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Update main.cpp
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main.cpp
115
main.cpp
@ -10,31 +10,36 @@
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#include "imgui_impl_android.h"
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#include "imgui_impl_opengl3.h"
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#define TAG "MT_Drive"
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#define TAG "MT_Auto_Drive"
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static bool g_Initialized = false;
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// --- MT 专用可视化校准结构 ---
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// --- 全自动自适应结构 ---
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struct {
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float rawX = 0.0f;
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float rawY = 0.0f;
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float mappedX = 0.0f;
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float mappedY = 0.0f;
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bool down = false;
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float renderW = 0.0f;
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float renderH = 0.0f;
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// 根据你的设备 3392x2400 与 1426x1008 计算出的完美黄金比例
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float scaleX = 0.4204f; // 1426 / 3392
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float scaleY = 0.4200f; // 1008 / 2400
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// 设备固定的物理分辨率 (从你之前的 wm size 获取)
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// 只要设备不换,这两个数字永远不用动
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float physicalW = 3392.0f;
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float physicalH = 2400.0f;
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// 内部计算参数 (自动生成,不再需要手动调)
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float scaleX = 1.0f;
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float scaleY = 1.0f;
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float offsetX = 0.0f;
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float offsetY = 0.0f;
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} g_Touch;
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// 自动定点校准状态机
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static bool g_WaitingForTopLeft = false;
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typedef EGLBoolean (*p_eglSwapBuffers)(EGLDisplay dpy, EGLSurface surface);
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static p_eglSwapBuffers old_eglSwapBuffers = nullptr;
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@ -51,16 +56,24 @@ void handle_android_event(AInputEvent* event) {
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g_Touch.rawX = currentRawX;
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g_Touch.rawY = currentRawY;
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// 核心公式修正:先计算比例,再加偏移。
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// 这样一来,偏移量的单位就等于屏幕上的实际像素!
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g_Touch.mappedX = (currentRawX * g_Touch.scaleX) + g_Touch.offsetX;
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g_Touch.mappedY = (currentRawY * g_Touch.scaleY) + g_Touch.offsetY;
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if (action == AMOTION_EVENT_ACTION_DOWN) {
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// --- 一键自动对齐逻辑 ---
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if (g_WaitingForTopLeft) {
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// 原理:当手指点击游戏画面真正的左上角时,Mapped坐标应该是 (0,0)
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// 推出公式:0 = (Raw + Offset) * Scale => Offset = -Raw
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g_Touch.offsetX = -currentRawX;
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g_Touch.offsetY = -currentRawY;
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g_WaitingForTopLeft = false;
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return; // 吃掉这次点击,防止误触菜单
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}
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g_Touch.down = true;
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} else if (action == AMOTION_EVENT_ACTION_UP || action == AMOTION_EVENT_ACTION_CANCEL) {
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g_Touch.down = false;
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}
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// 核心映射:动态比例 + 自动偏移
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g_Touch.mappedX = (currentRawX + g_Touch.offsetX) * g_Touch.scaleX;
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g_Touch.mappedY = (currentRawY + g_Touch.offsetY) * g_Touch.scaleY;
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}
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}
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@ -82,6 +95,11 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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g_Touch.renderW = (float)w;
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g_Touch.renderH = (float)h;
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// --- 真正的自适应缩放核心 ---
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// 每一帧自动计算比例,如果你在游戏中途拉动分屏线条,这里会瞬间无缝适应!
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g_Touch.scaleX = g_Touch.renderW / g_Touch.physicalW;
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g_Touch.scaleY = g_Touch.renderH / g_Touch.physicalH;
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if (!g_Initialized) {
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ImGui::CreateContext();
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ImGui_ImplOpenGL3_Init("#version 300 es");
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@ -102,59 +120,46 @@ EGLBoolean hook_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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// 绘制调试十字和红点
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if (g_Touch.down) {
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ImDrawList* draw = ImGui::GetForegroundDrawList();
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draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(g_Touch.renderW, g_Touch.mappedY), IM_COL32(0, 255, 0, 200), 3.0f);
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draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, g_Touch.renderH), IM_COL32(0, 255, 0, 200), 3.0f);
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draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 25.0f, IM_COL32(255, 0, 0, 255));
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// 绘制自动校准状态提示
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ImDrawList* draw = ImGui::GetForegroundDrawList();
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if (g_WaitingForTopLeft) {
