Magic_Game/src/kiwano/render/RenderContext.h

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// Copyright (c) 2016-2019 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
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#include <kiwano/core/Time.h>
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#include <kiwano/render/Brush.h>
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#include <kiwano/render/Shape.h>
#include <kiwano/render/Layer.h>
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#include <kiwano/render/TextLayout.h>
#include <kiwano/render/Texture.h>
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namespace kiwano
{
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KGE_DECLARE_SMART_PTR(RenderContext);
/**
* \addtogroup Render
* @{
*/
/// \~chinese
/// @brief <20><><EFBFBD>ֿ<EFBFBD><D6BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
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enum class TextAntialiasMode
{
Default, ///< ϵͳĬ<CDB3><C4AC>
ClearType, ///< ClearType <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
GrayScale, ///< <20>Ҷȿ<D2B6><C8BF><EFBFBD><EFBFBD><EFBFBD>
None ///< <20><><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD>
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};
/// \~chinese
/// @brief <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @details <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD>ɻ<EFBFBD><C9BB><EFBFBD>ͼԪ<CDBC>Ļ<EFBFBD><C4BB>ƣ<EFBFBD><C6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><D8B6><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD>
class KGE_API RenderContext : public NativeObject
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{
public:
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param texture <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static RenderContextPtr Create(Texture& texture);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param texture <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƽ<EFBFBD><C6BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param size <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
static RenderContextPtr Create(Texture& texture, const Size& size);
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/// \~chinese
/// @brief <20><>ʼ<EFBFBD><CABC>Ⱦ
virtual void BeginDraw();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ
virtual void EndDraw();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param texture <20><><EFBFBD><EFBFBD>
/// @param src_rect Դ<><D4B4><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
/// @param dest_rect <20><><EFBFBD>Ƶ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void DrawTexture(const Texture& texture, const Rect* src_rect = nullptr,
const Rect* dest_rect = nullptr) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
/// @param layout <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
/// @param offset ƫ<><C6AB><EFBFBD><EFBFBD>
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virtual void DrawTextLayout(const TextLayout& layout, const Point& offset = Point()) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
/// @param shape <20><>״
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virtual void DrawShape(const Shape& shape) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD>
/// @param point1 <20>߶<EFBFBD><DFB6><EFBFBD><EFBFBD><EFBFBD>
/// @param point2 <20>߶<EFBFBD><DFB6>յ<EFBFBD>
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virtual void DrawLine(const Point& point1, const Point& point2) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD>ƾ<EFBFBD><C6BE>α߿<CEB1>
/// @param rect <20><><EFBFBD><EFBFBD>
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virtual void DrawRectangle(const Rect& rect) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>α߿<CEB1>
/// @param rect <20><><EFBFBD><EFBFBD>
/// @param radius Բ<>ǰ뾶
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virtual void DrawRoundedRectangle(const Rect& rect, const Vec2& radius) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD>߿<EFBFBD>
/// @param center Բ<><D4B2>
/// @param radius <20><>Բ<EFBFBD>
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virtual void DrawEllipse(const Point& center, const Vec2& radius) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
/// @param shape <20><>״
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virtual void FillShape(const Shape& shape) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param rect <20><><EFBFBD><EFBFBD>
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virtual void FillRectangle(const Rect& rect) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
/// @param rect <20><><EFBFBD><EFBFBD>
/// @param radius Բ<>ǰ뾶
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virtual void FillRoundedRectangle(const Rect& rect, const Vec2& radius) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ
/// @param center Բ<><D4B2>
/// @param radius <20><>Բ<EFBFBD>
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virtual void FillEllipse(const Point& center, const Vec2& radius) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param texture <20><><EFBFBD><EFBFBD>
/// @param size <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>С
