First implementation of middle-mouse dragging of texture faces.
parent
410abe6d7c
commit
6a66b83a92
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@ -130,6 +130,18 @@ void LLToolComposite::handleSelect()
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mSelected = TRUE;
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}
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// <FS:Zi> Add middle mouse control for tools overall
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BOOL LLToolComposite::handleMiddleMouseDown(S32 x, S32 y, MASK mask)
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{
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return FALSE;
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}
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BOOL LLToolComposite::handleMiddleMouseUp(S32 x, S32 y, MASK mask)
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{
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return FALSE;
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}
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// </FS:Zi>
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//----------------------------------------------------------------------------
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// LLToolCompInspect
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//----------------------------------------------------------------------------
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@ -97,6 +97,11 @@ protected:
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public:
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static const std::string sNameComp;
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// <FS:Zi> Add middle mouse control for tools overall
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virtual BOOL handleMiddleMouseDown(S32 x, S32 y, MASK mask);
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virtual BOOL handleMiddleMouseUp(S32 x, S32 y, MASK mask);
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// </FS:Zi>
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};
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@ -43,6 +43,17 @@
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#include "rlvhandler.h"
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// [/RLVa:KB]
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// <FS:Zi> Add Middle Mouse control to drag texture faces around
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#include "llpanelface.h"
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#include "llspinctrl.h"
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#include "llkeyboard.h"
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#include "llwindow.h"
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BOOL LLToolFace::mTextureGrabbed=FALSE;
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LLViewerObject* LLToolFace::mTextureObject=NULL;
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S32 LLToolFace::mFaceGrabbed=0;
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// </FS:Zi>
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//
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// Member functions
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//
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@ -83,6 +94,17 @@ BOOL LLToolFace::handleMouseDown(S32 x, S32 y, MASK mask)
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void LLToolFace::pickCallback(const LLPickInfo& pick_info)
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{
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LLViewerObject* hit_obj = pick_info.getObject();
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// <FS:Zi> Add Middle Mouse control to drag texture faces around
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if(LLToolFace::mTextureGrabbed)
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{
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// remember the object being selected when this pick came from a middle mouse click
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LLToolFace::mTextureObject=hit_obj;
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// also remember the selected object face
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LLToolFace::mFaceGrabbed=pick_info.mObjectFace;
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}
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// </FS:Zi>
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if (hit_obj)
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{
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S32 hit_face = pick_info.mObjectFace;
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@ -159,5 +181,140 @@ void LLToolFace::handleDeselect()
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void LLToolFace::render()
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{
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// for now, do nothing
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// <FS:Zi> Add Middle Mouse control to drag texture faces around
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// // for now, do nothing
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// do nothing if no texture was grabbed or no associated object was found
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if(!LLToolFace::mTextureGrabbed || !LLToolFace::mTextureObject)
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{
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return;
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}
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// This is a rather lazy way of doing this, but the methods tried further down
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// didn't lead to the necessary accuracy. More research will be done to see if
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// it can be improved somehow.
