Added camera relative UI support.
This commit is contained in:
@ -134,21 +134,7 @@ void RenderPipeline::renderSceneCamera(Scene *scene, Camera *camera) {
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auto canvas = *itCanvas;
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glm::mat4 projection;
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glm::mat4 view;
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switch(canvas->drawType) {
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case UI_DRAW_TYPE_WORLD_ABSOLUTE:
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projection = camera->getProjection();
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view = camera->transform->getWorldTransform();
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break;
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case UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE:
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projection = glm::ortho(0.0f, renderTarget->getWidth(), renderTarget->getHeight(), 0.0f);
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view = glm::mat4(1.0f);
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break;
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default:
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assertUnreachable();
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}
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canvas->getProjectionAndView(&projection, &view);
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auto renderables = canvas->item->findChildrenDeep<UIComponentRenderable>();
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auto itChild = renderables.begin();
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@ -36,6 +36,31 @@ float_t UICanvas::getContentHeight() {
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return this->getHeight();
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}
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void UICanvas::getProjectionAndView(glm::mat4 *proj, glm::mat4 *view) {
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assertNotNull(proj);
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assertNotNull(view);
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switch(this->drawType) {
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case UI_DRAW_TYPE_WORLD_ABSOLUTE:
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*proj = camera->getProjection();
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*view = camera->transform->getWorldTransform();
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break;
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case UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE:
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*proj = glm::ortho(
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0.0f,
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camera->getRenderTarget()->getWidth(),
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camera->getRenderTarget()->getHeight(),
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0.0f
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);
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*view = glm::mat4(1.0f);
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break;
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default:
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assertUnreachable();
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}
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}
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void UICanvas::onStart() {
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if(camera == nullptr) camera = getScene()->findComponent<Camera>();
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@ -64,7 +64,7 @@ namespace Dawn {
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//======================================================================//
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StateProperty<Camera*> camera;
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enum UIDrawType drawType = UI_DRAW_TYPE_WORLD_ABSOLUTE;
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enum UIDrawType drawType = UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE;
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/**
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* Constructs the UI Canvas Scene Item Component.
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@ -73,6 +73,14 @@ namespace Dawn {
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*/
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UICanvas(SceneItem *item);
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/**
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* Return the type of projection and view matrixes are used.
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*
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* @param proj Projection matrix output.
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* @param view View matrix ouput.
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*/
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void getProjectionAndView(glm::mat4 *proj, glm::mat4 *view);
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float_t getWidth() override;
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float_t getHeight() override;
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float_t getContentWidth() override;
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@ -54,6 +54,7 @@ void UIMenuController::onStart() {
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menuY = mathClamp<int32_t>(menuY-1, 0, rows);
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break;
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case INPUT_BIND_ACCEPT:
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case INPUT_BIND_MOUSE_CLICK:
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eventItemSelected.invoke(menuX, menuY);
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break;
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case INPUT_BIND_CANCEL:
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@ -22,10 +22,7 @@ namespace Dawn {
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StateEvent<int32_t, int32_t> eventItemSelected;
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StateEvent<> eventMenuCancel;
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void moveRelative(int32_t x, int32_t y);
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UIMenuController(SceneItem *item);
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void onStart();
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void onStart() override;
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};
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}
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@ -62,19 +62,32 @@ void UISimpleMenu::onStart() {
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assertNotNull(canvas->camera);
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if(!this->menu->active) return;
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// Mouse in screen space.
