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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plGUIComponents Header //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plGUIComponents_h
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#define _plGUIComponents_h
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#include "../pnKeyedObject/plKey.h"
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#include "plGUICompClassIDs.h"
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#include "plComponent.h"
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//////////////////////////////////////////////////////////////////////////////
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//// Component Class Definitions /////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////
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//// Dialog Component ////////////////////////////////////////////////////////
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class plMaxNode;
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class pfGUIDialogMod;
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class plErrorMsg;
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class plGUIDialogComponent : public plComponent
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{
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protected:
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void IMakeEveryoneOpaqueRecur( plMaxNode *node );
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void IMakeEveryoneOpaque( plMaxNode *node );
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pfGUIDialogMod *fDialogMod;
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plKey fProcReceiver; // non-nil means to send out notifys as our proc
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hsBool fSeqNumValidated;
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virtual pfGUIDialogMod *IMakeDialog( void );
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public:
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// I believe booleans should always default to false, hence why this is dontInit instead of init. Byte me.
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plGUIDialogComponent( hsBool dontInit = false );
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void DeleteThis() { delete this; }
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hsBool SetupProperties( plMaxNode *pNode, plErrorMsg *pErrMsg );
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hsBool PreConvert( plMaxNode *pNode, plErrorMsg *pErrMsg );
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hsBool Convert( plMaxNode *node, plErrorMsg *pErrMsg );
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hsBool DeInit(plMaxNode *node, plErrorMsg *pErrMsg) { fProcReceiver = nil; return true;}
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pfGUIDialogMod *GetModifier( void ) { return fDialogMod; }
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// For those too lazy to get it from the modifier
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// ... or can't trust that just because you have a modifier doesn't mean that you have a key :-) :-)
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plKey GetModifierKey( void );
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// Set this to have the dialog send out notify messages on events. Do it before Convert(). Returns false if it failed.
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bool SetNotifyReceiver( plKey key );
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static pfGUIDialogMod *GetNodeDialog( plMaxNode *childNode );
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enum
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{
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kRefDialogName,
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kRefIsModal,
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kRefVersion,
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kRefAgeName,
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kRefDerivedStart
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};
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enum
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{
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kMainRollout,
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kTagIDRollout,
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kSchemeRollout
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};
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};
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//// Control Component Base Class ////////////////////////////////////////////
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class pfGUIControlMod;
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class hsGMaterial;
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class plGUIControlBase : public plComponent
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{
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protected:
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pfGUIControlMod *fControl;
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pfGUIDialogMod *IGetDialogMod( plMaxNode *node );
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virtual pfGUIControlMod *IGetNewControl( void ) = 0;
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virtual bool IHasProcRollout( void ) { return true; }
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virtual bool INeedsDynamicText( void ) { return false; }
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virtual bool ICanHaveProxy( void ) { return false; }
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const char *ISetSoundIndex( ParamID checkBoxID, ParamID sndCompID, UInt8 guiCtrlEvent, plMaxNode *node );
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// When converting, since we get a new instance per component but not per node,
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// we need to keep track of which nodes we get PreConverted() on and the controls that
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// get created for each. Then, on Convert(), we look up the node in our list and grab
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// the right control. A pain, but what are you going to do?
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hsTArray<plMaxNode *> fTargetNodes;
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hsTArray<pfGUIControlMod *> fTargetControls;
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public:
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plGUIControlBase() {}
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void DeleteThis() { delete this; }
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hsBool SetupProperties( plMaxNode *pNode, plErrorMsg *pErrMsg );
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hsBool PreConvert(plMaxNode *node, plErrorMsg *pErrMsg);
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hsBool Convert(plMaxNode *node, plErrorMsg *pErrMsg);
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virtual void CollectNonDrawables( INodeTab &nonDrawables );
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virtual UInt32 GetNumMtls( void ) const { return 0; }
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virtual Texmap *GetMtl( UInt32 idx ) { return nil; }
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// Given a maxNode that is really a component, will return a pointer to the GUI control modifier
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// created for it at export time. Only valid after PreConvert. If you think the control component
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// might be applied to more than one sceneObject, then you better supply the sceneObject you're
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// asking for as well to make sure you get the right control. If not, just leave the second
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// parameter nil, but that can be VERY dangerous if the component results in more than one
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// GUI control.
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static pfGUIControlMod *GrabControlMod( INode *node, INode *sceneObjectNode = nil );
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// Like GrabControlMod, but for when you already have a pointer to some kind of component
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static pfGUIControlMod *ConvertCompToControl( plComponentBase *comp, INode *sceneObjectNode );
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// Given a MAX object node, returns the one (and hopefully only) pfGUIControlMod attached to the scene object. Valid after PreConvert.
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static pfGUIControlMod *GrabControlFromObject( INode *node );
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// Given an INode, gives you a pointer to the GUI component if it actually is one, nil otherwise
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static plGUIControlBase *GetGUIComp( INode *node );
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// Or a plComponentBase...
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static plGUIControlBase *GetGUIComp( plComponentBase *base );
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enum
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{
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kBlkProc = plComponent::kBlkComp + 1,
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kRollMain = 1,
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kRollProc = 32,
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kRollProxy = 33
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};
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enum
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{
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kRefChoice = 32,
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kRefConsoleCmd
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};
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};
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//// Pop-Up Menu Class ///////////////////////////////////////////////////////
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class pfGUIPopUpMenu;
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class plGUIMenuComponent : public plGUIDialogComponent
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{
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protected:
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virtual pfGUIDialogMod *IMakeDialog( void );
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pfGUIPopUpMenu *fConvertedMenu;
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plKey fConvertedNode;
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public:
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plGUIMenuComponent();
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void DeleteThis() { delete this; }
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virtual hsBool SetupProperties( plMaxNode *pNode, plErrorMsg *pErrMsg );
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virtual hsBool PreConvert( plMaxNode *pNode, plErrorMsg *pErrMsg );
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virtual hsBool Convert( plMaxNode *node, plErrorMsg *pErrMsg );
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virtual hsBool DeInit(plMaxNode *node, plErrorMsg *pErrMsg);
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plKey GetConvertedMenuKey( void ) const;
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enum
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{
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kRefSkin = kRefDerivedStart,
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kRefNeverClose,
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kRefModalOutside,
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kRefOpenOnHover,
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kRefAlignment,
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kRefScaleWithScreenRes
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};
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/* enum
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{
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kMainRollout,
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kTagIDRollout,
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kSchemeRollout
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};
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*/
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};
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#endif //_plGUIComponents_h
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