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// 全屏半透明黑底 + 红色提示,引导用户点击
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draw->AddRectFilled(ImVec2(0, 0), ImVec2(w, h), IM_COL32(0, 0, 0, 150));
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draw->AddText(ImGui::GetFont(), ImGui::GetFontSize() * 1.5f, ImVec2(w * 0.1f, h * 0.4f),
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IM_COL32(255, 50, 50, 255), "【自动校准中】\n请用手指准确点击游戏画面的【最左上角】一次!", NULL, 0.0f);
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} else if (g_Touch.down) {
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// 正常点按时的准星
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draw->AddLine(ImVec2(0, g_Touch.mappedY), ImVec2(w, g_Touch.mappedY), IM_COL32(0, 255, 0, 150), 2.0f);
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draw->AddLine(ImVec2(g_Touch.mappedX, 0), ImVec2(g_Touch.mappedX, h), IM_COL32(0, 255, 0, 150), 2.0f);
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draw->AddCircleFilled(ImVec2(g_Touch.mappedX, g_Touch.mappedY), 20.0f, IM_COL32(255, 0, 0, 255));
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}
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// 菜单界面
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ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.9f, h * 0.8f), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(w * 0.8f, h * 0.8f), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("MT Visual Calibration", nullptr, ImGuiWindowFlags_NoCollapse)) {
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if (ImGui::Begin("Auto-Adaptive Menu", nullptr, ImGuiWindowFlags_NoCollapse)) {
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ImGui::TextColored(ImVec4(1,1,0,1), "【法则】随手指拖动而距离变化=调Scale | 距离固定偏=调Offset");
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ImGui::Text("系统 RAW X: %.1f | Y: %.1f", g_Touch.rawX, g_Touch.rawY);
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ImGui::TextColored(ImVec4(0, 1, 1, 1), "★ 全自动适配引擎已启动 ★");
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ImGui::Text("Render Res (实时): %.0f x %.0f", g_Touch.renderW, g_Touch.renderH);
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ImGui::Text("Auto Scale (实时): X=%.4f, Y=%.4f", g_Touch.scaleX, g_Touch.scaleY);
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ImGui::Separator();
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ImVec2 btnSize(140, 80);
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "如果点不准,只需点击下方按钮,");
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ImGui::TextColored(ImVec4(1, 1, 0, 1), "然后摸一下游戏【最左上角】即可。");
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// 比例调节区(微调)
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ImGui::TextColored(ImVec4(0,1,1,1), "【第一步】调比例 (让红点和手指移动速度一样)");
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ImGui::Text("Scale X: %.4f", g_Touch.scaleX);
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if (ImGui::Button("-0.01 SX", btnSize)) g_Touch.scaleX -= 0.01f; ImGui::SameLine();
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if (ImGui::Button("+0.01 SX", btnSize)) g_Touch.scaleX += 0.01f; ImGui::SameLine();
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if (ImGui::Button("-0.001 SX", btnSize)) g_Touch.scaleX -= 0.001f; ImGui::SameLine();
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if (ImGui::Button("+0.001 SX", btnSize)) g_Touch.scaleX += 0.001f;
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ImGui::Text("Scale Y: %.4f", g_Touch.scaleY);
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if (ImGui::Button("-0.01 SY", btnSize)) g_Touch.scaleY -= 0.01f; ImGui::SameLine();
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if (ImGui::Button("+0.01 SY", btnSize)) g_Touch.scaleY += 0.01f; ImGui::SameLine();
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if (ImGui::Button("-0.001 SY", btnSize)) g_Touch.scaleY -= 0.001f; ImGui::SameLine();
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if (ImGui::Button("+0.001 SY", btnSize)) g_Touch.scaleY += 0.001f;
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if (ImGui::Button("🎯 一键自动校准偏移", ImVec2(-1, 120))) {
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g_WaitingForTopLeft = true;
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}
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ImGui::Separator();
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ImGui::Text("当前 Offset: X=%.1f, Y=%.1f", g_Touch.offsetX, g_Touch.offsetY);
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// 偏移调节区(单位为像素)
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ImGui::TextColored(ImVec4(0,1,1,1), "【第二步】调偏移 (让红点对准手指中心)");
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ImGui::Text("Offset X: %.1f", g_Touch.offsetX);
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if (ImGui::Button("-50 X", btnSize)) g_Touch.offsetX -= 50.0f; ImGui::SameLine();
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if (ImGui::Button("-10 X", btnSize)) g_Touch.offsetX -= 10.0f; ImGui::SameLine();
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if (ImGui::Button("+10 X", btnSize)) g_Touch.offsetX += 10.0f; ImGui::SameLine();
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if (ImGui::Button("+50 X", btnSize)) g_Touch.offsetX += 50.0f;
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ImGui::Text("Offset Y: %.1f", g_Touch.offsetY);
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if (ImGui::Button("-50 Y", btnSize)) g_Touch.offsetY -= 50.0f; ImGui::SameLine();
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if (ImGui::Button("-10 Y", btnSize)) g_Touch.offsetY -= 10.0f; ImGui::SameLine();
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if (ImGui::Button("+10 Y", btnSize)) g_Touch.offsetY += 10.0f; ImGui::SameLine();
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if (ImGui::Button("+50 Y", btnSize)) g_Touch.offsetY += 50.0f;
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ImGui::Separator();
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if (ImGui::Button("重置默认黄金比例", ImVec2(-1, 100))) {
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g_Touch.offsetX = 0; g_Touch.offsetY = 0;
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g_Touch.scaleX = 0.4204f; g_Touch.scaleY = 0.4200f;
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// 预留设备修改接口,如果换手机了,修改这里的物理分辨率即可
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if (ImGui::CollapsingHeader("高级设置 (换设备才需要点开)")) {
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ImGui::Text("设备物理分辨率 (横屏)");
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ImGui::DragFloat("Physical W", &g_Touch.physicalW, 1.0f, 1000.0f, 5000.0f);
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ImGui::DragFloat("Physical H", &g_Touch.physicalH, 1.0f, 1000.0f, 5000.0f);
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}
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ImGui::End();
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