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3066bdacc9
...
63d2c6994f
13 changed files with 4 additions and 323698 deletions
17
.gitignore
vendored
17
.gitignore
vendored
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@ -1,8 +1,5 @@
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# Compiled Object files from SCons
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*.os
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# Created by https://www.toptal.com/developers/gitignore/api/c++,godot,scons
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,godot,scons
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# Created by https://www.toptal.com/developers/gitignore/api/c++,godot
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,godot
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### C++ ###
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# Prerequisites
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@ -55,12 +52,4 @@ export_presets.cfg
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data_*/
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mono_crash.*.json
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### SCons ###
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# for projects that use SCons for building: http://http://www.scons.org/
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.sconsign.dblite
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# When configure fails, SCons outputs these
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config.log
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.sconf_temp
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# End of https://www.toptal.com/developers/gitignore/api/c++,godot,scons
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# End of https://www.toptal.com/developers/gitignore/api/c++,godot
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11
README.md
11
README.md
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@ -2,13 +2,4 @@
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Named in this order so not everything starts with the same word
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## Development
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Using Godot v4.4.beta1.official [d33da79d3].
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Install SCons with `pipx install scons`.
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To build the extension run SCons in the repository root, the default arguments have been added to the file.
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```sh
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scons
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```
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Using Godot v4.4.beta1.official [d33da79d3]
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46
SConstruct
46
SConstruct
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@ -1,46 +0,0 @@
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#!/usr/bin/env python
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import os
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import sys
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env = SConscript("godot-cpp/SConstruct")
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# For reference:
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# - CCFLAGS are compilation flags shared between C and C++
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# - CFLAGS are for C-specific compilation flags
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# - CXXFLAGS are for C++-specific compilation flags
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# - CPPFLAGS are for pre-processor flags
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# - CPPDEFINES are for pre-processor defines
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# - LINKFLAGS are for linking flags
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=["src/"])
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sources = Glob("src/*.cpp")
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# Generated with local Godot installation
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env["custom_api_file"] = "extension_api.json"
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if env["platform"] == "macos":
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library = env.SharedLibrary(
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"project/bin/libmarshconnector.{}.{}.framework/libmarshconnector.{}.{}".format(
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env["platform"], env["target"], env["platform"], env["target"]
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),
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source=sources,
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)
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elif env["platform"] == "ios":
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if env["ios_simulator"]:
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library = env.StaticLibrary(
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"project/bin/libmarshconnector.{}.{}.simulator.a".format(env["platform"], env["target"]),
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source=sources,
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)
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else:
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library = env.StaticLibrary(
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"project/bin/libmarshconnector.{}.{}.a".format(env["platform"], env["target"]),
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source=sources,
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)
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else:
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library = env.SharedLibrary(
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"project/bin/libmarshconnector{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
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source=sources,
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)
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Default(library)
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323500
extension_api.json
323500
extension_api.json
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Before Width: | Height: | Size: 994 B After Width: | Height: | Size: 994 B |
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@ -1,34 +0,0 @@
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[configuration]
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entry_symbol = "marsh_library_init"
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compatibility_minimum = "4.3"
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reloadable = true
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[libraries]
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macos.debug = "res://bin/libmarshconnector.macos.template_debug.framework"
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macos.release = "res://bin/libmarshconnector.macos.template_release.framework"
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ios.debug = "res://bin/libmarshconnector.ios.template_debug.xcframework"
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ios.release = "res://bin/libmarshconnector.ios.template_release.xcframework"
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windows.debug.x86_32 = "res://bin/libmarshconnector.windows.template_debug.x86_32.dll"
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windows.release.x86_32 = "res://bin/libmarshconnector.windows.template_release.x86_32.dll"
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windows.debug.x86_64 = "res://bin/libmarshconnector.windows.template_debug.x86_64.dll"
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windows.release.x86_64 = "res://bin/libmarshconnector.windows.template_release.x86_64.dll"
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linux.debug.x86_64 = "res://bin/libmarshconnector.linux.template_debug.x86_64.so"
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linux.release.x86_64 = "res://bin/libmarshconnector.linux.template_release.x86_64.so"
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linux.debug.arm64 = "res://bin/libmarshconnector.linux.template_debug.arm64.so"
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linux.release.arm64 = "res://bin/libmarshconnector.linux.template_release.arm64.so"
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linux.debug.rv64 = "res://bin/libmarshconnector.linux.template_debug.rv64.so"
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linux.release.rv64 = "res://bin/libmarshconnector.linux.template_release.rv64.so"
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android.debug.x86_64 = "res://bin/libmarshconnector.android.template_debug.x86_64.so"
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android.release.x86_64 = "res://bin/libmarshconnector.android.template_release.x86_64.so"
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android.debug.arm64 = "res://bin/libmarshconnector.android.template_debug.arm64.so"
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android.release.arm64 = "res://bin/libmarshconnector.android.template_release.arm64.so"
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[dependencies]
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ios.debug = {
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"res://bin/libgodot-cpp.ios.template_debug.xcframework": ""
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}
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ios.release = {
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"res://bin/libgodot-cpp.ios.template_release.xcframework": ""
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}
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@ -1 +0,0 @@
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uid://crqmff1sawfxc
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@ -1,20 +0,0 @@
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#include "marshconnector.h"
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#include <godot_cpp/core/class_db.hpp>
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using namespace godot;
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void MarshConnector::_bind_methods() {
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}
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MarshConnector::MarshConnector() {
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// Initialize any variables here.
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time_passed = 0.0;
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}
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MarshConnector::~MarshConnector() {
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// Add your cleanup here.
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}
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void MarshConnector::_process(double delta) {
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time_passed += delta;
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}
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@ -1,26 +0,0 @@
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#ifndef MARSHCONNECTOR_H
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#define MARSHCONNECTOR_H
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#include <godot_cpp/classes/node.hpp>
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namespace godot {
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class MarshConnector : public Node{
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GDCLASS(MarshConnector, Node)
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private:
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double time_passed;
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protected:
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static void _bind_methods();
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public:
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MarshConnector();
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~MarshConnector();
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void _process(double delta) override;
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};
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}
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#endif // MARSHCONNECTOR_H
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@ -1,36 +0,0 @@
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#include "register_types.h"
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#include "marshconnector.h"
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#include <gdextension_interface.h>
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#include <godot_cpp/core/defs.hpp>
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#include <godot_cpp/godot.hpp>
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using namespace godot;
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void initialize_marsh_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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GDREGISTER_CLASS(MarshConnector);
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}
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void uninitialize_marsh_module(ModuleInitializationLevel p_level) {
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if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
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return;
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}
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}
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extern "C" {
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// Initialization.
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GDExtensionBool GDE_EXPORT marsh_library_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
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godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
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init_obj.register_initializer(initialize_marsh_module);
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init_obj.register_terminator(uninitialize_marsh_module);
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init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
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return init_obj.init();
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}
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}
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@ -1,11 +0,0 @@
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#ifndef GDEXAMPLE_REGISTER_TYPES_H
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#define GDEXAMPLE_REGISTER_TYPES_H
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#include <godot_cpp/core/class_db.hpp>
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using namespace godot;
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void initialize_example_module(ModuleInitializationLevel p_level);
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void uninitialize_example_module(ModuleInitializationLevel p_level);
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#endif // GDEXAMPLE_REGISTER_TYPES_H
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