some helpful comments / documentation
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40eb555605
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@ -1,7 +1,7 @@
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package
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{
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/**
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* ...
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* Button widget; when clicked, calls a function.
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* @author jjp
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*/
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public class Button extends EntitySidebarImg
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@ -3,7 +3,8 @@ package
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import flash.geom.Point;
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import net.flashpunk.utils.Input;
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/**
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* ...
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* Keeps track of mouse dragging. Has a global scheme that ensures only one thing is being dragged at a time.
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* Use Drag.Claim instead of new Drag().
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* @author jjp
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*/
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public class Drag
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@ -28,5 +28,4 @@ package
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public function OnClick(): void { }
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public function Fade(pct:Number):void { }
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}
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}
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@ -5,7 +5,8 @@ package
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import flash.events.EventDispatcher;
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import flash.filesystem.File;
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/**
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* ...
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* Watches an image file for changes, reloads it if it sees any. Uses a global reference-counting scheme to keep track of
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* which objects care about a particular file. Use "FileWatcher.Get", not "new Filewatcher".
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* @author jjp
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*/
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public class FileWatcher
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@ -11,7 +11,8 @@ package
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import flash.filesystem.File;
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import flash.net.URLRequest;
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/**
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* ...
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* Monitors a directory for new image files placed in it, and sends out AS3 events containing their BitmapData when it finds some.
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* Also contians a static helper function for asynchronously loading image files.
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* @author jjp
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*/
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public class Imgdir extends EventDispatcher
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@ -11,7 +11,9 @@ package
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import net.flashpunk.utils.Ease;
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/**
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* ...
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* A sidebar contains a vertically-stacked list of EntitySidebars, can be shuffled on and off the screen, and can optionally be scrolled.
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* A sidebar claims two layers; the layer passed in to the sidebar constructor is where the EntitySidebars live, and layer + 1 is where
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* the sidebar entity lives. NO OTHER ENTITIES SHOULD BE ON THESE LAYERS.
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* @author jjp
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*/
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public class Sidebar extends Entity
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@ -16,6 +16,13 @@
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// bar/baz/ -- urfd
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// bar/ -- urpd
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// seriously I promise after fifteen minutes of working with this nomenclature it becomes second nature.
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// dg -- function pointer
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// rg -- list
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// mpfoo_bar -- a dictionary with foos for keys and bars for values
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// bmp -- a FlashPunk "source" like BitmapData or a Class of an embedded image
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package
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{
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import flash.display.BitmapData;
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@ -110,15 +117,8 @@ package
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{
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return new Point((pointReal.x - pointView.x) * zoom, (pointReal.y - pointView.y) * zoom);
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}
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private function OnNewImg(ev: EvNewImg) : void
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{
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var entity: Entity;
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if (ev.bmp === null)
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entity = new Folder(SidebarFind(LAYER_SIDEBAR), ev.urp);
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else
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entity = new Factory(SidebarFind(LAYER_SIDEBAR), ev.urp, ev.bmp);
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}
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// path management helpers
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public function UabFromUrf(urf:String): String
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{
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return uabd + urf;
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@ -131,6 +131,8 @@ package
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{
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return rgurpd.join("") + "/";
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}
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// left sidebar (folders and objects) management
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public function Chdir(urpd: String): void
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{
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if (alarmImgdir !== null)
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@ -160,6 +162,16 @@ package
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if (rgurpd.length > 0)
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OnNewImg(new EvNewImg(Imgdir.LOADED, "../", null));
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}
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private function OnNewImg(ev: EvNewImg) : void
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{
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var entity: Entity;
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if (ev.bmp === null)
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entity = new Folder(SidebarFind(LAYER_SIDEBAR), ev.urp);
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else
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entity = new Factory(SidebarFind(LAYER_SIDEBAR), ev.urp, ev.bmp);
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}
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// sidebar management
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private function SidebarFind(layer: int):Sidebar
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{
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for each (var sidebar:Sidebar in rgsidebar)
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@ -179,6 +191,7 @@ package
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return true;
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}, this);
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}
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// add a sidebar to the world, replacing an existing sidebar on the same layer (if any).
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private function AddSidebar(sidebar: Sidebar):Sidebar
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{
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RemoveSidebar(sidebar.LayerEntities());
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@ -191,9 +204,22 @@ package
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for each (var sidebar: Sidebar in rgsidebar)
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sidebar.Toggle();
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}
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// top-level UI policy (token selection, sidebar clicking & scrolling, stage zooming & dragging, UI hiding & showing)
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// yes this is messy but at our current level of UI complexity it should be clear how all of the policies interact
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// it would be "better" in some abstract sense if the world simply dispatched events to widget objects, but that's
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// not how FlashPunk works so that's not how we do it either
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// leave this function cleaner than you found it
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// if it turns out we need more than one of a particular kind of widget please create a class and design a protocol for handing
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// off control to that thing from this (like tokSelected)
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// I've passed the stage in my programming career where I would happily spend a few months designing a generic GUI library in
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// response to this problem and consequently forget about my original goal; there are a few other projects doing that for me
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override public function update():void
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{
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var dyFactory:int = 0;
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if (Input.mouseUp && dragView !== null)
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{
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trace("drag done");
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@ -203,9 +229,9 @@ package
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if (Input.mousePressed)
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{
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if (Input.check(Key.SHIFT))
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if (Input.check(Key.SHIFT)) // shift-click -- begin view dragging
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dragView = Drag.Claim();
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else
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else // click -- select a token
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{
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var rgtok: Array = [];
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getLayer(LAYER_TOKENS, rgtok);
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@ -223,15 +249,18 @@ package
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trace("clicked on " + tokSelected);
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}
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}
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if (dragView !== null)
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if (dragView !== null) // shift-drag -- do view dragging
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{
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pointView = pointView.subtract(dragView.Delta(zoom));
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dragView.Update();
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}
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if (Input.pressed(Key.TAB))
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ToggleUI();
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if (Input.mouseWheel)
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{
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// scroll a sidebar if overtop of a scrollable one
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var fSidebarScrolled:Boolean = false;
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for each (var sidebar: Sidebar in rgsidebar)
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{
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@ -242,7 +271,7 @@ package
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break;
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}
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}
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if (!fSidebarScrolled)
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if (!fSidebarScrolled) // otherwise adjust zoom
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{
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var zoomNew: Number = zoom + (Input.mouseWheelDelta / 100);
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if (zoomNew <= 0)
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@ -258,6 +287,7 @@ package
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super.update();
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}
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// message management
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public function ShowMsg(stMsg: String):void
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{
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rgmsg.push(stMsg);
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alarmMsg = Alarm(addTween(new Alarm(2, function():void { sidebarMsg.Toggle(ShowNextMsg); }, Tween.ONESHOT), true));
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}
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}
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// right sidebar commands
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private function ResetZoom(): void
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{
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var pointMiddle: Point = new Point(FP.halfWidth, FP.halfHeight);
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pointView = PointRealFromScreen(pointMiddle).subtract(pointMiddle);
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zoom = 1;
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}
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// persistence (save/load/XML generation)
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public function Save(): void
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{
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var stream: FileStream = new FileStream();
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