags,
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CSwitchInput *triggerInput, CSwitchInput *offscreenInput, UINT16 offVal, UINT16 onVal) :
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CInput(inputId, inputLabel, INPUT_FLAGS_VIRTUAL, inputGameFlags),
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m_triggerInput(triggerInput), m_offscreenInput(offscreenInput), m_autoTrigger(false), m_offscreenCount(0), m_offVal(offVal), m_onVal(onVal)
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{
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//
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}
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void CTriggerInput::ReadFromINIFile(CINIFile *ini, const char *section)
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{
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CInput::ReadFromINIFile(ini, section);
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string key("Input");
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key.append(id);
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unsigned int autoTrigger;
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if (ini->Get(section, key, autoTrigger) == OKAY)
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m_autoTrigger = !!autoTrigger;
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}
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void CTriggerInput::WriteToINIFile(CINIFile *ini, const char *section)
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{
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CInput::WriteToINIFile(ini, section);
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string key("Input");
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key.append(id);
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ini->Set(section, key, (unsigned)m_autoTrigger);
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}
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void CTriggerInput::Poll()
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{
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prevValue = value;
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// See if auto-trigger on reload is enabled
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if (m_autoTrigger)
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{
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// If so, when offscreen activated simulate triggered being pressed a short while afterwards
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if (m_offscreenCount > 0)
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{
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value = m_offscreenCount < 5;
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offscreenValue = m_onVal;
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m_offscreenCount--;
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}
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else
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{
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value = m_triggerInput->value;
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if (m_offscreenInput->Pressed())
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{
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offscreenValue = m_onVal;
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m_offscreenCount = 10;
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}
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else
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offscreenValue = m_offVal;
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}
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}
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else
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{
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// Otherwise if disabled, just take raw values from inputs
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value = m_triggerInput->value;
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offscreenValue = m_offscreenInput->value;
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}
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}
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