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https://github.com/dborth/vbagx.git
synced 2024-11-25 12:06:53 +01:00
add ability to change the player mapped to a connected controller
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2cf4a1c4aa
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@ -34,6 +34,7 @@
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#define ANALOG_SENSITIVITY 30
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int rumbleRequest[4] = {0,0,0,0};
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int playerMapping[4] = {0,1,2,3};
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GuiTrigger userInput[4];
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#ifdef HW_RVL
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@ -965,6 +966,16 @@ bool MenuRequested()
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return false;
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}
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static int GetPlayerChan(int pad)
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{
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for(int i=3; i >= 0; i--) {
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if(playerMapping[i] == pad) {
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return i;
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}
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}
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return pad;
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}
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u32 GetJoy(int pad)
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{
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// request to go back to menu
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@ -975,7 +986,9 @@ u32 GetJoy(int pad)
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return 0;
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}
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u32 J = DecodeJoy(pad);
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int chan = GetPlayerChan(pad);
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u32 J = DecodeJoy(chan);
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// don't allow up+down or left+right
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if ((J & 48) == 48)
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J &= ~16;
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@ -33,6 +33,7 @@
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#define VBA_CAPTURE 2048
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extern int rumbleRequest[4];
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extern int playerMapping[4];
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extern u32 btnmap[6][10];
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void ResetControls(int wc = -1);
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117
source/menu.cpp
117
source/menu.cpp
@ -57,6 +57,9 @@ static GuiTrigger * trigA = NULL;
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static GuiTrigger * trig2 = NULL;
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static GuiButton * btnLogo = NULL;
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#ifdef HW_RVL
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static GuiButton * batteryBtn[4];
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#endif
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static GuiImageData * gameScreen = NULL;
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static GuiImage * gameScreenImg = NULL;
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static GuiImage * bgTopImg = NULL;
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@ -1145,6 +1148,95 @@ static int MenuGameSelection()
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return menu;
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}
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#ifdef HW_RVL
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static int playerMappingChan = 0;
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static void PlayerMappingWindowUpdate(void * ptr, int dir)
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{
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GuiButton * b = (GuiButton *)ptr;
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if(b->GetState() == STATE_CLICKED)
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{
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playerMapping[playerMappingChan] += dir;
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if(playerMapping[playerMappingChan] > 3)
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playerMapping[playerMappingChan] = 0;
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if(playerMapping[playerMappingChan] < 0)
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playerMapping[playerMappingChan] = 3;
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char playerNumber[20];
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sprintf(playerNumber, "Player %d", playerMapping[playerMappingChan]+1);
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settingText->SetText(playerNumber);
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b->ResetState();
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}
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}
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static void PlayerMappingWindowLeftClick(void * ptr) { PlayerMappingWindowUpdate(ptr, -1); }
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static void PlayerMappingWindowRightClick(void * ptr) { PlayerMappingWindowUpdate(ptr, +1); }
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static void PlayerMappingWindow(int chan)
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{
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playerMappingChan = chan;
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GuiWindow * w = new GuiWindow(300,250);
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w->SetAlignment(ALIGN_CENTRE, ALIGN_MIDDLE);
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GuiTrigger trigLeft;
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trigLeft.SetButtonOnlyInFocusTrigger(-1, WPAD_BUTTON_LEFT | WPAD_CLASSIC_BUTTON_LEFT, PAD_BUTTON_LEFT, WIIDRC_BUTTON_LEFT);
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GuiTrigger trigRight;
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trigRight.SetButtonOnlyInFocusTrigger(-1, WPAD_BUTTON_RIGHT | WPAD_CLASSIC_BUTTON_RIGHT, PAD_BUTTON_RIGHT, WIIDRC_BUTTON_RIGHT);
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GuiImageData arrowLeft(button_arrow_left_png);
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GuiImage arrowLeftImg(&arrowLeft);
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GuiImageData arrowLeftOver(button_arrow_left_over_png);
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GuiImage arrowLeftOverImg(&arrowLeftOver);
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GuiButton arrowLeftBtn(arrowLeft.GetWidth(), arrowLeft.GetHeight());
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arrowLeftBtn.SetImage(&arrowLeftImg);
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arrowLeftBtn.SetImageOver(&arrowLeftOverImg);
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arrowLeftBtn.SetAlignment(ALIGN_LEFT, ALIGN_MIDDLE);
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arrowLeftBtn.SetTrigger(trigA);
