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/* InputFilter - Checks RageInput and generates a list of InputEvents, representing button presses, releases, and repeats. */
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#ifndef INPUT_FILTER_H
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#define INPUT_FILTER_H
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#include "RageInputDevice.h"
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enum InputEventType
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{
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// The device was just pressed.
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IET_FIRST_PRESS,
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/* The device is auto-repeating. This event is guaranteed to be sent only
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* between IET_FIRST_PRESS and IET_RELEASE pairs. */
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IET_REPEAT,
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/* The device is no longer pressed. Exactly one IET_RELEASE event will be
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* sent for each IET_FIRST_PRESS. */
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IET_RELEASE,
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NUM_InputEventType,
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InputEventType_Invalid
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};
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struct InputEvent
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{
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InputEvent(): type(IET_FIRST_PRESS) {}
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DeviceInput di;
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InputEventType type;
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// A list of all buttons that were pressed at the time of this event:
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DeviceInputList m_ButtonState;
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};
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struct MouseCoordinates
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{
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float fX;
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float fY;
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float fZ;
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};
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class RageMutex;
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struct ButtonState;
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class InputFilter
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{
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public:
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void ButtonPressed( const DeviceInput &di );
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void SetButtonComment( const DeviceInput &di, const RString &sComment = "" );
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void ResetDevice( InputDevice dev );
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InputFilter();
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~InputFilter();
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void Reset();
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void Update( float fDeltaTime );
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void SetRepeatRate( float fRepeatRate );
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void SetRepeatDelay( float fDelay );
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void ResetRepeatRate();
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void ResetKeyRepeat( const DeviceInput &di );
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void RepeatStopKey( const DeviceInput &di );
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// If aButtonState is NULL, use the last reported state.
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bool IsBeingPressed( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const;
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float GetSecsHeld( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const;
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float GetLevel( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const;
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RString GetButtonComment( const DeviceInput &di ) const;
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void GetInputEvents( vector<InputEvent> &aEventOut );
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void GetPressedButtons( vector<DeviceInput> &array ) const;
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// cursor
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void UpdateCursorLocation(float _fX, float _fY);
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void UpdateMouseWheel(float _fZ);
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float GetCursorX(){ return m_MouseCoords.fX; }
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float GetCursorY(){ return m_MouseCoords.fY; }
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float GetMouseWheel(){ return m_MouseCoords.fZ; }
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// Lua
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void PushSelf( lua_State *L );
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private:
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void CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now );
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void ReportButtonChange( const DeviceInput &di, InputEventType t );
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void MakeButtonStateList( vector<DeviceInput> &aInputOut ) const;
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vector<InputEvent> queue;
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RageMutex *queuemutex;
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MouseCoordinates m_MouseCoords;
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InputFilter(const InputFilter& rhs);
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InputFilter& operator=(const InputFilter& rhs);
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};
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extern InputFilter* INPUTFILTER; // global and accessable from anywhere in our program
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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/* InputFilter - Checks RageInput and generates a list of InputEvents, representing button presses, releases, and repeats. */
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#ifndef INPUT_FILTER_H
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#define INPUT_FILTER_H
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#include "RageInputDevice.h"
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enum InputEventType
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{
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// The device was just pressed.
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IET_FIRST_PRESS,
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/* The device is auto-repeating. This event is guaranteed to be sent only
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* between IET_FIRST_PRESS and IET_RELEASE pairs. */
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IET_REPEAT,
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/* The device is no longer pressed. Exactly one IET_RELEASE event will be
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* sent for each IET_FIRST_PRESS. */
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IET_RELEASE,
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NUM_InputEventType,
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InputEventType_Invalid
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};
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struct InputEvent
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{
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InputEvent(): type(IET_FIRST_PRESS) {}
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DeviceInput di;
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InputEventType type;
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// A list of all buttons that were pressed at the time of this event:
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DeviceInputList m_ButtonState;
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};
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struct MouseCoordinates
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{
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float fX;
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float fY;
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float fZ;
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};
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class RageMutex;
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struct ButtonState;
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class InputFilter
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{
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public:
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void ButtonPressed( const DeviceInput &di );
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void SetButtonComment( const DeviceInput &di, const RString &sComment = "" );
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void ResetDevice( InputDevice dev );
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InputFilter();
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~InputFilter();
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void Reset();
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void Update( float fDeltaTime );
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void SetRepeatRate( float fRepeatRate );
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void SetRepeatDelay( float fDelay );
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void ResetRepeatRate();
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void ResetKeyRepeat( const DeviceInput &di );
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void RepeatStopKey( const DeviceInput &di );
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// If aButtonState is NULL, use the last reported state.
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bool IsBeingPressed( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const;
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float GetSecsHeld( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const;
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float GetLevel( const DeviceInput &di, const DeviceInputList *pButtonState = NULL ) const;
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RString GetButtonComment( const DeviceInput &di ) const;
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void GetInputEvents( vector<InputEvent> &aEventOut );
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void GetPressedButtons( vector<DeviceInput> &array ) const;
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// cursor
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void UpdateCursorLocation(float _fX, float _fY);
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void UpdateMouseWheel(float _fZ);
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float GetCursorX(){ return m_MouseCoords.fX; }
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float GetCursorY(){ return m_MouseCoords.fY; }
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float GetMouseWheel(){ return m_MouseCoords.fZ; }
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// Lua
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void PushSelf( lua_State *L );
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private:
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void CheckButtonChange( ButtonState &bs, DeviceInput di, const RageTimer &now );
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void ReportButtonChange( const DeviceInput &di, InputEventType t );
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void MakeButtonStateList( vector<DeviceInput> &aInputOut ) const;
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vector<InputEvent> queue;
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RageMutex *queuemutex;
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MouseCoordinates m_MouseCoords;
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InputFilter(const InputFilter& rhs);
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InputFilter& operator=(const InputFilter& rhs);
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};
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extern InputFilter* INPUTFILTER; // global and accessable from anywhere in our program
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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