Daily update 2 on 20240228 by nitload youmu
This commit is contained in:
@@ -0,0 +1,96 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Bullet.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the ¡°Software¡±), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// 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
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// 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¡±,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Geometries;
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using StgSharp.Math;
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using System;
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namespace StgSharp.Gaming
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{
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public abstract class Bullet : IInstancing, IPlainEntity
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{
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protected Bullet(
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PlainInstancingBuffer<Bullet> buffer,
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GeometryMotion movement,
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Vec2 beginPosition,
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float angle,
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float scale )
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{
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if( buffer == null ) {
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throw new ArgumentNullException( nameof( buffer ) );
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}
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GlobalBuffer = buffer;
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BufferId = buffer.CreateInstanceID();
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( ( IInstancing )this ).Scale = scale;
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( ( IInstancing )this ).Coord = new Vec3( beginPosition, 0 );
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( ( IInstancing )this ).Rotation = angle;
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Motion = movement;
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}
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public GeometryMotion Motion
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{
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get;
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set;
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}
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public IInstancingBuffer GlobalBuffer
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{
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get;
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set;
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}
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public int BufferId
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{
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get;
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set;
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}
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public Vec2 CenterPosition
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{
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get;
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set;
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}
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public bool CollideWith( IPlainEntity entity )
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{
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throw new System.NotImplementedException();
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}
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Vec3 IInstancing.CenterPositionGlobal
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{
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get;
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set;
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}
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}
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}
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@@ -0,0 +1,193 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="CollisionTexture.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// 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
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// 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”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Internal;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Math;
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using StgSharp.MVVM;
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Linq;
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using System.Resources;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Stg
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{
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public interface IOneDimensionalCollisionTexture2D
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{
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public void Init( Radius angleStride, string name );
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}
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public sealed class OneDimensionalCollisionTexture2D_GL : glRender, IOneDimensionalCollisionTexture2D
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{
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private float[] textureOutput;
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private ElementBuffer ebo;
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private FrameBuffer fbo;
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private RenderBuffer rbo;
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private ShaderProgram generatingShader;
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private TextureGL t;
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private VertexArray vao;
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private VertexBuffer vbo;
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public OneDimensionalCollisionTexture2D_GL() { }
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public override bool IsContextSharable => false;
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public void GenerateCollisionTexture(
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IEnumerable<IInstancingBuffer> bufferEnumeration )
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{
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fbo.Bind( 0 );
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GL.ClearColor( 0, 0, 0, 1 );
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GL.Clear( MaskBufferBit.DEPTH | MaskBufferBit.COLOR );
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generatingShader.Use();
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vao.Bind( 0 );
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foreach( IInstancingBuffer item in bufferEnumeration ) {
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IGeometry g = item.TypicalShape;
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if( !( g is PlainGeometry ) ) {
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throw new InvalidOperationException(
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"The current particle buffer contains non-planar geometry," );
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}
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ebo.Bind( 0 );
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ebo.SetValue<int>( 0, g.VertexIndices, BufferUsage.StreamDraw );
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vbo.WriteVectorData<Vec4>(
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0, item.CoordAndRotationSpan, BufferUsage.StreamDraw );
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vao.SetVertexAttribute(
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1, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
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vao.SetVertexAttribute(
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2, 1, TypeCode.Single, false, 4 * sizeof( float ),
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3 * sizeof( float ) );
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vbo.WriteScalerData<float>(
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2, item.ScalingSpan, BufferUsage.StreamDraw );
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vao.SetVertexAttribute(
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3, 1, TypeCode.Single, false, sizeof( float ), 0 );
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vbo.WriteVectorData( 1, g.VertexStream,
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BufferUsage.StreamDraw );
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vao.SetVertexAttribute(
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0, 3, TypeCode.Single, false, 4 * sizeof( float ), 0 );
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GL.DrawElementsInstanced(
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GeometryType.TRIANGLES,
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( ( uint )g.VertexIndices.Length ) / 3, TypeCode.UInt32,
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IntPtr.Zero, ( uint )item.ScalingSpan.Length );
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}
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t.Bind2D( 0 );
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GL.GetTextureImage(
