Auto-Commit: 2026-08-22 12:51:28
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Submodule
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Submodule temp-uvc added at c9399e63df.
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.jiangdg.ausbc" >
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<uses-sdk
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android:minSdkVersion="19"
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android:targetSdkVersion="27" />
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<uses-feature android:name="android.hardware.usb.host" />
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</manifest>
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<?xml version="1.0" encoding="utf-8"?>
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<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
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<item android:gravity="center">
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<shape>
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<solid android:color="#e6e6e6" />
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<size android:width="100dp" android:height="100dp"/>
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</shape>
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</item>
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<item android:gravity="center">
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<bitmap android:src="@drawable/ic_none"/>
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</item>
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</layer-list>
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After Width: | Height: | Size: 1.7 KiB |
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<?xml version="1.0" encoding="utf-8"?>
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<shape xmlns:android="http://schemas.android.com/apk/res/android">
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<solid android:color="#D7DAE1"/>
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</shape>
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precision highp float;
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uniform sampler2D uTextureSampler;
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varying vec2 vTextureCoord;
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void main()
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{
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gl_FragColor = texture2D(uTextureSampler, vTextureCoord);
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}
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attribute vec4 aPosition;
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attribute vec4 aTextureCoordinate;
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varying vec2 vTextureCoord;
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void main()
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{
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vTextureCoord = aTextureCoordinate.xy;
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gl_Position = aPosition;
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}
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#extension GL_OES_EGL_image_external : require
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precision mediump float;
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uniform samplerExternalOES uTextureSampler;
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varying vec2 vTextureCoord;
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void main()
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{
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gl_FragColor = texture2D(uTextureSampler, vTextureCoord);
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}
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uniform mat4 uMVPMatrix;
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attribute vec4 aPosition;
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uniform mat4 uStMatrix;
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attribute vec4 aTextureCoordinate;
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varying vec2 vTextureCoord;
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void main()
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{
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gl_Position = uMVPMatrix * aPosition;
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vTextureCoord = (uStMatrix * aTextureCoordinate).xy;
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}
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uniform mat4 uMVPMatrix;
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attribute vec4 aPosition;
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attribute vec4 aTextureCoordinate;
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varying vec2 vTextureCoord;
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void main()
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{
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gl_Position = uMVPMatrix * aPosition;
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vTextureCoord = aTextureCoordinate.xy;
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}
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precision mediump float;
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uniform sampler2D uTextureSampler;
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varying vec2 vTextureCoord;
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void main()
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{
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vec4 tempColor = texture2D(uTextureSampler, vTextureCoord);
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// Get the grayscale value of each pixel
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float luminance = tempColor.r * 0.299 + tempColor.g * 0.584 + tempColor.b * 0.114;
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gl_FragColor = vec4(vec3(luminance), tempColor.a);
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}
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precision mediump float;
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uniform sampler2D uTextureSampler;
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varying vec2 vTextureCoord;
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//timestamp
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uniform float timeStamps;
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void main() {
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//The duration of an out-of-body effect
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float duration = 0.7;
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// upper limit of transparency
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float maxAlpha = 0.4;
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//The upper limit of image enlargement
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float maxScale = 1.8;
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//The current progress (timestamp and duration are modulo modulo), then divide by the duration to get [0, 1], which is the percentage
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float progress = mod(timeStamps, duration) / duration; // 0~1
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//Current transparency [0.4, 0]
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float alpha = maxAlpha * (1.0 - progress);
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//Current zoom ratio [1.0, 1.8]
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float scale = 1.0 + (maxScale - 1.0) * progress;
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//Get the enlarged texture coordinates
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//Reduce the distance from the x/y value of the texture coordinate corresponding to the vertex coordinate to the center point, reduce a certain ratio, just change the texture coordinate, and keep the vertex coordinate unchanged, so as to achieve the stretching effect
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float weakX = 0.5 + (vTextureCoord.x - 0.5) / scale;
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float weakY = 0.5 + (vTextureCoord.y - 0.5) / scale;
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vec2 weakTextureCoords = vec2(weakX, weakY);
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//Get the texture coordinates of the current pixel, the enlarged texture coordinates
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vec4 weakMask = texture2D(uTextureSampler, weakTextureCoords);
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vec4 mask = texture2D(uTextureSampler, vTextureCoord);
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//2, color mixing built-in function mix / mixing equation
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gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
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}
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attribute vec4 aPosition;
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attribute vec4 aTextureCoordinate;
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varying vec2 vTextureCoord;
