locking: Lock keys statelessly
Locking is not determined by button state any more, but rather based on the view active at the moment. If pressing/locking a key results in the current view being active, the key is active. If locking a key results in the current view, the unlock view is activated.
This commit is contained in:
@ -38,3 +38,19 @@ pub enum Action {
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},
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ShowPreferences,
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}
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impl Action {
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pub fn is_locked(&self, view_name: &str) -> bool {
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match self {
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Action::LockView { lock, unlock: _ } => lock == view_name,
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_ => false,
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}
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}
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pub fn is_active(&self, view_name: &str) -> bool {
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match self {
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Action::SetView(view) => view == view_name,
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Action::LockView { lock, unlock: _ } => lock == view_name,
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_ => false,
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}
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}
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}
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@ -392,7 +392,6 @@ impl Layout {
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name.into(),
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KeyState {
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pressed: PressType::Released,
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locked: false,
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keycodes,
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action,
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}
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@ -3,7 +3,6 @@
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use cairo;
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use std::cell::RefCell;
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use ::action::Action;
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use ::keyboard;
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use ::layout::{ Button, Layout };
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use ::layout::c::{ EekGtkKeyboard, Point };
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@ -53,13 +52,7 @@ mod c {
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for (row_offset, row) in &view.get_rows() {
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for (x_offset, button) in &row.buttons {
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let state = RefCell::borrow(&button.state).clone();
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let locked = match state.action {
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Action::SetView(name) => name == layout.current_view,
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Action::LockView { lock, unlock: _ } => {
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lock == layout.current_view
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},
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_ => false,
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};
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let locked = state.action.is_active(&layout.current_view);
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if state.pressed == keyboard::PressType::Pressed || locked {
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render_button_at_position(
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renderer, &cr,
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@ -23,7 +23,6 @@ pub type KeyCode = u32;
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#[derive(Debug, Clone)]
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pub struct KeyState {
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pub pressed: PressType,
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pub locked: bool,
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/// A cache of raw keycodes derived from Action::Sumbit given a keymap
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pub keycodes: Vec<KeyCode>,
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/// Static description of what the key does when pressed or released
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@ -31,17 +30,6 @@ pub struct KeyState {
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}
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impl KeyState {
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#[must_use]
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pub fn into_activated(self) -> KeyState {
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match self.action {
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Action::LockView { lock: _, unlock: _ } => KeyState {
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locked: self.locked ^ true,
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..self
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},
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_ => self,
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}
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}
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#[must_use]
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pub fn into_released(self) -> KeyState {
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KeyState {
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@ -195,7 +183,6 @@ mod tests {
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keys: vec!(KeySym("a".into()), KeySym("c".into())),
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},
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keycodes: vec!(9, 10),
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locked: false,
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pressed: PressType::Released,
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},
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}).unwrap();
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@ -619,7 +619,6 @@ pub struct Layout {
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// When the list tracks actual location,
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// it becomes possible to place popovers and other UI accurately.
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pub pressed_keys: HashSet<::util::Pointer<RefCell<KeyState>>>,
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pub locked_keys: HashSet<::util::Pointer<RefCell<KeyState>>>,
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}
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/// A builder structure for picking up layout data from storage
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@ -650,7 +649,6 @@ impl Layout {
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views: data.views,
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keymap_str: data.keymap_str,
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pressed_keys: HashSet::new(),
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locked_keys: HashSet::new(),
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margins: data.margins,
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}
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}
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@ -714,6 +712,23 @@ impl Layout {
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scale: 1.0,
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})
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}
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pub fn get_locked_keys(&self) -> Vec<Rc<RefCell<KeyState>>> {
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let mut out = Vec::new();
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let view = self.get_current_view();
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for (_, row) in &view.get_rows() {
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for (_, button) in &row.buttons {
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let locked = {
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let state = RefCell::borrow(&button.state).clone();
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state.action.is_locked(&self.current_view)
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};
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if locked {
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out.push(button.state.clone());
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}
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}
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}
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out
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}
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}
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mod procedures {
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@ -838,12 +853,13 @@ mod seat {
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// This is guaranteed because pressing a lock button unlocks all others.
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// TODO: Make some broader guarantee about the resulting view,
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// e.g. by maintaining a stack of stuck keys.
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// FIXME: This doesn't record changes in layout.locked_keys
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#[must_use]
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fn unstick_locks(layout: &mut Layout) -> ViewChange {
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let mut new_view = None;
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for key in layout.locked_keys.clone() {
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for key in layout.get_locked_keys().clone() {
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let key: &Rc<RefCell<KeyState>> = key.borrow();
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let mut key = RefCell::borrow_mut(key);
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let key = RefCell::borrow(key);
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match &key.action {
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Action::LockView { lock: _, unlock: view } => {
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new_view = Some(view.clone());
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@ -854,7 +870,6 @@ mod seat {
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a,
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),
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};
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key.locked = false;
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}
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ViewChange {
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@ -899,10 +914,7 @@ mod seat {
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// update
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let key = key.into_released();
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let key = match action {
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Action::LockView { lock: _, unlock: _ } => key.into_activated(),
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_ => key,
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};
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let mut locked = key.action.is_locked(&layout.current_view);
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// process changes
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match action {
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@ -918,13 +930,12 @@ mod seat {
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try_set_view(layout, view)
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},
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Action::LockView { lock, unlock } => {
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// The button that triggered this will be in the right state
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// due to commit at the end.
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locked ^= true;
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unstick_locks(layout)
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// It doesn't matter what the resulting view should be,
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// it's getting changed anyway.
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.choose_view(
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match key.locked {
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match locked {
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true => lock.clone(),
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false => unlock.clone(),
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}
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@ -966,11 +977,6 @@ mod seat {
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let pointer = ::util::Pointer(rckey.clone());
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// Apply state changes
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layout.pressed_keys.remove(&pointer);
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if key.locked {
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layout.locked_keys.insert(pointer);
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} else {
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layout.locked_keys.remove(&pointer);
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}
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// Commit activated button state changes
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RefCell::replace(rckey, key);
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}
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@ -985,7 +991,6 @@ mod test {
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pub fn make_state() -> Rc<RefCell<::keyboard::KeyState>> {
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Rc::new(RefCell::new(::keyboard::KeyState {
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pressed: PressType::Released,
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locked: false,
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keycodes: Vec::new(),
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action: Action::SetView("default".into()),
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}))
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@ -1064,7 +1069,6 @@ mod test {
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current_view: String::new(),
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keymap_str: CString::new("").unwrap(),
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kind: ArrangementKind::Base,
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locked_keys: HashSet::new(),
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pressed_keys: HashSet::new(),
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// Lots of bottom margin
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margins: Margins {
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