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1 // Copyright 2006, Willem van Engen
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2 //
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3 // AIM-C: A C++ implementation of the Auditory Image Model
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4 // http://www.acousticscale.org/AIMC
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5 //
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6 // Licensed under the Apache License, Version 2.0 (the "License");
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7 // you may not use this file except in compliance with the License.
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8 // You may obtain a copy of the License at
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9 //
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10 // http://www.apache.org/licenses/LICENSE-2.0
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11 //
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12 // Unless required by applicable law or agreed to in writing, software
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13 // distributed under the License is distributed on an "AS IS" BASIS,
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14 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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15 // See the License for the specific language governing permissions and
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16 // limitations under the License.
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17
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18 #ifndef __GRAPHICS_OUTPUT_DEVICE_H__
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19 #define __GRAPHICS_OUTPUT_DEVICE_H__
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20
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21 #include "Support/Parameters.h"
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22
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23 /*!
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24 * \class GraphicsOutputDevice "Output/GraphicsOutputDevice.h"
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25 * \brief General output device class
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26 *
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27 * This class provides basic drawing primitives in a device-independent manner.
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28 * It is structured like the OpenGL interface. Following is an example drawing
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29 * five horizontal lines, with the colour changing between red and blue over
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30 * time.
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31 * \code
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32 * GraphicsOutputDevice oOutput = static_cast<GraphicsOutputDevice>(new GraphicsOutputDeviceSomething());
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33 * unsigned int a=0;
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34 * ...
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35 * oOutput->Start();
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36 * while ( bIsRunning ) {
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37 * // Start a drawing operation
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38 * oOutput->gGrab();
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39 * // Draw five horizontal lines
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40 * for (int y=0; y<5; y++) {
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41 * // Start a new line
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42 * oOutput->gBegin();
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43 * // Give each line it's own colour
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44 * oOutput->gColor3f( (a%255)/255, 0, 1-(a%255)/255 );
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45 * // Draw the line
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46 * oOutput->gVertex2f(0, y);
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47 * oOutput->gVertex2f(1, y);
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48 * // End the line
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49 * oOutput->gEnd();
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50 * }
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51 * oOutput->gRelease();
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52 * Sleep(1);
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53 * a++;
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54 * }
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55 * oOutput->Stop();
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56 * \endcode
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57 *
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58 * This class includes some basic overloading definitions to ease the
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59 * children's implementation. Note that the basic operations that need
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60 * implementation are glVertex3f(x,y,z) and glColor(r,g,b).
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61 */
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62 class GraphicsOutputDevice {
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63 public:
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64 GraphicsOutputDevice(AimParameters *pParam);
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65 virtual ~GraphicsOutputDevice() { };
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66
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67 /*! \brief Initialize the module, sets up everything to Start().
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68 * \return true on success, false on error
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69 *
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70 * Initialize() needs to be called before any other function.
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71 *
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72 * This method is called in it's form as displayed here by the GraphicsView,
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73 * but you may want to setup your own Initialize(...) function with
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74 * different arguments and call it yourself.
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75 *
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76 * Thus make sure you do all memory allocations here. They can be cleaned
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77 * up by the destructor. Because Initialize() may fail, it's not put in
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78 * the constructor, so it can return a value.
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79 *
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80 * \sa Module::Initialize()
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81 */
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82 virtual bool Initialize(unsigned int iVerticesMax) { return true; };
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83 /*! \overload
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84 * This function reloads the parameters; make sure to have at least the
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85 * function with maximum parameters called once.
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86 */
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87 virtual bool Initialize() { return true; };
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88
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89 /*! \brief Create a new drawing
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90 * Run this before any other drawing command.
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91 * \sa glRelease()
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92 */
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93 virtual void gGrab() = 0;
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94
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95 //! \brief Start a new vertex group for drawing a line strip
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96 virtual void gBeginLineStrip() = 0;
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97 //! \brief Start a new vertex group for drawing a quad strip
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98 virtual void gBeginQuadStrip() = 0;
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99
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100 /*! \brief Specify a vertex to draw
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101 * \param[in] x X-coordinate of the vertex
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102 * \param[in] y Y-coordinate of the vertex
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103 * \param[in] z Z-coordinate of the vertex
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104 * \param[in] r Red component of colour
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105 * \param[in] g Green component of colour
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106 * \param[in] b Blue component of colour
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107 *
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108 * Currently, only lines are implemented.
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109 */
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110 virtual void gVertex3f(float x, float y, float z, float r, float g, float b);
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111
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112 /*! \overload
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113 * This will add a vertex with the last specified colour.
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114 */
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115
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116 virtual void gVertex3f(float x, float y, float z) = 0;
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117 /*! \overload
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118 * This will add a vertex in the 2d-plane with z=0.
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119 */
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120
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121 virtual void gVertex2f(float x, float y, float r, float g, float b);
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122
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123 /*! \overload
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124 * This will add a vertex in the 2d-plane with z=0 with the last
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125 * specified colour.
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126 */
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127 virtual void gVertex2f(float x, float y);
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128
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129 /*! \brief Sets the current colour
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130 * \param[in] r Red component
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131 * \param[in] g Green component
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132 * \param[in] b Blue component
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133 */
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134 virtual void gColor3f(float r, float g, float b) = 0;
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135
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136 //! \brief End a vertex group
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137 virtual void gEnd() = 0;
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138
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139 /*! \brief Render a text string
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140 * \param[in] x X-coordinate of the text's alignment point
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141 * \param[in] y Y-coordinate of the text's alignment point
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142 * \param[in] z Z-coordinate of the text's alignment point
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143 * \param[in] sStr Text to render
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144 * \param[in] bRotated \c true for vertically rotated text
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145 *
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146 * Current alignment is horizontal:left and vertical:bottom
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147 * \todo Allow multiple alignment points
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148 */
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149 virtual void gText3f(float x,
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150 float y,
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151 float z,
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152 const char *sStr,
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153 bool bRotated = false) = 0;
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154
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155 /*! \overload
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156 * This will render a text string in the 2d-plane with z=0.
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157 */
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158 virtual void gText2f(float x,
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159 float y,
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160 const char *sStr,
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161 bool bRight = false);
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162
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163 /*! \brief Finish drawing
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164 * Call this when a drawing is finished. It also makes sure that the
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165 * rendering is actually done.
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166 * \sa glGrab()
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167 */
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168 virtual void gRelease() = 0;
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169
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170 /*! \brief Called when animation starts
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171 *
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172 * You may wonder what Start() and Stop() do here. Some implementations
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173 * may want to behave differently with respect to updating, if an
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174 * animation is running or not (e.g. updating).
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175 */
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176 virtual void Start() { m_bRunning = true; }
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177
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178 //! \brief Called when animation stops
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179 virtual void Stop() { m_bRunning = false; }
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180
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181 protected:
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182 //! \brief True when animation is running
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183 bool m_bRunning;
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184 //! \brief Parameter store
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185 AimParameters *m_pParam;
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186
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187 //! \brief Pixel Formats
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188 enum PixelFormat {AIM_PIX_FMT_RGB24_32, AIM_PIX_FMT_RGB24_24};
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189 };
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190
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191 #endif /* __GRAPHICS_OUTPUT_DEVICE__ */
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