Add dither too
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@@ -394,10 +394,11 @@ void GfxRenderer::drawRoundedRect(const int x, const int y, const int width, con
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}
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}
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// Write a solid horizontal span directly into the physical framebuffer with byte-level operations.
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// Handles partial left/right bytes and fills the aligned middle with memset.
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// Bit layout: MSB-first (bit 7 = phyX=0, bit 0 = phyX=7); state=true clears bits (dark pixel).
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void GfxRenderer::fillPhysicalHSpan(const int phyY, const int phyX_start, const int phyX_end, const bool state) const {
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// Write a patterned horizontal span directly into the physical framebuffer with byte-level operations.
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// patternByte is repeated across the full span; partial edge bytes are blended with existing content.
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// Bit layout: MSB-first (bit 7 = phyX=0, bit 0 = phyX=7); 0 bits = dark pixel, 1 bits = white pixel.
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void GfxRenderer::fillPhysicalHSpanByte(const int phyY, const int phyX_start, const int phyX_end,
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const uint8_t patternByte) const {
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const int cX0 = std::max(phyX_start, 0);
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const int cX1 = std::min(phyX_end, (int)HalDisplay::DISPLAY_WIDTH - 1);
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if (cX0 > cX1 || phyY < 0 || phyY >= (int)HalDisplay::DISPLAY_HEIGHT) return;
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@@ -410,40 +411,36 @@ void GfxRenderer::fillPhysicalHSpan(const int phyY, const int phyX_start, const
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if (startByte == endByte) {
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// Both endpoints in the same byte
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const uint8_t mask = (0xFF >> leftBits) & ~(0xFF >> (rightBits + 1));
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if (state)
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row[startByte] &= ~mask;
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else
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row[startByte] |= mask;
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const uint8_t fillMask = (0xFF >> leftBits) & ~(0xFF >> (rightBits + 1));
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row[startByte] = (row[startByte] & ~fillMask) | (patternByte & fillMask);
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return;
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}
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// Left partial byte
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if (leftBits != 0) {
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const uint8_t mask = 0xFF >> leftBits;
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if (state)
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row[startByte] &= ~mask;
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else
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row[startByte] |= mask;
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const uint8_t fillMask = 0xFF >> leftBits;
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row[startByte] = (row[startByte] & ~fillMask) | (patternByte & fillMask);
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}
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// Full bytes in the middle
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const int fullStart = (leftBits == 0) ? startByte : startByte + 1;
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const int fullEnd = (rightBits == 7) ? endByte : endByte - 1;
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if (fullStart <= fullEnd) {
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memset(row + fullStart, state ? 0x00 : 0xFF, fullEnd - fullStart + 1);
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memset(row + fullStart, patternByte, fullEnd - fullStart + 1);
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}
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// Right partial byte
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if (rightBits != 7) {
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const uint8_t mask = ~(0xFF >> (rightBits + 1));
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if (state)
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row[endByte] &= ~mask;
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else
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row[endByte] |= mask;
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const uint8_t fillMask = ~(0xFF >> (rightBits + 1));
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row[endByte] = (row[endByte] & ~fillMask) | (patternByte & fillMask);
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}
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}
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// Thin wrapper: state=true → 0x00 (all dark), false → 0xFF (all white).
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void GfxRenderer::fillPhysicalHSpan(const int phyY, const int phyX_start, const int phyX_end, const bool state) const {
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fillPhysicalHSpanByte(phyY, phyX_start, phyX_end, state ? 0x00 : 0xFF);
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}
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void GfxRenderer::fillRect(const int x, const int y, const int width, const int height, const bool state) const {
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if (width <= 0 || height <= 0) return;
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@@ -512,17 +509,81 @@ void GfxRenderer::fillRectDither(const int x, const int y, const int width, cons
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fillRect(x, y, width, height, true);
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} else if (color == Color::White) {
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fillRect(x, y, width, height, false);
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} else if (color == Color::LightGray) {
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for (int fillY = y; fillY < y + height; fillY++) {
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for (int fillX = x; fillX < x + width; fillX++) {
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drawPixelDither<Color::LightGray>(fillX, fillY);
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}
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}
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} else if (color == Color::DarkGray) {
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for (int fillY = y; fillY < y + height; fillY++) {
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for (int fillX = x; fillX < x + width; fillX++) {
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drawPixelDither<Color::DarkGray>(fillX, fillY);
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}
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// Pattern: dark where (phyX + phyY) % 2 == 0 (alternating checkerboard).
