
https://github.com/user-attachments/assets/b16e32e6-46c6-41dc-ab68-1824d288c8c2 This PR adds the first part of our planned extended notification system: StatusToasts. It also makes various updates to ComponentPreview and adds a `Styled` extension in `ui::style::animation` to make it easier to animate styled elements. _**Note**: We will be very, very selective with what elements are allowed to be animated in Zed. Assume PRs adding animation to elements will all need to be manually signed off on by a designer._ ## Status Toast  These are designed to be used for notifying about things that don't require an action to be taken or don't need to be triaged. They are designed to be ignorable, and dismiss themselves automatically after a set time. They can optionally include a single action. Example: When the user enables Vim Mode, that action might let them undo enabling it.  Status Toasts should _not_ be used when an action is required, or for any binary choice. If the user must provide some input, this isn't the right component! ### Out of scope - Toasts should fade over a short time (like AnimationDuration::Fast or Instant) when dismissed - We should visually show when the toast will dismiss. We'll need to pipe the `duration_remaining` from the toast layer -> ActiveToast to do this. - Dismiss any active toast if another notification kind is created, like a Notification or Alert. Release Notes: - N/A --------- Co-authored-by: Cole Miller <m@cole-miller.net>
222 lines
6.4 KiB
Rust
222 lines
6.4 KiB
Rust
use std::time::{Duration, Instant};
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use crate::{AnyElement, App, Element, ElementId, GlobalElementId, IntoElement, Window};
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pub use easing::*;
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/// An animation that can be applied to an element.
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pub struct Animation {
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/// The amount of time for which this animation should run
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pub duration: Duration,
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/// Whether to repeat this animation when it finishes
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pub oneshot: bool,
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/// A function that takes a delta between 0 and 1 and returns a new delta
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/// between 0 and 1 based on the given easing function.
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pub easing: Box<dyn Fn(f32) -> f32>,
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}
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impl Animation {
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/// Create a new animation with the given duration.
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/// By default the animation will only run once and will use a linear easing function.
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pub fn new(duration: Duration) -> Self {
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Self {
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duration,
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oneshot: true,
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easing: Box::new(linear),
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}
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}
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/// Set the animation to loop when it finishes.
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pub fn repeat(mut self) -> Self {
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self.oneshot = false;
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self
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}
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/// Set the easing function to use for this animation.
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/// The easing function will take a time delta between 0 and 1 and return a new delta
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/// between 0 and 1
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pub fn with_easing(mut self, easing: impl Fn(f32) -> f32 + 'static) -> Self {
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self.easing = Box::new(easing);
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self
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}
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}
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/// An extension trait for adding the animation wrapper to both Elements and Components
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pub trait AnimationExt {
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/// Render this component or element with an animation
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fn with_animation(
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self,
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id: impl Into<ElementId>,
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animation: Animation,
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animator: impl Fn(Self, f32) -> Self + 'static,
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) -> AnimationElement<Self>
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where
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Self: Sized,
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{
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AnimationElement {
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id: id.into(),
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element: Some(self),
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animator: Box::new(animator),
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animation,
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}
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}
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}
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impl<E> AnimationExt for E {}
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/// A GPUI element that applies an animation to another element
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pub struct AnimationElement<E> {
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id: ElementId,
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element: Option<E>,
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animation: Animation,
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animator: Box<dyn Fn(E, f32) -> E + 'static>,
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}
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impl<E> AnimationElement<E> {
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/// Returns a new [`AnimationElement<E>`] after applying the given function
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/// to the element being animated.
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pub fn map_element(mut self, f: impl FnOnce(E) -> E) -> AnimationElement<E> {
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self.element = self.element.map(f);
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self
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}
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}
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impl<E: IntoElement + 'static> IntoElement for AnimationElement<E> {
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type Element = AnimationElement<E>;
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fn into_element(self) -> Self::Element {
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self
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}
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}
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struct AnimationState {
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start: Instant,
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}
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impl<E: IntoElement + 'static> Element for AnimationElement<E> {
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type RequestLayoutState = AnyElement;
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type PrepaintState = ();
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fn id(&self) -> Option<ElementId> {
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Some(self.id.clone())
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}
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fn request_layout(
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&mut self,
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global_id: Option<&GlobalElementId>,
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window: &mut Window,
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cx: &mut App,
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) -> (crate::LayoutId, Self::RequestLayoutState) {
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window.with_element_state(global_id.unwrap(), |state, window| {
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let state = state.unwrap_or_else(|| AnimationState {
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start: Instant::now(),
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});
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let mut delta =
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state.start.elapsed().as_secs_f32() / self.animation.duration.as_secs_f32();
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let mut done = false;
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if delta > 1.0 {
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if self.animation.oneshot {
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done = true;
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delta = 1.0;
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} else {
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delta %= 1.0;
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}
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}
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let delta = (self.animation.easing)(delta);
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debug_assert!(
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(0.0..=1.0).contains(&delta),
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"delta should always be between 0 and 1"
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);
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let element = self.element.take().expect("should only be called once");
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let mut element = (self.animator)(element, delta).into_any_element();
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if !done {
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window.request_animation_frame();
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}
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((element.request_layout(window, cx), element), state)
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})
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}
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fn prepaint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_bounds: crate::Bounds<crate::Pixels>,
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element: &mut Self::RequestLayoutState,
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window: &mut Window,
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cx: &mut App,
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) -> Self::PrepaintState {
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element.prepaint(window, cx);
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}
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fn paint(
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&mut self,
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_id: Option<&GlobalElementId>,
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_bounds: crate::Bounds<crate::Pixels>,
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element: &mut Self::RequestLayoutState,
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_: &mut Self::PrepaintState,
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window: &mut Window,
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cx: &mut App,
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) {
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element.paint(window, cx);
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}
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}
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mod easing {
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use std::f32::consts::PI;
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/// The linear easing function, or delta itself
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pub fn linear(delta: f32) -> f32 {
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delta
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}
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/// The quadratic easing function, delta * delta
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pub fn quadratic(delta: f32) -> f32 {
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delta * delta
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}
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/// The quadratic ease-in-out function, which starts and ends slowly but speeds up in the middle
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pub fn ease_in_out(delta: f32) -> f32 {
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if delta < 0.5 {
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2.0 * delta * delta
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} else {
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let x = -2.0 * delta + 2.0;
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1.0 - x * x / 2.0
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}
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}
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/// The Quint ease-out function, which starts quickly and decelerates to a stop
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pub fn ease_out_quint() -> impl Fn(f32) -> f32 {
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move |delta| 1.0 - (1.0 - delta).powi(5)
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}
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/// Apply the given easing function, first in the forward direction and then in the reverse direction
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pub fn bounce(easing: impl Fn(f32) -> f32) -> impl Fn(f32) -> f32 {
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move |delta| {
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if delta < 0.5 {
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easing(delta * 2.0)
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} else {
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easing((1.0 - delta) * 2.0)
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}
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}
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}
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/// A custom easing function for pulsating alpha that slows down as it approaches 0.1
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pub fn pulsating_between(min: f32, max: f32) -> impl Fn(f32) -> f32 {
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let range = max - min;
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move |delta| {
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// Use a combination of sine and cubic functions for a more natural breathing rhythm
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let t = (delta * 2.0 * PI).sin();
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let breath = (t * t * t + t) / 2.0;
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// Map the breath to our desired alpha range
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let normalized_alpha = (breath + 1.0) / 2.0;
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min + (normalized_alpha * range)
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}
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}
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}
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