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using System;
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using System.Collections.Generic;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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namespace XnaDevRu.Demos
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{
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/// <summary>
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/// First person camera component for the demos, rotated by mouse.
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/// </summary>
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public class Camera : GameComponent
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{
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private Matrix _view;
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private Matrix _projection;
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private Vector3 _position = new Vector3(130, 50, 30);
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private Vector2 _angles = Vector2.Zero;
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private int _widthOver2;
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private int _heightOver2;
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private float _fieldOfView = Microsoft.Xna.Framework.MathHelper.PiOver4;
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private float _aspectRatio;
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private float _nearPlaneDistance = 0.1f;
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private float _farPlaneDistance = 1000.0f;
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private MouseState _prevMouseState = new MouseState();
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/// <summary>
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/// Initializes new camera component.
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/// </summary>
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/// <param name="game">Game to which attach this camera.</param>
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public Camera(Game game)
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: base(game)
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{
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_widthOver2 = game.Window.ClientBounds.Width / 2;
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_heightOver2 = game.Window.ClientBounds.Height / 2;
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_aspectRatio = (float)game.Window.ClientBounds.Width / (float)game.Window.ClientBounds.Height;
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UpdateProjection();
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Mouse.SetPosition(_widthOver2, _heightOver2);
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}
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/// <summary>
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/// Gets camera view matrix.
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/// </summary>
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public Matrix View { get { return _view; } }
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/// <summary>
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/// Gets or sets camera projection matrix.
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/// </summary>
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public Matrix Projection { get { return _projection; } set { _projection = value; } }
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/// <summary>
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/// Gets camera view matrix multiplied by projection matrix.
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/// </summary>
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public Matrix ViewProjection { get { return _view * _projection; } }
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/// <summary>
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/// Gets or sets camera position.
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/// </summary>
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public Vector3 Position { get { return _position; } set { _position = value; } }
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/// <summary>
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/// Gets or sets camera field of view.
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/// </summary>
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public float FieldOfView { get { return _fieldOfView; } set { _fieldOfView = value; UpdateProjection(); } }
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/// <summary>
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/// Gets or sets camera aspect ratio.
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/// </summary>
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public float AspectRatio { get { return _aspectRatio; } set { _aspectRatio = value; UpdateProjection(); } }
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/// <summary>
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/// Gets or sets camera near plane distance.
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/// </summary>
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public float NearPlaneDistance { get { return _nearPlaneDistance; } set { _nearPlaneDistance = value; UpdateProjection(); } }
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/// <summary>
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/// Gets or sets camera far plane distance.
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/// </summary>
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public float FarPlaneDistance { get { return _farPlaneDistance; } set { _farPlaneDistance = value; UpdateProjection(); } }
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/// <summary>
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/// Gets or sets camera's target.
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/// </summary>
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public Vector3 Target
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{
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get
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{
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Matrix cameraRotation = Matrix.CreateRotationX(_angles.X) * Matrix.CreateRotationY(_angles.Y);
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return _position + Vector3.Transform(Vector3.Forward, cameraRotation);
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}
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set
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{
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Vector3 forward = Vector3.Normalize(_position - value);
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Vector3 right = Vector3.Normalize(Vector3.Cross(forward, Vector3.Up));
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Vector3 up = Vector3.Normalize(Vector3.Cross(right, forward));
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Matrix test = Matrix.Identity;
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test.Forward = forward;
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test.Right = right;
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test.Up = up;
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_angles.X = -(float)Math.Asin(test.M32);
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_angles.Y = -(float)Math.Asin(test.M13);
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}
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}
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/// <summary>
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/// Updates camera with input and updates view matrix.
