Console optimized slightly for rendering
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@@ -42,6 +42,7 @@ void consolePrint(const char_t *message, ...) {
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(CONSOLE_HISTORY_MAX - 1) * CONSOLE_LINE_MAX
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);
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memoryCopy(CONSOLE.line[CONSOLE_HISTORY_MAX - 1], buffer, len + 1);
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CONSOLE.dirty = true;
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#ifdef DUSK_CONSOLE_POSIX
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threadMutexUnlock(&CONSOLE.printMutex);
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@@ -21,6 +21,11 @@ typedef struct {
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char_t line[CONSOLE_HISTORY_MAX][CONSOLE_LINE_MAX];
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bool_t visible;
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// Set whenever the history changes; consumers rendering the console
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// (e.g. uiConsoleDraw) check and clear this to know when their own
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// cached representation of the history needs rebuilding.
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bool_t dirty;
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#ifdef DUSK_CONSOLE_POSIX
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threadmutex_t printMutex;
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#endif
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+135
-10
@@ -10,19 +10,144 @@
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#include "display/screen/screen.h"
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#include "display/text/text.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/shader/shaderunlit.h"
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#include "display/mesh/mesh.h"
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#include "display/mesh/quad.h"
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#include "util/memory.h"
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typedef struct {
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mesh_t mesh;
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bool_t built;
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meshvertex_t *vertices;
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int32_t capacity;
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int32_t vertexCount;
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int32_t cachedScanX;
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int32_t cachedScanY;
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} uiconsolecache_t;
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uiconsolecache_t UI_CONSOLE_CACHE;
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errorret_t uiConsoleDraw(void) {
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if(!CONSOLE.visible) errorOk();
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float_t lineH = (float_t)FONT_DEFAULT.tileset->tileHeight;
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for(uint32_t i = 0; i < CONSOLE_HISTORY_MAX; i++) {
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errorChain(textDraw(
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(float_t)SCREEN.scanX,
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(float_t)SCREEN.scanY + lineH * (float_t)i,
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CONSOLE.line[i],
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COLOR_RED,
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&FONT_DEFAULT
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));
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if(
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CONSOLE.dirty ||
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UI_CONSOLE_CACHE.cachedScanX != SCREEN.scanX ||
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UI_CONSOLE_CACHE.cachedScanY != SCREEN.scanY
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) {
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errorChain(uiConsoleRebuild());
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}
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return spriteBatchFlush();
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if(UI_CONSOLE_CACHE.vertexCount == 0) errorOk();
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shadermaterial_t material = {
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.unlit = {
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.color = COLOR_RED,
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.texture = FONT_DEFAULT.texture
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}
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};
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errorChain(shaderBind(&SHADER_UNLIT));
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errorChain(shaderSetMaterial(&SHADER_UNLIT, &material));
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return meshDraw(&UI_CONSOLE_CACHE.mesh, 0, UI_CONSOLE_CACHE.vertexCount);
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}
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errorret_t uiConsoleRebuild(void) {
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int32_t spriteCount = 0;
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for(uint32_t i = 0; i < CONSOLE_HISTORY_MAX; i++) {
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char_t c;
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int32_t j = 0;
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while((c = CONSOLE.line[i][j++]) != '\0') {
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if(c != ' ' && c != '\n') spriteCount++;
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}
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}
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const int32_t vertexCount = spriteCount * QUAD_VERTEX_COUNT;
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if(vertexCount > UI_CONSOLE_CACHE.capacity) {
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if(UI_CONSOLE_CACHE.built) {
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errorChain(meshDispose(&UI_CONSOLE_CACHE.mesh));
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UI_CONSOLE_CACHE.built = false;
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}
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if(UI_CONSOLE_CACHE.vertices != NULL) {
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memoryFree(UI_CONSOLE_CACHE.vertices);
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}
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UI_CONSOLE_CACHE.vertices = (meshvertex_t *)memoryAllocate(
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sizeof(meshvertex_t) * vertexCount
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);
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UI_CONSOLE_CACHE.capacity = vertexCount;
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}
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UI_CONSOLE_CACHE.vertexCount = vertexCount;
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if(vertexCount > 0) {
