simpler main
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TODO
1
TODO
@ -32,6 +32,7 @@ to maintain focus until mouse release (fix scroll bars)
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[ ] use SDF to draw anti-aliased rounded rectangles https://zed.dev/blog/videogame
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[ ] Subdivide modules into ugui::ug for exported functions and ugui::core for
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internal use functions (used to create widgets)
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[ ] The render loop RAPES the gpu, valve pls fix
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## Layout
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107
src/main.c3
107
src/main.c3
@ -95,12 +95,30 @@ void main()
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}
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`;
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// SDF based rect rendering
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const ZString RECT_FS = `
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform float radius;
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uniform float border;
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uniform vec2 size;
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void main()
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{
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}
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`;
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macro rl::Color ugui::Color.conv(color)
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{
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return rl::Color{.r = color.r, .g = color.g, .b = color.b, .a = color.a};
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}
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macro rl::Rectangle ugui::Rect.conv(rect)
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macro rl::Rectangle Rect.conv(rect)
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{
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return rl::Rectangle{.x = rect.x, .y = rect.y, .width = rect.w, .height = rect.h};
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}
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@ -185,29 +203,29 @@ fn int main(String[] args)
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if (ui.check_key_combo(ugui::KMOD_CTRL, "q")) break;
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ui.div_begin("main", ugui::Rect{.w=-100})!!;
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ui.div_begin("main", Rect{.w=-100})!!;
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{|
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ui.layout_set_column()!!;
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if (ui.button("button0", ugui::Rect{0,0,30,30}, toggle)!!.mouse_press) {
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if (ui.button("button0", Rect{0,0,30,30}, toggle)!!.mouse_press) {
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io::printn("press button0");
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toggle = !toggle;
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}
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//ui.layout_next_column()!!;
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if (ui.button("button1", ugui::Rect{0,0,30,30})!!.mouse_press) {
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if (ui.button("button1", Rect{0,0,30,30})!!.mouse_press) {
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io::printn("press button1");
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}
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//ui.layout_next_column()!!;
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if (ui.button("button2", ugui::Rect{0,0,30,30})!!.mouse_release) {
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if (ui.button("button2", Rect{0,0,30,30})!!.mouse_release) {
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io::printn("release button2");
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}
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ui.layout_set_row()!!;
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ui.layout_next_row()!!;
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static float rf, gf, bf, af;
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ui.slider_ver("slider_r", ugui::Rect{0,0,30,100}, &rf)!!;
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ui.slider_ver("slider_g", ugui::Rect{0,0,30,100}, &gf)!!;
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ui.slider_ver("slider_b", ugui::Rect{0,0,30,100}, &bf)!!;
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ui.slider_ver("slider_a", ugui::Rect{0,0,30,100}, &af)!!;
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ui.slider_ver("slider_r", Rect{0,0,30,100}, &rf)!!;
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ui.slider_ver("slider_g", Rect{0,0,30,100}, &gf)!!;
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ui.slider_ver("slider_b", Rect{0,0,30,100}, &bf)!!;
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ui.slider_ver("slider_a", Rect{0,0,30,100}, &af)!!;
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ui.layout_next_column()!!;
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ui.text_unbounded("text1", "Ciao Mamma\nAbilità ⚡\n'\udb80\udd2c'")!!;
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@ -217,7 +235,7 @@ fn int main(String[] args)
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ui.layout_next_row()!!;
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static bool check;
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ui.checkbox("check1", "", ugui::Point{}, &check, "tick")!!;
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ui.checkbox("check1", "", Point{}, &check, "tick")!!;
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/*
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ui.layout_set_column()!!;
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@ -237,24 +255,24 @@ fn int main(String[] args)
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{|
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ui.layout_set_column()!!;
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static float slider2 = 0.5;
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if (ui.slider_ver("slider", ugui::Rect{0,0,30,100}, &slider2)!!.update) {
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if (ui.slider_ver("slider", Rect{0,0,30,100}, &slider2)!!.update) {
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io::printfn("other slider: %f", slider2);
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}
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ui.button("button0", ugui::Rect{0,0,50,50})!!;
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ui.button("button1", ugui::Rect{0,0,50,50})!!;
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ui.button("button2", ugui::Rect{0,0,50,50})!!;
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ui.button("button3", ugui::Rect{0,0,50,50})!!;
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ui.button("button0", Rect{0,0,50,50})!!;
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ui.button("button1", Rect{0,0,50,50})!!;
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ui.button("button2", Rect{0,0,50,50})!!;
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ui.button("button3", Rect{0,0,50,50})!!;
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if (toggle) {
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ui.button("button4", ugui::Rect{0,0,50,50})!!;