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/// </summary>
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/// <param name="gameTime"></param>
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public override void Update(GameTime gameTime)
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{
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if (Enabled)
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{
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ProcessInput((float)gameTime.ElapsedGameTime.Milliseconds / 30.0f);
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UpdateView();
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base.Update(gameTime);
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}
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}
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private void ProcessInput(float amountOfMovement)
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{
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Vector3 moveVector = new Vector3();
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KeyboardState keys = Keyboard.GetState();
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if (keys.IsKeyDown(Keys.D))
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moveVector.X += amountOfMovement;
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if (keys.IsKeyDown(Keys.A))
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moveVector.X -= amountOfMovement;
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if (keys.IsKeyDown(Keys.S))
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moveVector.Z += amountOfMovement;
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if (keys.IsKeyDown(Keys.W))
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moveVector.Z -= amountOfMovement;
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Matrix cameraRotation = Matrix.CreateRotationX(_angles.X) * Matrix.CreateRotationY(_angles.Y);
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_position += Vector3.Transform(moveVector, cameraRotation);
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MouseState currentMouseState = Mouse.GetState();
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if (currentMouseState.RightButton == ButtonState.Pressed && _prevMouseState.RightButton == ButtonState.Released)
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{
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Mouse.SetPosition(_widthOver2, _heightOver2);
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}
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else if (currentMouseState.RightButton == ButtonState.Pressed)
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{
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if (currentMouseState.X != _widthOver2)
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_angles.Y -= amountOfMovement / 80.0f * (currentMouseState.X - _widthOver2);
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if (currentMouseState.Y != _heightOver2)
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_angles.X -= amountOfMovement / 80.0f * (currentMouseState.Y - _heightOver2);
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if (_angles.X > 1.4) _angles.X = 1.4f;
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if (_angles.X < -1.4) _angles.X = -1.4f;
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if (_angles.Y > Math.PI) _angles.Y -= 2 * (float)Math.PI;
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if (_angles.Y < -Math.PI) _angles.Y += 2 * (float)Math.PI;
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Mouse.SetPosition(_widthOver2, _heightOver2);
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}
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_prevMouseState = currentMouseState;
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}
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private void UpdateProjection()
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{
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_projection = Matrix.CreatePerspectiveFieldOfView(_fieldOfView, _aspectRatio, _nearPlaneDistance, _farPlaneDistance);
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}
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private void UpdateView()
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{
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Matrix cameraRotation = Matrix.CreateRotationX(_angles.X) * Matrix.CreateRotationY(_angles.Y);
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Vector3 targetPos = _position + Vector3.Transform(Vector3.Forward, cameraRotation);
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Vector3 upVector = Vector3.Transform(Vector3.Up, cameraRotation);
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_view = Matrix.CreateLookAt(_position, targetPos, upVector);
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}
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}
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}
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Binary file not shown.
@@ -0,0 +1,167 @@
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright (c) 2007, Eric Lebetsamer (http://tehone.com) //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a copy //
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// of this software and associated documentation files (the "Software"), to deal //
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// in the Software without restriction, including without limitation the rights to //
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of //
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// the Software, and to permit persons to whom the Software is furnished to do so, //
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||||
// 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 //
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||||
// 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, //
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||||
// 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 //
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||||
// USE OR OTHER DEALINGS IN THE SOFTWARE. //
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//////////////////////////////////////////////////////////////////////////////////////////////
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using System;
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using System.Collections.Generic;
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using System.Text;
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using Microsoft.Xna.Framework;
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namespace XnaDevRu.Demos
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{
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/// <summary>
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/// This is a <see cref="DrawableGameComponent"/> that is used to calculate and display the current framerate (FPS, FramesPerSecond) of the game.
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/// </summary>
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public class Framerate : DrawableGameComponent
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{
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private double _fps = 0;
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private float _elapsedRealTime = 0;
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private string _gameWindowTitle;
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private ushort _updateFrequency = 1000;
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private float _updateFrequencyRatio;
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/// <summary>
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/// The CurrentFramerate property represents the current frames per second (FPS) for the game.
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/// </summary>
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/// <value>The CurrentFramerate property gets the <see cref="_fps"/> data member.</value>
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public double CurrentFramerate
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{
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get
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{
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return _fps;
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}
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}
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/// <summary>
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/// The UpdateFrequency property represents, in milliseconds, how often we are updating the <see cref="_fps"/> count.
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/// </summary>
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/// <value>The UpdateFrequency property gets/sets the <see cref="_updateFrequency"/> data member.</value>
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/// <remarks>
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/// This is used to set how often we are calculating the frames per second count.