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arrowLeftBtn.SetTrigger(trig2);
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arrowLeftBtn.SetTrigger(&trigLeft);
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arrowLeftBtn.SetSelectable(false);
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arrowLeftBtn.SetUpdateCallback(PlayerMappingWindowLeftClick);
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GuiImageData arrowRight(button_arrow_right_png);
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GuiImage arrowRightImg(&arrowRight);
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GuiImageData arrowRightOver(button_arrow_right_over_png);
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GuiImage arrowRightOverImg(&arrowRightOver);
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GuiButton arrowRightBtn(arrowRight.GetWidth(), arrowRight.GetHeight());
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arrowRightBtn.SetImage(&arrowRightImg);
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arrowRightBtn.SetImageOver(&arrowRightOverImg);
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arrowRightBtn.SetAlignment(ALIGN_RIGHT, ALIGN_MIDDLE);
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arrowRightBtn.SetTrigger(trigA);
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arrowRightBtn.SetTrigger(trig2);
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arrowRightBtn.SetTrigger(&trigRight);
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arrowRightBtn.SetSelectable(false);
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arrowRightBtn.SetUpdateCallback(PlayerMappingWindowRightClick);
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char playerNumber[20];
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sprintf(playerNumber, "Player %d", playerMapping[playerMappingChan]+1);
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settingText = new GuiText(playerNumber, 22, (GXColor){0, 0, 0, 255});
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w->Append(&arrowLeftBtn);
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w->Append(&arrowRightBtn);
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w->Append(settingText);
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char title[50];
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sprintf(title, "Player Mapping - Controller %d", chan+1);
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int previousPlayerMapping = playerMapping[playerMappingChan];
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if(!SettingWindow(title,w))
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playerMapping[playerMappingChan] = previousPlayerMapping; // undo changes
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delete(w);
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delete(settingText);
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}
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#endif
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/****************************************************************************
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* MenuGame
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*
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@ -1375,8 +1467,11 @@ static int MenuGame()
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batteryBtn[i]->SetImage(batteryImg[i]);
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batteryBtn[i]->SetIcon(batteryBarImg[i]);
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batteryBtn[i]->SetAlignment(ALIGN_LEFT, ALIGN_BOTTOM);
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batteryBtn[i]->SetRumble(false);
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batteryBtn[i]->SetTrigger(trigA);
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batteryBtn[i]->SetSoundOver(&btnSoundOver);
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batteryBtn[i]->SetSoundClick(&btnSoundClick);
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batteryBtn[i]->SetSelectable(false);
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batteryBtn[i]->SetState(STATE_DISABLED);
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batteryBtn[i]->SetAlpha(150);
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}
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@ -1477,6 +1572,7 @@ static int MenuGame()
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if(newStatus == true) // controller connected
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{
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batteryBtn[i]->SetAlpha(255);
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batteryBtn[i]->SetState(STATE_DEFAULT);
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batteryBarImg[i]->SetTile(newLevel);
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if(newLevel == 0)
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@ -1487,6 +1583,7 @@ static int MenuGame()
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else // controller not connected
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{
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batteryBtn[i]->SetAlpha(150);
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batteryBtn[i]->SetState(STATE_DISABLED);
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batteryBarImg[i]->SetTile(0);
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batteryImg[i]->SetImage(&battery);
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}
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@ -1530,6 +1627,24 @@ static int MenuGame()
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{
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menu = MENU_GAMESETTINGS;
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}
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#ifdef HW_RVL
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else if(batteryBtn[0]->GetState() == STATE_CLICKED)
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{
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PlayerMappingWindow(0);
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}
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else if(batteryBtn[1]->GetState() == STATE_CLICKED)
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{
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PlayerMappingWindow(1);
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}
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else if(batteryBtn[2]->GetState() == STATE_CLICKED)
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{
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PlayerMappingWindow(2);
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}
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else if(batteryBtn[3]->GetState() == STATE_CLICKED)
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{
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PlayerMappingWindow(3);
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}
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#endif
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else if(mainmenuBtn.GetState() == STATE_CLICKED)
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{
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if (WindowPrompt("Quit Game", "Quit this game? Any unsaved progress will be lost.", "OK", "Cancel"))
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