mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-10-17 08:39:19 +02:00
215 lines
5.6 KiB
C++
215 lines
5.6 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "application/editoruilayer.h"
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#include "utilities/Globals.h"
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#include "utilities/utilities.h"
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#include "scene/scenenode.h"
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#include "scene/scenelayers.h"
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#include "rendering/renderer.h"
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#include "utilities/translation.h"
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editor_ui::editor_ui()
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{
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clear_panels();
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// bind the panels with ui object. maybe not the best place for this but, eh
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add_external_panel(&m_nodebankpanel);
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add_external_panel(&m_layerspanel);
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add_external_panel(&m_includespanel);
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m_nodebankpanel.mode_options = [this](nodebank_panel::edit_mode const Mode) { render_mode_options(Mode); };
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m_nodebankpanel.header_sections = [this]() { render_header_sections(); };
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}
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// updates state of UI elements
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void editor_ui::update()
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{
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set_tooltip("");
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if (Global.ControlPicking && DebugModeFlag)
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{
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const auto sceneryNode = GfxRenderer->Pick_Node();
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const std::string content = sceneryNode ? sceneryNode->tooltip() : "";
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set_tooltip(content);
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}
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ui_layer::update();
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m_itempropertiespanel.update(m_node);
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m_functionspanel.update(m_node);
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}
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void editor_ui::render_mode_options(nodebank_panel::edit_mode const Mode)
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{
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switch (Mode)
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{
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case nodebank_panel::MODIFY:
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ImGui::TextDisabled("LMB: select node F: focus End: drop to ground Del: delete");
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break;
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case nodebank_panel::COPY:
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ImGui::TextDisabled("LMB: copy the clicked model to the node bank");
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break;
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case nodebank_panel::ADD:
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{
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ImGui::TextDisabled("LMB: insert a model at the cursor");
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ImGui::Checkbox("Random model from set", &m_insertrandom);
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if (m_insertrandom)
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{
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m_nodebankpanel.set_combo("Set##insert", m_insertset, nullptr);
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auto const count{m_nodebankpanel.set_entries(m_insertset).size()};
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ImGui::TextDisabled("%zu templates in set%s", count, count == 0 ? ", the node bank selection is used" : "");
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}
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else
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{
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ImGui::TextDisabled("Inserts the template selected in the node bank");
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}
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m_functionspanel.render_controls();
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break;
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}
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case nodebank_panel::BRUSH:
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ImGui::TextDisabled("Hold LMB: paint models along the cursor path");
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m_brushobjects.render_options(m_nodebankpanel);
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m_functionspanel.render_controls();
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break;
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case nodebank_panel::FILL:
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if (m_filloptions)
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m_filloptions();
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break;
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default:
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break;
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}
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}
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void editor_ui::render_header_sections()
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{
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if (ImGui::CollapsingHeader("Gizmo", ImGuiTreeNodeFlags_DefaultOpen))
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{
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if (m_gizmooptions)
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m_gizmooptions();
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}
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if (ImGui::CollapsingHeader("Node properties", ImGuiTreeNodeFlags_DefaultOpen))
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{
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ImGui::Indent();
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m_itempropertiespanel.render_body();
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ImGui::Unindent();
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}
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}
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void editor_ui::render_menu_contents()
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{
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if (ImGui::BeginMenu(STR_C("File")))
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{
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// changes go to the scenery files only if the scenery was loaded with its sources tracked
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auto const editsession{false == scene::Layers.empty()};
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if (ImGui::MenuItem(STR_C("Save"), "Ctrl+S", false, editsession) && m_save)
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{
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m_save();
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}
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if (false == editsession && ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled))
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{
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ImGui::SetTooltip("%s", STR_C("Start the simulator with -edit <scenery file> to save changes to the scenery files"));
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}
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if (ImGui::MenuItem(STR_C("Export scenery dump"), "Ctrl+Shift+F11") && m_export)
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{
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m_export();
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}
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip("%s", STR_C("Writes the whole scene to _export files next to the scenario, the scenery files are left as they are"));
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}
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ImGui::EndMenu();
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}
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ui_layer::render_menu_contents();
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if (ImGui::BeginMenu(STR_C("Mode windows")))
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{
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ImGui::MenuItem(STR_C("Toolset"), nullptr, &m_nodebankpanel.is_open);
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ImGui::MenuItem(STR_C("Layers"), nullptr, &m_layerspanel.is_open);
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ImGui::MenuItem(STR_C("Include descriptions"), nullptr, &m_includespanel.is_open);
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ImGui::EndMenu();
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}
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}
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void editor_ui::set_file_actions(std::function<void()> Save, std::function<void()> Export)
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{
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m_save = Save;
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m_export = std::move(Export);
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m_layerspanel.save = std::move(Save);
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}
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void editor_ui::set_status(std::string const &Status, bool const Error)
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{
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m_layerspanel.status = Status;
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m_layerspanel.status_error = Error;
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}
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void editor_ui::render_rotation_controls()
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{
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m_functionspanel.render_controls();
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}
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void editor_ui::set_node(scene::basic_node *Node)
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{
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m_node = Node;
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}
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void editor_ui::add_node_template(const std::string &desc)
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{
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m_nodebankpanel.add_template(desc);
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}
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std::string const *editor_ui::get_active_node_template(bool bypassRandom)
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{
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if (!bypassRandom)
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{
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// random pick from the active tool's set; an empty set falls back to the node bank selection
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std::string const *pick{nullptr};
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if (m_nodebankpanel.mode == nodebank_panel::BRUSH && m_brushobjects.useRandom)
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{
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if (m_brushobjects.source.kind == model_set_ref::source::manual)
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pick = m_brushobjects.Objects.empty() ? nullptr : m_brushobjects.GetRandomObject();
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else
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pick = m_nodebankpanel.random_template(m_brushobjects.source);
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}
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else if (m_nodebankpanel.mode == nodebank_panel::ADD && m_insertrandom)
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{
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pick = m_nodebankpanel.random_template(m_insertset);
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}
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if (pick != nullptr)
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return pick;
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}
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return m_nodebankpanel.get_active_template();
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}
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nodebank_panel::edit_mode editor_ui::mode()
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{
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return m_nodebankpanel.mode;
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}
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float editor_ui::getSpacing()
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{
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return m_brushobjects.spacing;
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}
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functions_panel::rotation_mode editor_ui::rot_mode()
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{
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return m_functionspanel.rot_mode;
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}
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float editor_ui::rot_val()
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{
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return m_functionspanel.rot_value;
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}
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bool editor_ui::rot_from_last()
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{
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return m_functionspanel.rot_from_last;
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} |