virtual void CreateTexture(Texture& texture, math::Vec2T<uint32_t> size) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD><C3BB>ƵIJü<C4B2><C3BC><EFBFBD><EFBFBD><EFBFBD>
/// @param clip_rect <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
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virtual void PushClipRect(const Rect& clip_rect) = 0;
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/// \~chinese
/// @brief ȡ<><C8A1><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>õĻ<C3B5><C4BB>Ʋü<C6B2><C3BC><EFBFBD><EFBFBD><EFBFBD>
virtual void PopClipRect() = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param layer ͼ<><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void PushLayer(Layer& layer) = 0;
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/// \~chinese
/// @brief ȡ<><C8A1><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>õ<EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void PopLayer() = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
virtual void Clear() = 0;
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/// \~chinese
/// @brief ʹ<>ô<EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
/// @param clear_color <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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virtual void Clear(const Color& clear_color) = 0;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
virtual Size GetSize() const = 0;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>ˢ͸<CBA2><CDB8><EFBFBD><EFBFBD>
virtual float GetBrushOpacity() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0>ˢ
virtual BrushPtr GetCurrentBrush() const;
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/// \~chinese
/// @brief <20><>ȡȫ<C8A1>ֶ<EFBFBD>ά<EFBFBD>
virtual const Matrix3x2& GetGlobalTransform() const;
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/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD>ˢ͸<CBA2><CDB8><EFBFBD><EFBFBD>
virtual void SetBrushOpacity(float opacity);
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/// \~chinese
/// @brief <20><><EFBFBD>õ<EFBFBD>ǰʹ<C7B0>õĻ<C3B5>ˢ
virtual void SetCurrentBrush(BrushPtr brush);
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/// \~chinese
/// @brief <20><><EFBFBD>õ<EFBFBD>ǰʹ<C7B0>õ<EFBFBD><C3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
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virtual void SetCurrentStrokeStyle(StrokeStylePtr stroke);
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/// \~chinese
/// @brief <20><><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
virtual void SetAntialiasMode(bool enabled) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֿ<EFBFBD><D6BF><EFBFBD><EFBFBD><EFBFBD>ģʽ
virtual void SetTextAntialiasMode(TextAntialiasMode mode) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD>߽<EFBFBD><DFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual bool CheckVisibility(const Rect& bounds, const Matrix3x2& transform) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD>С
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virtual void Resize(const Size& size) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵĶ<C4B5>ά<EFBFBD>
virtual void SetTransform(const Matrix3x2& matrix) = 0;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ȫ<EFBFBD>ֶ<EFBFBD>ά<EFBFBD>
virtual void SetGlobalTransform(const Matrix3x2& matrix);
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>ȫ<EFBFBD>ֶ<EFBFBD>ά<EFBFBD>
virtual void SetGlobalTransform(const Matrix3x2* matrix);
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public:
/// \~chinese
/// @brief <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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struct Status
{
uint32_t primitives; ///< <20><>ȾͼԪ<CDBC><D4AA><EFBFBD><EFBFBD>
Time start; ///< <20><>Ⱦ<EFBFBD><C8BE>ʼʱ<CABC><CAB1>
Duration duration; ///< <20><>Ⱦʱ<C8BE><CAB1>
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Status();
};
/// \~chinese
/// @brief <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>״̬<D7B4>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD><EFBFBD>
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void SetCollectingStatus(bool enable);
/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
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const Status& GetStatus() const;
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protected:
RenderContext();
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȾͼԪ<CDBC><D4AA><EFBFBD><EFBFBD>
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void IncreasePrimitivesCount(uint32_t increase = 1) const;
protected:
bool antialias_;
bool fast_global_transform_;
mutable bool collecting_status_;
float brush_opacity_;
TextAntialiasMode text_antialias_;
BrushPtr current_brush_;
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StrokeStylePtr current_stroke_;
Rect visible_size_;
Matrix3x2 global_transform_;
mutable Status status_;
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};
/** @} */
inline RenderContext::Status::Status()
: primitives(0)
{
}
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inline const RenderContext::Status& RenderContext::GetStatus() const
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{
return status_;
}
} // namespace kiwano