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// get the mouse distance from the original grabbing point
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S32 dx=gViewerWindow->getCurrentMouseX()-mGrabX;
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S32 dy=mGrabY-gViewerWindow->getCurrentMouseY();
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// if no movement took place, stop here
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if(dx==0 && dy==0)
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{
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return;
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}
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// move the mouse back to the grabbing point
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gViewerWindow->getWindow()->setCursorPosition(LLCoordWindow(mGrabX,gViewerWindow->getWindowHeightRaw()-mGrabY-1));
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F32 scaleU;
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F32 scaleV;
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F32 u;
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F32 v;
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// get texture coordinates and scale from the currently edited face
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mTextureObject->getTE(mFaceGrabbed)->getOffset(&u,&v);
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mTextureObject->getTE(mFaceGrabbed)->getScale(&scaleU,&scaleV);
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// get the status of modifier keys
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MASK mask=gKeyboard->currentMask(FALSE);
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// set the value scaling based on SHIFT and CTRL keys being used
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F32 scale=100.0f;
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if(mask & MASK_CONTROL)
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scale=1000.0f;
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else if(mask & MASK_SHIFT)
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scale=10000.0;
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// recalculate texture position
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u-=(F32) dx/scale*scaleU;
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v+=(F32) dy/scale*scaleV;
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// Bounds check and roll over
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if (u> 1.0f) u-=1.0f;
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else if(u<-1.0f) u+=1.0f;
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if (v> 1.0f) v-=1.0f;
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else if(v<-1.0f) v+=1.0f;
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// apply new texture position
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mTextureObject->setTEOffsetS(mFaceGrabbed,u);
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mTextureObject->setTEOffsetT(mFaceGrabbed,v);
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// update the build floater to reflect the new values
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LLFloaterTools* toolsFloater=(LLFloaterTools*) LLFloaterReg::findInstance("build");
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if(toolsFloater)
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{
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LLPanelFace* panelFace=toolsFloater->mPanelFace;
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if(panelFace)
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{
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panelFace->refresh();
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}
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}
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// this is one way I would rather do it than tracking mouse deltas, because it
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// would take rotations into account. However, mSTCoords seems too coarse to be useful
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/*
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S32 x=gViewerWindow->getCurrentMouseX();
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S32 y=gViewerWindow->getCurrentMouseY();
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const LLPickInfo& pick=gViewerWindow->pickImmediate(x,y,TRUE);
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if(pick.getObjectID()!=LLToolFace::mTextureObject->getID() || pick.mObjectFace!=LLToolFace::mFaceGrabbed)
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{
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return;
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}
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llwarns << x << " " << y << " " << pick.mSTCoords.mV[VX] << " " << pick.mSTCoords.mV[VY] << llendl;
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*/
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// this is another way I would rather do it than tracking mouse deltas, because it
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// would take rotations into account. However, mSTCoords seems too coarse to be useful
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/*
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S32 x=gViewerWindow->getCurrentMouseX();
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S32 y=gViewerWindow->getCurrentMouseY();
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S32 gDebugRaycastFaceHit = -1;
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LLVector3 gDebugRaycastIntersection;
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LLVector2 gDebugRaycastTexCoord;
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LLVector3 gDebugRaycastNormal;
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LLVector3 gDebugRaycastBinormal;
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LLVector3 gDebugRaycastStart;
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LLVector3 gDebugRaycastEnd;
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gDebugRaycastObject = gViewerWindow->cursorIntersect(x,y, 512.f, mTextureObject, mFaceGrabbed, FALSE,
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&gDebugRaycastFaceHit,
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&gDebugRaycastIntersection,
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&gDebugRaycastTexCoord,
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&gDebugRaycastNormal,
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&gDebugRaycastBinormal,
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&gDebugRaycastStart,
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&gDebugRaycastEnd
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);
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if(!gDebugRaycastObject || gDebugRaycastFaceHit!=LLToolFace::mFaceGrabbed)
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{
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return;
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}
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*/
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}
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BOOL LLToolFace::handleMiddleMouseDown(S32 x, S32 y, MASK mask)
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{
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gViewerWindow->hideCursor();
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mGrabX=x;
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mGrabY=y;
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LLToolFace::mTextureGrabbed=TRUE;
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return handleMouseDown(x,y,mask);
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}
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BOOL LLToolFace::handleMiddleMouseUp(S32 x, S32 y, MASK mask)
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{
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gViewerWindow->showCursor();
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LLToolFace::mTextureGrabbed=FALSE;
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LLToolFace::mTextureObject=NULL;
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LLToolFace::mFaceGrabbed=0;
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return TRUE;
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}
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// </FS:Zi>
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@ -46,6 +46,18 @@ public:
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virtual void render(); // draw face highlights
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static void pickCallback(const LLPickInfo& pick_info);
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// <FS:Zi> Add Middle Mouse control to drag texture faces around
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virtual BOOL handleMiddleMouseDown(S32 x, S32 y, MASK mask);
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virtual BOOL handleMiddleMouseUp(S32 x, S32 y, MASK mask);
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static BOOL mTextureGrabbed;
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static LLViewerObject* mTextureObject;
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static S32 mFaceGrabbed;
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S32 mGrabX;
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S32 mGrabY;
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// </FS:Zi>
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};
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#endif
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