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const float_t lineH = (float_t)FONT_DEFAULT.tileset->tileHeight;
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const float_t charW = (float_t)FONT_DEFAULT.tileset->tileWidth;
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int32_t index = 0;
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int32_t row = 0;
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for(uint32_t i = 0; i < CONSOLE_HISTORY_MAX; i++) {
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float_t posX = (float_t)SCREEN.scanX;
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float_t posY = (float_t)SCREEN.scanY + lineH * (float_t)row;
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char_t c;
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int32_t j = 0;
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while((c = CONSOLE.line[i][j++]) != '\0') {
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if(c == '\n') {
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posX = (float_t)SCREEN.scanX;
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posY += lineH;
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row++;
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continue;
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}
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if(c == ' ') {
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posX += charW;
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continue;
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}
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const spritebatchsprite_t sprite = textGetSprite(
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(vec2){ posX, posY }, c, &FONT_DEFAULT
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);
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spriteBatchBufferToMesh(
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&sprite, 1,
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&UI_CONSOLE_CACHE.vertices[index], QUAD_VERTEX_COUNT
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);
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index += QUAD_VERTEX_COUNT;
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posX += charW;
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}
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row++;
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}
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if(!UI_CONSOLE_CACHE.built) {
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errorChain(meshInit(
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&UI_CONSOLE_CACHE.mesh,
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QUAD_PRIMITIVE_TYPE,
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UI_CONSOLE_CACHE.capacity,
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UI_CONSOLE_CACHE.vertices
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));
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UI_CONSOLE_CACHE.built = true;
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} else {
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errorChain(meshFlush(&UI_CONSOLE_CACHE.mesh, 0, vertexCount));
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}
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}
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UI_CONSOLE_CACHE.cachedScanX = SCREEN.scanX;
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UI_CONSOLE_CACHE.cachedScanY = SCREEN.scanY;
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CONSOLE.dirty = false;
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errorOk();
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}
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errorret_t uiConsoleDispose(void) {
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if(UI_CONSOLE_CACHE.built) {
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errorChain(meshDispose(&UI_CONSOLE_CACHE.mesh));
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}
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if(UI_CONSOLE_CACHE.vertices != NULL) {
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memoryFree(UI_CONSOLE_CACHE.vertices);
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}
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memoryZero(&UI_CONSOLE_CACHE, sizeof(uiconsolecache_t));
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errorOk();
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}
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@@ -9,9 +9,27 @@
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#include "error/error.h"
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/**
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* Renders the console history into the scan-safe area.
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* No-ops when the console is not visible.
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* Renders the console history into the scan-safe area, drawing a mesh
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* that is only rebuilt when the history changes or the scan-safe origin
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* moves, rather than rebuffering vertices every frame. No-ops when the
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* console is not visible.
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*
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* @return Any error that occurs.
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*/
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errorret_t uiConsoleDraw(void);
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/**
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* Rebuilds the cached mesh for the console's current history and
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* scan-safe origin. Called automatically by uiConsoleDraw() whenever
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* needed; only needs calling directly to force an immediate rebuild.
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*
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* @return Any error that occurs.
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*/
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errorret_t uiConsoleRebuild(void);
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/**
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* Frees the mesh and vertex buffer built up by uiConsoleDraw().
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*
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* @return Any error that occurs.
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*/
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errorret_t uiConsoleDispose(void);
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@@ -109,7 +109,7 @@ uielement_t UI_ELEMENTS[] = {
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},
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// Debug items
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{ .draw = uiConsoleDraw },
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{ .draw = uiConsoleDraw, .dispose = uiConsoleDispose },
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{ .draw = uiFPSDraw },
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{ .draw = uiPlayerPosDraw },
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