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/// <para>The default value is <b><c>1000</c></b>.</para>
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/// </remarks>
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/// <exception cref="System.ArgumentOutOfRangeException">This exception will be thrown when the <b><c>value</c></b> is set less then <b><c>100</c></b> or when <b><c>value</c></b> is not divisible by <b><c>100</c></b>.</exception>
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public ushort UpdateFrequency
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{
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get
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{
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return _updateFrequency;
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}
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set
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{
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if(value % 100 != 0 || value < 100)
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throw new ArgumentOutOfRangeException("UpdateFrequency", value, "The UpdateFrequency for the Framerate must is based on milliseconds and must be must be a positive number that is greater then or equal to 100, and the number must be divisable by 100.");
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_updateFrequency = value;
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// Figure out the new ratio, this way we are reporting the correct frames per second even when we are not calculating ever second.
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_updateFrequencyRatio = 1000 / (float)_updateFrequency;
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}
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}
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/// <summary>
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/// The main constructor for the class.
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/// </summary>
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/// <param name="game">The <see cref="Microsoft.Xna.Framework.Game" /> instance for this <see cref="DrawableGameComponent"/> to use.</param>
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/// <remarks>Sets the <see cref="_gameWindowTitle"/> data member to the value of <see cref="Microsoft.Xna.Framework.GameWindow.Title"/>.</remarks>
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public Framerate(Game game) : base(game)
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{
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// Save the original game window title
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_gameWindowTitle = game.Window.Title;
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// We are basing the ratio on 1 second (1000 milliseconds)
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_updateFrequencyRatio = 1000 / (float)_updateFrequency;
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}
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/// <summary>
|
||||
/// Allows the game component to perform any initialization it needs to before starting
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||||
/// to run. This is where it can query for any required services and load content.
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/// </summary>
|
||||
public override void Initialize()
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||||
{
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||||
base.Initialize();
|
||||
}
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||||
|
||||
/// <summary>
|
||||
/// Allows the game component to update itself.
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||||
/// </summary>
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||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
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||||
public override void Update(GameTime gameTime)
|
||||
{
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||||
base.Update(gameTime);
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||||
|
||||
if (!this.Enabled)
|
||||
return;
|
||||
|
||||
// The total real time in milliseconds since the last Update().
|
||||
float elapsed = (float)gameTime.ElapsedRealTime.TotalMilliseconds;
|
||||
|
||||
// Adds the Update() elapsed real time to the cumulative elapsed real time.
|
||||
_elapsedRealTime += elapsed;
|
||||
|
||||
// If the elapsed time is greater than our update frequency then: calculate the framerate, and reduce the elapsed real time count.
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||||
if(_elapsedRealTime > _updateFrequency)
|
||||
{
|
||||
_fps = (_updateFrequency / elapsed) * _updateFrequencyRatio; // calculate the framerate
|
||||
_elapsedRealTime -= _updateFrequency; // adjust the elapsedRealTime
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is called when the game should draw itself.
|
||||
/// </summary>
|
||||
/// <param name="gameTime">Provides a snapshot of timing values.</param>
|
||||
public override void Draw(GameTime gameTime)
|
||||
{
|
||||
base.Draw(gameTime);
|
||||
|
||||
if (!this.Visible || !this.Enabled)
|
||||
return;
|
||||
|
||||
this.Game.Window.Title = _gameWindowTitle + " FPS: " + _fps.ToString("F");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method is the <see cref="System.EventHandler"/> for the <see cref="Microsoft.Xna.Framework.GameComponent.EnabledChanged"/> event.
|
||||
/// </summary>
|
||||
/// <param name="sender">The events sender</param>
|
||||
/// <param name="args">The events arguments.</param>
|
||||
protected override void OnEnabledChanged(object sender, EventArgs args)
|
||||
{
|
||||
if(!this.Enabled)
|
||||
this.Game.Window.Title = _gameWindowTitle;
|
||||
|
||||
base.OnEnabledChanged(sender, args);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method is the <see cref="System.EventHandler"/> for the <see cref="Microsoft.Xna.Framework.GameComponent.EnabledChanged"/> event.
