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feat(screencorners): no longer reside in MainScreen, tiny PanelWindow. Will also serve for hotcorners detection
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@@ -1,231 +0,0 @@
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import QtQuick
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import QtQuick.Shapes
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import qs.Commons
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/**
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* ScreenCorners - Shape component for rendering screen corners
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*
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* Renders concave corners at the screen edges to create a rounded screen effect.
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* Self-contained Shape component (no shadows).
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*/
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Item {
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id: root
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anchors.fill: parent
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// Wrapper with layer caching to reduce GPU tessellation overhead
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Item {
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anchors.fill: parent
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// Cache the Shape to a texture to prevent continuous re-tessellation
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layer.enabled: true
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Shape {
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id: cornersShape
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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asynchronous: true
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enabled: false // Disable mouse input
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visible: cornersPath.cornerRadius > 0 && width > 0 && height > 0
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ShapePath {
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id: cornersPath
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// Corner configuration
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readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? "black" : Color.mSurface
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readonly property real cornerRadius: Style.screenRadius
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readonly property real cornerSize: Style.screenRadius
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// Determine margins based on bar position
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readonly property real topMargin: 0
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readonly property real bottomMargin: 0
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readonly property real leftMargin: 0
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readonly property real rightMargin: 0
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// Screen dimensions
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readonly property real screenWidth: cornersShape.width
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readonly property real screenHeight: cornersShape.height
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// Only show screen corners if enabled and appropriate conditions are met
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readonly property bool shouldShow: Settings.data.general.showScreenCorners
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// ShapePath configuration
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strokeWidth: -1 // No stroke, fill only
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fillColor: shouldShow ? cornerColor : "transparent"
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// Smooth color animation (disabled during theme transitions to sync with Color.qml)
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Behavior on fillColor {
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enabled: !Color.isTransitioning
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ColorAnimation {
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duration: Style.animationFast
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}
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}
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// ========== PATH DEFINITION ==========
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// Draws 4 separate corner squares at screen edges
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// Each corner square has a concave arc on the inner diagonal
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// ========== TOP-LEFT CORNER ==========
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// Arc is at the bottom-right of this square (inner diagonal)
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// Start at top-left screen corner
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startX: leftMargin
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startY: topMargin
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// Top edge (moving right)
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PathLine {
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relativeX: cornersPath.cornerSize
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relativeY: 0
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}
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// Right edge (moving down toward arc)
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PathLine {
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relativeX: 0
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relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
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}
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// Concave arc (bottom-right corner of square, curving inward toward screen center)
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PathArc {
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relativeX: -cornersPath.cornerRadius
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relativeY: cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
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relativeY: 0
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}
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// Left edge (moving up) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: -cornersPath.cornerSize
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}
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// ========== TOP-RIGHT CORNER ==========
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// Arc is at the bottom-left of this square (inner diagonal)
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PathMove {
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x: cornersPath.screenWidth - cornersPath.rightMargin - cornersPath.cornerSize
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y: cornersPath.topMargin
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}
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// Top edge (moving right)
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PathLine {
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relativeX: cornersPath.cornerSize
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relativeY: 0
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}
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// Right edge (moving down)
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PathLine {
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relativeX: 0
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relativeY: cornersPath.cornerSize
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}
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// Bottom edge (moving left toward arc)
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PathLine {
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relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
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relativeY: 0
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}
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// Concave arc (bottom-left corner of square, curving inward toward screen center)
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PathArc {
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relativeX: -cornersPath.cornerRadius
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relativeY: -cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Left edge (moving up) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
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}
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// ========== BOTTOM-LEFT CORNER ==========
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// Arc is at the top-right of this square (inner diagonal)
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PathMove {
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x: cornersPath.leftMargin
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y: cornersPath.screenHeight - cornersPath.bottomMargin - cornersPath.cornerSize
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}
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// Top edge (moving right toward arc)
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PathLine {
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relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
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relativeY: 0
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}
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// Concave arc (top-right corner of square, curving inward toward screen center)
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PathArc {
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relativeX: cornersPath.cornerRadius
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relativeY: cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Right edge (moving down)
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PathLine {
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relativeX: 0
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relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -cornersPath.cornerSize
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relativeY: 0
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}
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// Left edge (moving up) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: -cornersPath.cornerSize
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}
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// ========== BOTTOM-RIGHT CORNER ==========
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// Arc is at the top-left of this square (inner diagonal)
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// Start at bottom-right of square (different from other corners!)
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PathMove {
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x: cornersPath.screenWidth - cornersPath.rightMargin
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y: cornersPath.screenHeight - cornersPath.bottomMargin
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -cornersPath.cornerSize
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relativeY: 0
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}
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// Left edge (moving up toward arc)
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PathLine {
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relativeX: 0
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relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
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}
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// Concave arc (top-left corner of square, curving inward toward screen center)
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PathArc {
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relativeX: cornersPath.cornerRadius
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relativeY: -cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Top edge (moving right)
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PathLine {
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relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
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relativeY: 0
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}
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// Right edge (moving down) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: cornersPath.cornerSize
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}
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}
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}
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}
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}
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