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ui.button("button5", ugui::Rect{0,0,50,50})!!;
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ui.button("button6", ugui::Rect{0,0,50,50})!!;
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ui.button("button7", ugui::Rect{0,0,50,50})!!;
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ui.button("button4", Rect{0,0,50,50})!!;
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ui.button("button5", Rect{0,0,50,50})!!;
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ui.button("button6", Rect{0,0,50,50})!!;
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ui.button("button7", Rect{0,0,50,50})!!;
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}
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ui.layout_next_column()!!;
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ui.layout_set_row()!!;
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static float f1, f2;
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ui.slider_hor("hs1", ugui::Rect{0,0,100,30}, &f1)!!;
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ui.slider_hor("hs2", ugui::Rect{0,0,100,30}, &f2)!!;
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ui.slider_hor("hs1", Rect{0,0,100,30}, &f1)!!;
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ui.slider_hor("hs2", Rect{0,0,100,30}, &f2)!!;
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|};
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ui.div_end()!!;
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@ -263,7 +281,7 @@ fn int main(String[] args)
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TimeStats uts = ui_times.get_stats();
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ui.layout_set_floating()!!;
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ui.div_begin("fps", ugui::Rect{0, ui.height-100, -300, 100})!!;
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ui.div_begin("fps", Rect{0, ui.height-100, -300, 100})!!;
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{|
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ui.layout_set_column()!!;
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ui.text_unbounded("draw times", string::tformat("ui avg: %s\ndraw avg: %s\nTOT: %s", uts.avg, dts.avg, uts.avg+dts.avg))!!;
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@ -282,13 +300,13 @@ fn int main(String[] args)
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for (Cmd* cmd; (cmd = ui.cmd_queue.dequeue() ?? null) != null;) {
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switch (cmd.type) {
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case ugui::CmdType.CMD_RECT:
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case CmdType.CMD_RECT:
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Rect r = cmd.rect.rect;
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float rad = cmd.rect.radius;
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// for some weird-ass reason the straight forward inverse formula does not work
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float roundness = r.w > r.h ? (2.1f*rad)/(float)r.h : (2.1f*rad)/(float)r.w;
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rl::drawRectangleRounded(cmd.rect.rect.conv(), roundness, 0, cmd.rect.color.conv());
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case ugui::CmdType.CMD_UPDATE_ATLAS:
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case CmdType.CMD_UPDATE_ATLAS:
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if (cmd.update_atlas.id == font_id) {
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//rl::unload_image(font_atlas);
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font_atlas.data = cmd.update_atlas.raw_buffer;
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@ -311,7 +329,7 @@ fn int main(String[] args)
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}
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sprite_texture = rl::loadTextureFromImage(sprite_atlas);
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}
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case ugui::CmdType.CMD_SPRITE:
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case CmdType.CMD_SPRITE:
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if (cmd.sprite.texture_id == font_id) {
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rl::Vector2 position = {
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.x = cmd.sprite.rect.x,
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@ -334,7 +352,7 @@ fn int main(String[] args)
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} else {
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io::printfn("unknown texture id: %d", cmd.sprite.texture_id);
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}
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case ugui::CmdType.CMD_SCISSOR:
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case CmdType.CMD_SCISSOR:
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if (cmd.scissor.rect.w == 0 && cmd.scissor.rect.h == 0) {
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rl::endScissorMode();
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} else {
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@ -354,40 +372,3 @@ fn int main(String[] args)
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return 0;
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}
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/*
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fn void! test_vtree() @test
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{
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vtree::VTree(<String>) vt;
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vt.init(10)!!;
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defer vt.free();
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assert(vt.size() == 10, "Size is incorrect");
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isz ref = vt.add("Ciao Mamma", 0)!!;
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String s = vt.get(ref)!!;
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assert(s == "Ciao Mamma", "String is incorrect");
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isz par = vt.parentof(0)!!;
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assert(ref == par, "Not Root");
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vt.print();
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}
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def StrCache = cache::Cache(<int, String, 256>);
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fn void! test_cache() @test
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{
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StrCache cc;
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cc.init()!!;
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defer cc.free();
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String*! r = cc.search(1);
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if (catch ex = r) {
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if (ex != SearchResult.MISSING) {
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return ex?;
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}
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}
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r = cc.get_or_insert(&&"Ciao Mamma", 1)!;
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assert(*r!! == "Ciao Mamma", "incorrect string");
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}
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*/
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