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/****************************************************************************
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**
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** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
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**
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** This file is part of an example program for TQt. This example
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** program may be used, distributed and modified without limitation.
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**
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*****************************************************************************/
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/****************************************************************************
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**
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** This is a simple TQGLWidget demonstrating the use of TQImages for textures.
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**
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** Much of the GL code is inspired by the 'spectex' and 'texcyl'
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** public domain demo programs by Brian Paul.
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**
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****************************************************************************/
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#include "gltexobj.h"
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#include <ntqimage.h>
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#include <ntqtimer.h>
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const int redrawWait = 50;
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/*!
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Create a GLTexobj widget
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*/
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GLTexobj::GLTexobj( TQWidget* parent, const char* name )
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: TQGLWidget( parent, name )
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{
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xRot = yRot = zRot = 0.0; // default object rotation
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scale = 5.0; // default object scale
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object = 0;
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animation = TRUE;
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timer = new TQTimer( this );
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connect( timer, SIGNAL(timeout()), SLOT(update()) );
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timer->start( redrawWait, TRUE );
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}
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/*!
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Release allocated resources
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*/
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GLTexobj::~GLTexobj()
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{
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makeCurrent();
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glDeleteLists( object, 1 );
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}
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/*!
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Paint the texobj. The actual openGL commands for drawing the texobj are
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performed here.
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*/
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void GLTexobj::paintGL()
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{
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if ( animation ) {
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xRot += 1.0;
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yRot += 2.5;
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zRot -= 5.0;
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}
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glClear( GL_COLOR_BUFFER_BIT );
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glPushMatrix();
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glRotatef( xRot, 1.0, 0.0, 0.0 );
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glRotatef( yRot, 0.0, 1.0, 0.0 );
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glRotatef( zRot, 0.0, 0.0, 1.0 );
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glScalef( scale, scale, scale );
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glCallList( object );
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glPopMatrix();
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if ( animation ) {
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glFlush(); // Make sure everything is drawn before restarting timer
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timer->start( redrawWait, TRUE ); // Wait this many msecs before redraw
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}
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}
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/*!
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Set up the OpenGL rendering state, and define display list
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*/
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void GLTexobj::initializeGL()
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{
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// Set up the lights
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GLfloat whiteDir[4] = {2.0, 2.0, 2.0, 1.0};
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GLfloat whiteAmb[4] = {1.0, 1.0, 1.0, 1.0};
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GLfloat lightPos[4] = {30.0, 30.0, 30.0, 1.0};
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, whiteAmb);
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glMaterialfv(GL_FRONT, GL_DIFFUSE, whiteDir);
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glMaterialfv(GL_FRONT, GL_SPECULAR, whiteDir);
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glMaterialf(GL_FRONT, GL_SHININESS, 20.0);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, whiteDir); // enable diffuse
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glLightfv(GL_LIGHT0, GL_SPECULAR, whiteDir); // enable specular
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glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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// Set up the textures
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TQImage tex1, tex2, buf;
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if ( !buf.load( "gllogo.bmp" ) ) { // Load first image from file
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tqWarning( "Could not read image file, using single-color instead." );
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TQImage dummy( 128, 128, 32 );
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dummy.fill( TQt::green.rgb() );
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buf = dummy;
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}
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tex1 = TQGLWidget::convertToGLFormat( buf ); // flipped 32bit RGBA
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if ( !buf.load( "qtlogo.bmp" ) ) { // Load first image from file
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tqWarning( "Could not read image file, using single-color instead." );
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TQImage dummy( 128, 128, 32 );
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dummy.fill( TQt::red.rgb() );
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buf = dummy;
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}
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tex2 = TQGLWidget::convertToGLFormat( buf ); // flipped 32bit RGBA
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glEnable( GL_TEXTURE_2D );
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// Set up various other stuff
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glClearColor( 0.0, 0.0, 0.0, 0.0 ); // Let OpenGL clear to black
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glEnable( GL_CULL_FACE ); // don't need Z testing for convex objects
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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// Make the object display list
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object = makeObject( tex1, tex2 ); // Generate an OpenGL display list
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}
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/*!
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Set up the OpenGL view port, matrix mode, etc.
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*/
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void GLTexobj::resizeGL( int w, int h )
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{
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glViewport( 0, 0, w, h );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity();
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glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -70.0 );
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}
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/*!
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Generate an OpenGL display list for the object to be shown, i.e. the texobj
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*/
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GLuint GLTexobj::makeObject( const TQImage& tex1, const TQImage& tex2 )
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{
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GLUquadricObj* q = gluNewQuadric();
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GLuint cylinderObj = glGenLists(1);
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glNewList( cylinderObj, GL_COMPILE );
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glTranslatef( 0.0, 0.0, -1.0 );
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// cylinder
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glTexImage2D( GL_TEXTURE_2D, 0, 3, tex1.width(), tex1.height(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, tex1.bits() );
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gluQuadricTexture( q, GL_TRUE );
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gluCylinder(q, 0.6, 0.6, 2.0, 24, 1);
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// end cap
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glTexImage2D( GL_TEXTURE_2D, 0, 3, tex2.width(), tex2.height(), 0,
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GL_RGBA, GL_UNSIGNED_BYTE, tex2.bits() );
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glTranslatef( 0.0, 0.0, 2.0 );
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gluDisk( q, 0.0, 0.6, 24, 1 );
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// other end cap
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glTranslatef( 0.0, 0.0, -2.0 );
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gluQuadricOrientation( q, (GLenum)GLU_INSIDE );
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gluDisk( q, 0.0, 0.6, 24, 1 );
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glEndList();
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gluDeleteQuadric( q );
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return cylinderObj;
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}
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/*!
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Set the rotation angle of the object to \e degrees around the X axis.
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*/
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void GLTexobj::setXRotation( int degrees )
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{
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xRot = (GLfloat)(degrees % 360);
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updateGL();
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}
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/*!
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Set the rotation angle of the object to \e degrees around the Y axis.
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*/
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void GLTexobj::setYRotation( int degrees )
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{
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yRot = (GLfloat)(degrees % 360);
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updateGL();
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}
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/*!
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Set the rotation angle of the object to \e degrees around the Z axis.
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*/
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void GLTexobj::setZRotation( int degrees )
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{
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zRot = (GLfloat)(degrees % 360);
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updateGL();
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}
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/*!
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Turns animation on or off
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*/
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void GLTexobj::toggleAnimation()
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{
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animation = !animation;
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if ( animation )
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updateGL();
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else
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timer->stop();
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}
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