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auto mouse = getGame()->inputManager.getAxis2D(INPUT_BIND_MOUSE_X, INPUT_BIND_MOUSE_Y);
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mouse *= 2.0f;
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mouse -= glm::vec2(1, 1);
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struct Ray3D ray;
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ray.origin = canvas->camera->transform->getWorldPosition();
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ray.direction = canvas->camera->getRayDirectionFromScreenSpace(mouse);
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switch(canvas->drawType) {
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case UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE:
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case UI_DRAW_TYPE_WORLD_ABSOLUTE: {
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// Calculate ray
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struct Ray3D ray;
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switch(canvas->drawType) {
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case UI_DRAW_TYPE_WORLD_ABSOLUTE:
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mouse *= 2.0f;
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mouse -= glm::vec2(1, 1);
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ray.origin = canvas->camera->transform->getWorldPosition();
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ray.direction = canvas->camera->getRayDirectionFromScreenSpace(mouse);
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break;
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case UI_DRAW_TYPE_WORLD_ABSOLUTE:
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case UI_DRAW_TYPE_WORLD_CAMERA_RELATIVE:
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RenderTarget *rt = canvas->camera->getRenderTarget();
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mouse *= glm::vec2(rt->getWidth(), rt->getHeight());
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ray.origin = glm::vec3(mouse, 5);
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ray.direction = glm::vec3(0, 0, -10);
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break;
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}
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// Find mouse item
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auto itItems = menuItems.begin();
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while(itItems != menuItems.end()) {
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auto item = *itItems;
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@ -90,7 +103,7 @@ void UISimpleMenu::onStart() {
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glm::vec3 normal;
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float_t distance;
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// TODO: Include Z axis.
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// TODO: Include Z axis for determining which item is hovered.
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if(!raytestQuad(
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ray,
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glm::vec2(0, 0), size,
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@ -106,5 +119,10 @@ void UISimpleMenu::onStart() {
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}
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break;
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}
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default: {
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assertUnreachable();
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}
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}
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}, getScene()->eventSceneUnpausedUpdate);
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}
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@ -17,7 +17,6 @@ namespace Dawn {
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public:
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UISimpleMenu(SceneItem *item);
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std::vector<SceneItemComponent*> getDependencies() override;
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void onStart() override;
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};
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@ -12,14 +12,19 @@ namespace Dawn {
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StateEvent<> eventHoveredOn;
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StateEvent<> eventHoveredOff;
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StateEvent<> eventSelected;
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// May make these into either state events or make a new event.
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int32_t menuX;
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int32_t menuY;
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int32_t menuX = 0;
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int32_t menuY = 0;
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UIComponent *uiComponent = nullptr;
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UISimpleMenuItem(SceneItem *item);
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/**
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* Returns the UI component that this simple UI menu item uses to figure
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* out if it is being hovered over currently or not.
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*
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* @return UI Component to use for highlighting / hovering.
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*/
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virtual UIComponent * getComponentForHighlighting();
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};
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}
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@ -24,7 +24,7 @@ namespace Dawn {
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void stage() override {
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camera = Camera::create(this);
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// camera->transform->lookAt(glm::vec3(0, 0, 8), glm::vec3(0, 0, 0));
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camera->transform->lookAt(glm::vec3(3, 3, 3), glm::vec3(0, 0, 0));
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camera->transform->lookAt(glm::vec3(32, 32, 32), glm::vec3(0, 0, 0));
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float_t s = 2.0f;
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camera->orthoTop = s;
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@ -59,8 +59,7 @@ namespace Dawn {
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label->font = &this->game->assetManager.get<TrueTypeAsset>("truetype_bizudp")->font;
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label->text = "Item " + std::to_string(x) + ", " + std::to_string(y);
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// label->fontSize = 36.0f;
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label->fontSize = 1.0f;
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label->fontSize = 36.0f;
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labelItem->transform.setParent(canvas->transform);
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label->alignment = glm::vec4(label->fontSize * 8 * x, label->fontSize * 1.5f * y, 350, 100);
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@ -69,7 +68,6 @@ namespace Dawn {
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labelMenuItem->menuX = x;
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labelMenuItem->menuY = y;
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useEvent(std::bind([&](UISimpleMenuItem *itm){
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std::cout << "Hover on " << std::to_string(itm->menuX) << ", " << std::to_string(itm->menuY) << std::endl;
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}, labelMenuItem), labelMenuItem->eventHoveredOn);
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