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uniform float timeStamps;
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const float PI = 3.1415926;
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void main()
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{
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float duration = 0.9; // zoom period, 0.9s
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float maxAmplitude = 0.3; // scale peak offset
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float modTime = mod(timeStamps, duration);
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// zoom range [1.0f, 1.3f]
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float amplitude = 1.0 + maxAmplitude * abs(sin((modTime / duration) * PI));
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gl_Position = vec4(aPosition.x * amplitude, aPosition.y * amplitude, aPosition.zw);
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vTextureCoord = aTextureCoordinate.xy;
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}
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
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<color name="colorBlack">#000000</color>
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<color name="colorDeepRed">#B22222</color>
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<color name="colorGray">#CDC5BF</color>
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<color name="colorRed">#FF0000</color>
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<color name="colorWhite">#FFFFFF</color>
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<color name="common_25_black">#40000000</color>
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<color name="common_30_black">#4D000000</color>
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<color name="common_5_black">#13000000</color>
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<color name="common_80_white">#90FFFFFF</color>
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<color name="common_E5E5E5">#FFE5E5E5</color>
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<color name="common_F2F4F6">#F2F4F6</color>
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<color name="common_F5F7FB">#F5F7FB</color>
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<color name="common_a8_black">#A8000000</color>
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<color name="common_actionbar_bg_color">#FFFFFFFF</color>
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<color name="common_actionbar_subtitle_color">#232325</color>
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<color name="common_actionbar_title_color">#232325</color>
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<color name="common_activity_bg_color">#F2F2F2</color>
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<color name="common_black">#000000</color>
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<color name="common_blue_black">#232325</color>
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<color name="common_blue_light_gray">#E9ECF3</color>
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<color name="common_blue_med_gray">#ADB0B7</color>
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<color name="common_blue_med_light_gray">#D7DAE1</color>
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<color name="common_blue_super_dark_gray">#50607A</color>
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<color name="common_color_accent">#2E5BFF</color>
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<color name="common_color_primary">#2E5BFF</color>
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<color name="common_color_primary_dark">#2E5BFF</color>
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<color name="common_color_primary_disable">#D7DAE1</color>
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<color name="common_color_translucent_gray_bg">#70000000</color>
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<color name="common_dialog_got_it">#2E5BFF</color>
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<color name="common_divider_color">#0c000000</color>
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<color name="common_light_blue_gray">#F6F7FB</color>
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<color name="common_orange">#FF6835</color>
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<color name="common_red_dot">#FF371C</color>
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<color name="common_ripple">#f2f5f7</color>
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<color name="common_shadow_color">#88757575</color>
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<color name="common_white">#FFFFFF</color>
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<style name="CommonDialogStyle" parent="@android:style/Theme.Dialog">
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<!-- 边框 -->
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<item name="android:windowFrame">@null</item>
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<!-- 半透明 -->
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<item name="android:windowIsTranslucent">true</item>
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<!-- 无标题 -->
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<item name="android:windowNoTitle">true</item>
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<!-- 背景透明 -->
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<item name="android:windowBackground">@android:color/transparent</item>
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</style>
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<style name="SheetStyle" parent="android:Widget">
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<item name="android:background">@android:color/transparent</item>
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<item name="behavior_peekHeight">auto</item>
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<item name="behavior_hideable">true</item>
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<item name="behavior_skipCollapsed">false</item>
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</style>
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<style name="TransparentBottomSheetStyle" parent="Theme.Design.Light.BottomSheetDialog">
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<item name="bottomSheetStyle">@style/SheetStyle</item>
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</style>
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<declare-styleable name="CircleProgressView">
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<!--外部圆形颜色-->
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<attr format="color|reference" name="outsideCircleBgColor"/>
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<!--弧形进度条颜色-->
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<attr format="color|reference" name="progressArcBgColor"/>
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<!--内部圆形颜色-->
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<attr format="color|reference" name="insideCircleBgColor"/>
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<attr format="color|reference" name="insideCircleTouchedBgColor"/>
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<!--内部正方形颜色-->
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<attr format="color|reference" name="insideRectangleBgColor"/>
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<!--文本提示字体颜色-->
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<attr format="color|reference" name="tipTextColor"/>
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<!--文本提示字体大小-->
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<attr format="dimension" name="tipTextSize"/>
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</declare-styleable>
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</resources>
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<?xml version="1.0" encoding="utf-8"?>
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<usb>
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<usb-device class="239" subclass="2" /> <!-- all device of UVC -->
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<!-- a few android 9.0 -->
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<usb-device class="14" subclass="9" />
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<usb-device class="2" subclass="0" />
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<usb-device class="6" subclass="-1" />
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<usb-device class="39" subclass="0" />
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<usb-device product-id="4836" vendor-id="9573" />
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<usb-device product-id="2229" vendor-id="1133" />
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<usb-device product-id="640" vendor-id="1409" />
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<usb-device product-id="258" vendor-id="9228" />
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<usb-device product-id="16981" vendor-id="19" />
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<usb-device product-id="5120" vendor-id="1409" />
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</usb>
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