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Texture2DTarget.Texture2D, 0, ImageChannel.SingleColor,
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PixelChannelLayout.Float, textureOutput );
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VertexArray.BindNull();
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}
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public void Init( Radius angleStride, string name )
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{
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primeArgs = new ViewPort(
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1, (int)(( new Radius( Scaler.Pi ) ) / angleStride), name,
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IntPtr.Zero );
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PlatformSpecifiedInitialize();
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CustomizeInit();
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}
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#pragma warning disable CS8618
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protected override void CustomizeDeinit()
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{
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throw new NotImplementedException();
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}
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protected override void CustomizeInit()
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{
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generatingShader = CreateShaderProgram();
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Shader vertexShader = CreateShaderSegment( ShaderType.Vertex, 1 );
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Shader fragmentShader = CreateShaderSegment(
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ShaderType.Fragment, 1 );
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vertexShader.Compile( 0, InternalIO.CollisionTextureVertexShader );
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fragmentShader.Compile(
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0, InternalIO.CollisionTextureFragmentShader );
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vertexShader.AttachTo( 0, generatingShader );
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fragmentShader.AttachTo( 0, generatingShader );
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generatingShader.Link();
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generatingShader.Use();
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vbo = CreateVertexBuffer( 3 );
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vao = CreateVertexArray( 1 );
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ebo = CreateElementBuffer( 1 );
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fbo = CreateFrameBuffer( 1 );
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rbo = CreateRenderBuffer( 1 );
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GL.SetRenderBufferStorage(
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RenderBufferInternalFormat.Depth24_Stencil8, this.Size );
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t = CreateTexture( 1 );
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t.Bind2D( 0 );
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GL.TextureImage2d<byte>(
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Texture2DTarget.Texture2D, 0, ImageChannel.WithAlphaChannel,
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( uint )Width, ( uint )Height, ImageChannel.WithAlphaChannel,
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PixelChannelLayout.Byte, Array.Empty<byte>() );
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t.Set2dWrapProperty( 0, TextureWrap.Repeat, TextureWrap.Repeat );
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t.Set2dFilterProperty(
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0, TextureFilter.Nearest, TextureFilter.Nearest );
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GL.FrameBufferTexture2d(
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FrameBufferTarget.All, glAttachment.Color( 0 ),
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Texture2DTarget.Texture2D, t[ 0 ], 0 );
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GL.CombineFrameBufferRenderBuffer(
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FrameBufferAttachment.Color, rbo[ 0 ] );
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textureOutput = new float[this.Width];
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}
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}
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}
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@@ -0,0 +1,38 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="TimeLine.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
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// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
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||||
//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// 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.
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||||
// 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,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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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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namespace StgSharp.Stg
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{
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public class TimeLine { }
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}
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@@ -0,0 +1,54 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="TouhouBuilder.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// 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 USE OR OTHER DEALINGS IN THE SOFTWARE.
|
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//
|
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Touhou;
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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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namespace StgSharp.Stg.Touhou
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{
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public static class TouhouBuilder
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{
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/*
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public static ViewBase BuildTouhouWorld()
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{
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TouhouForm form = new TouhouForm();
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return form;
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}
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/**/
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}
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}
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@@ -0,0 +1,47 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="TouhouWindow.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
|
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// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// 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 USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
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using StgSharp.Graphics;
|
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using StgSharp.MVVM;
|
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using StgSharp.MVVM.ViewModel;
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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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namespace StgSharp.Touhou
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{
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public abstract class TouhouWindowMain : ViewModelBase
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{
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protected TouhouWindowMain( ViewPort vp ) : base( vp, 60 ) { }
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|
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}
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}
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@@ -0,0 +1,52 @@
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//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
// file="OpenningView.cs"
|
||||
// Project: StgSharp
|
||||
// AuthorGroup: Nitload Space
|
||||
// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// 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 USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
using StgSharp.MVVM.View;
|
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using StgSharp.MVVM.ViewModel;
|
||||
|
||||
using System;
|
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using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
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namespace StgSharp.Stg.Touhou
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{
|
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public abstract class OpenningView : ViewBase
|
||||
{
|
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|
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public override void CustomizedInitialize(
|
||||
ViewModelBase viewModelBinding )
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
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