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@ -4680,6 +4680,7 @@ static void ApplyNumericalTextInput(const char* buf, float *v) |
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*v = op_v; |
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} |
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// Create text input in place of a slider (when CTRL+Clicking on slider)
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static bool SliderFloatAsInputText(const char* label, float* v, const ImGuiID& id, int decimal_precision) |
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{ |
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ImGuiState& g = *GImGui; |
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@ -4749,11 +4750,6 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c |
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const ImGuiID id = window->GetID(label); |
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const float w = ImGui::CalcItemWidth(); |
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if (!display_format) |
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display_format = "%.3f"; |
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int decimal_precision = 3; |
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ParseFormat(display_format, decimal_precision); |
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const ImVec2 label_size = CalcTextSize(label, NULL, true); |
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const ImGuiAabb frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f); |
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const ImGuiAabb slider_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); |
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@ -4766,10 +4762,37 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c |
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return false; |
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} |
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const bool hovered = IsHovered(slider_bb, id); |
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if (hovered) |
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g.HoveredId = id; |
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if (!display_format) |
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display_format = "%.3f"; |
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int decimal_precision = 3; |
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ParseFormat(display_format, decimal_precision); |
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const bool tab_focus_requested = window->FocusItemRegister(g.ActiveId == id); |
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const bool is_unbound = (v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX); |
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const bool is_unbound = v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX; |
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const bool is_logarithmic = abs(power - 1.0f) > 0.0001f; |
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bool start_text_input = false; |
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if (tab_focus_requested || (hovered && g.IO.MouseClicked[0])) |
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{ |
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SetActiveId(id); |
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FocusWindow(window); |
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const bool is_ctrl_down = g.IO.KeyCtrl; |
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if (tab_focus_requested || is_ctrl_down || is_unbound) |
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{ |
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start_text_input = true; |
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g.SliderAsInputTextId = 0; |
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} |
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} |
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// Tabbing or CTRL-clicking through slider turns into an input box
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if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId)) |
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return SliderFloatAsInputText(label, v, id, decimal_precision); |
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ItemSize(bb); |
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const float grab_size_in_units = 1.0f; // In 'v' units. Probably needs to be parametrized, based on a 'v_step' value? decimal precision?
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float grab_size_in_pixels; |
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@ -4799,95 +4822,70 @@ bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, c |
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} |
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} |
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const bool hovered = IsHovered(slider_bb, id); |
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if (hovered) |
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g.HoveredId = id; |
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bool start_text_input = false; |
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if (tab_focus_requested || (hovered && g.IO.MouseClicked[0])) |
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{ |
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SetActiveId(id); |
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FocusWindow(window); |
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const bool is_ctrl_down = g.IO.KeyCtrl; |
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if (tab_focus_requested || is_ctrl_down || is_unbound) |
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{ |
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start_text_input = true; |
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g.SliderAsInputTextId = 0; |
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} |
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} |
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// Tabbing or CTRL-clicking through slider turns into an input box
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bool value_changed = false; |
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if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId)) |
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{ |
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value_changed = SliderFloatAsInputText(label, v, id, decimal_precision); |
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return value_changed; |
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} |
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ItemSize(bb); |
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RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding); |
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// Process clicking on the slider
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if (g.ActiveId == id) |
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const bool is_logarithmic = abs(power - 1.0f) > 0.0001f; |
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bool value_changed = false; |
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if (!is_unbound) |
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{ |
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if (!is_unbound && g.IO.MouseDown[0]) |
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// Process clicking on the slider
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if (g.ActiveId == id) |
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{ |
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const float normalized_pos = ImClamp((g.IO.MousePos.x - slider_effective_x1) / slider_effective_w, 0.0f, 1.0f); |
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float new_value; |
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if (is_logarithmic) |
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if (g.IO.MouseDown[0]) |
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{ |
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// Account for logarithmic scale on both sides of the zero
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if (normalized_pos < linear_zero_pos) |
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const float normalized_pos = ImClamp((g.IO.MousePos.x - slider_effective_x1) / slider_effective_w, 0.0f, 1.0f); |
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float new_value; |
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if (is_logarithmic) |
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{ |
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// Account for logarithmic scale on both sides of the zero
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if (normalized_pos < linear_zero_pos) |
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{ |
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// Negative: rescale to the negative range before powering
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float a = 1.0f - (normalized_pos / linear_zero_pos); |
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a = powf(a, power); |
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new_value = ImLerp(ImMin(v_max,0.f), v_min, a); |
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} |
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else |
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{ |
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// Positive: rescale to the positive range before powering
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float a; |
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if (fabsf(linear_zero_pos - 1.0f) > 1.e-6) |
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a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos); |
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else |
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a = normalized_pos; |
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a = powf(a, power); |
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new_value = ImLerp(ImMax(v_min,0.0f), v_max, a); |
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} |
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} |
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else |
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{ |
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// Negative: rescale to the negative range before powering
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float a = 1.0f - (normalized_pos / linear_zero_pos); |
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a = powf(a, power); |
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new_value = ImLerp(ImMin(v_max,0.f), v_min, a); |
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// Linear slider
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new_value = ImLerp(v_min, v_max, normalized_pos); |
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} |
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// Round past decimal precision
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// 0->1, 1->0.1, 2->0.01, etc.
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// So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
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const float min_step = 1.0f / powf(10.0f, (float)decimal_precision); |
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const float remainder = fmodf(new_value, min_step); |
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if (remainder <= min_step*0.5f) |
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new_value -= remainder; |
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else |
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new_value += (min_step - remainder); |
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if (*v != new_value) |
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{ |
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// Positive: rescale to the positive range before powering
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float a; |
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if (fabsf(linear_zero_pos - 1.0f) > 1.e-6) |
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a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos); |
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else |
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a = normalized_pos; |
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a = powf(a, power); |
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new_value = ImLerp(ImMax(v_min,0.0f), v_max, a); |
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*v = new_value; |
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value_changed = true; |
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} |
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} |
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else |
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{ |
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// Linear slider
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new_value = ImLerp(v_min, v_max, normalized_pos); |
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} |
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// Round past decimal precision
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// 0->1, 1->0.1, 2->0.01, etc.
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// So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
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const float min_step = 1.0f / powf(10.0f, (float)decimal_precision); |
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const float remainder = fmodf(new_value, min_step); |
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if (remainder <= min_step*0.5f) |
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new_value -= remainder; |
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else |
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new_value += (min_step - remainder); |
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if (*v != new_value) |
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{ |
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*v = new_value; |
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value_changed = true; |
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SetActiveId(0); |
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} |
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} |
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else |
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{ |
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SetActiveId(0); |
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} |
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} |
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if (!is_unbound) |
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{ |
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// Calculate slider grab positioning
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float grab_t; |
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if (is_logarithmic) |
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