|
||||
/// </summary>
|
||||
/// <param name="sender">The events sender</param>
|
||||
/// <param name="args">The events arguments.</param>
|
||||
protected override void OnVisibleChanged(object sender, EventArgs args)
|
||||
{
|
||||
if (!this.Visible)
|
||||
this.Game.Window.Title = _gameWindowTitle;
|
||||
|
||||
base.OnVisibleChanged(sender, args);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("XnaDevRu.Demos")]
|
||||
[assembly: AssemblyProduct("XnaDevRu.Demos")]
|
||||
[assembly: AssemblyDescription("XNADev.ru Common Demo Code")]
|
||||
[assembly: AssemblyCompany("XNADev.ru")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2007 XNADev.ru")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("73b76cdc-ea3d-46b1-895e-0b906d173b40")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
[assembly: AssemblyVersion("1.0.149.21894")]
|
||||
@@ -0,0 +1,86 @@
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ProjectGuid>{C54AF66D-0C55-4A84-9E7C-FC6346C78681}</ProjectGuid>
|
||||
<ProjectTypeGuids>{9F340DF3-2AED-4330-AC16-78AC2D9B4738};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>XnaDevRu.Demos</RootNamespace>
|
||||
<AssemblyName>XnaDevRu.Demos</AssemblyName>
|
||||
<XnaFrameworkVersion>v1.0</XnaFrameworkVersion>
|
||||
<XnaPlatform>Windows</XnaPlatform>
|
||||
<XNAGlobalContentPipelineAssemblies>Microsoft.Xna.Framework.Content.Pipeline.EffectImporter.dll;Microsoft.Xna.Framework.Content.Pipeline.FBXImporter.dll;Microsoft.Xna.Framework.Content.Pipeline.TextureImporter.dll;Microsoft.Xna.Framework.Content.Pipeline.XImporter.dll</XNAGlobalContentPipelineAssemblies>
|
||||
<XNAProjectContentPipelineAssemblies>
|
||||
</XNAProjectContentPipelineAssemblies>
|
||||
<SignAssembly>false</SignAssembly>
|
||||
<AssemblyOriginatorKeyFile>Demos.snk</AssemblyOriginatorKeyFile>
|
||||
<DelaySign>true</DelaySign>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>..\..\..\..\Build\x86\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoStdLib>true</NoStdLib>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DocumentationFile>..\..\..\..\Build\x86\Debug\XnaDevRu.Demos.XML</DocumentationFile>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>..\..\..\..\Build\x86\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<NoStdLib>true</NoStdLib>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<DocumentationFile>..\..\..\..\Build\x86\Release\XnaDevRu.Demos.XML</DocumentationFile>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Microsoft.Xna.Framework">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Microsoft.Xna.Framework.Game">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="mscorlib">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="System">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Camera.cs">
|
||||
<XNAUseContentPipeline>false</XNAUseContentPipeline>
|
||||
<Name>Camera</Name>
|
||||
</Compile>
|
||||
<Compile Include="Framerate.cs">
|
||||
<XNAUseContentPipeline>false</XNAUseContentPipeline>
|
||||
<Name>Framerate</Name>
|
||||
</Compile>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Demos.snk">
|
||||
<XNAUseContentPipeline>false</XNAUseContentPipeline>
|
||||
<Name>Demos</Name>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA\Game Studio Express\v1.0\Microsoft.Xna.ContentPipeline.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA\Game Studio Express\v1.0\Microsoft.Xna.Common.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
20
Extras/BulletX/Source/XnaDevRu.Demos/XnaDevRu.Demos.sln
Normal file
20
Extras/BulletX/Source/XnaDevRu.Demos/XnaDevRu.Demos.sln
Normal file
@@ -0,0 +1,20 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 9.00
|
||||
# Visual C# Express 2005
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "XnaDevRu.Demos", "Source\XnaDevRu.Demos\XnaDevRu.Demos.csproj", "{C54AF66D-0C55-4A84-9E7C-FC6346C78681}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{C54AF66D-0C55-4A84-9E7C-FC6346C78681}.Debug|x86.ActiveCfg = Debug|x86
|
||||
{C54AF66D-0C55-4A84-9E7C-FC6346C78681}.Debug|x86.Build.0 = Debug|x86
|
||||
{C54AF66D-0C55-4A84-9E7C-FC6346C78681}.Release|x86.ActiveCfg = Release|x86
|
||||
{C54AF66D-0C55-4A84-9E7C-FC6346C78681}.Release|x86.Build.0 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
Reference in New Issue
Block a user