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// Byte patterns (phyY even / phyY odd):
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// Portrait / PortraitInverted: 0xAA / 0x55
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// LandscapeCW / LandscapeCCW: 0x55 / 0xAA
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switch (orientation) {
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case Portrait:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - lx;
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const uint8_t pb = (phyY % 2 == 0) ? 0xAA : 0x55;
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fillPhysicalHSpanByte(phyY, y, y + height - 1, pb);
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}
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return;
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case PortraitInverted:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = lx;
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const uint8_t pb = (phyY % 2 == 0) ? 0xAA : 0x55;
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - y, pb);
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}
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return;
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case LandscapeCounterClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = ly;
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const uint8_t pb = (phyY % 2 == 0) ? 0x55 : 0xAA;
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fillPhysicalHSpanByte(phyY, x, x + width - 1, pb);
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}
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return;
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case LandscapeClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - ly;
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const uint8_t pb = (phyY % 2 == 0) ? 0x55 : 0xAA;
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - x, pb);
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}
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return;
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}
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} else if (color == Color::LightGray) {
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// Pattern: dark where phyX % 2 == 0 && phyY % 2 == 0 (1-in-4 pixels dark).
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// Byte patterns (phyY even / phyY odd) — 0xFF rows write no dark pixels and are skipped:
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// Portrait: 0xFF (skip) / 0x55
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// PortraitInverted: 0xAA / 0xFF (skip)
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// LandscapeCCW: 0x55 / 0xFF (skip)
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// LandscapeCW: 0xFF (skip) / 0xAA
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switch (orientation) {
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case Portrait:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - lx;
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if (phyY % 2 == 0) continue; // all-white row — no dark pixels to write
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fillPhysicalHSpanByte(phyY, y, y + height - 1, 0x55);
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}
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return;
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case PortraitInverted:
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for (int lx = x; lx < x + width; lx++) {
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const int phyY = lx;
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if (phyY % 2 != 0) continue; // all-white row
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (y + height - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - y, 0xAA);
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}
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return;
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case LandscapeCounterClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = ly;
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if (phyY % 2 != 0) continue; // all-white row
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fillPhysicalHSpanByte(phyY, x, x + width - 1, 0x55);
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}
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return;
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case LandscapeClockwise:
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for (int ly = y; ly < y + height; ly++) {
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const int phyY = HalDisplay::DISPLAY_HEIGHT - 1 - ly;
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if (phyY % 2 == 0) continue; // all-white row
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fillPhysicalHSpanByte(phyY, HalDisplay::DISPLAY_WIDTH - 1 - (x + width - 1),
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HalDisplay::DISPLAY_WIDTH - 1 - x, 0xAA);
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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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@@ -45,8 +45,13 @@ class GfxRenderer {
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void drawPixelDither(int x, int y) const;
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template <Color color>
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void fillArc(int maxRadius, int cx, int cy, int xDir, int yDir) const;
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// Write a patterned horizontal span directly to the physical framebuffer using byte-level operations.
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// phyY: physical row; phyX_start/phyX_end: inclusive physical column range.
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// patternByte is repeated across the span; partial edge bytes are blended with existing content.
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// Bit layout: MSB-first (bit 7 = phyX=0); 0 bits = dark pixel, 1 bits = white pixel.
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void fillPhysicalHSpanByte(int phyY, int phyX_start, int phyX_end, uint8_t patternByte) const;
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// Write a solid horizontal span directly to the physical framebuffer using byte-level operations.
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// phyY: physical row; phyX_start/phyX_end: inclusive physical column range; state: true=dark.
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// Thin wrapper around fillPhysicalHSpanByte: state=true → 0x00 (dark), false → 0xFF (white).
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void fillPhysicalHSpan(int phyY, int phyX_start, int phyX_end, bool state) const;
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public:
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