Renamed / moved / updated the SFML.Net examples (2)
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1558 4e206d99-4929-0410-ac5d-dfc041789085
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134
dotnet/examples/window/Window.cs
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134
dotnet/examples/window/Window.cs
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using System;
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using SFML;
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using SFML.Window;
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using Tao.OpenGl;
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namespace sample_window
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{
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static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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static void Main()
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{
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// Create the main window
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Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window");
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// Setup event handlers
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window.Closed += new EventHandler(OnClosed);
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window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
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window.Resized += new EventHandler<SizeEventArgs>(OnResized);
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// Set the color and depth clear values
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Gl.glClearDepth(1.0F);
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Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
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// Enable Z-buffer read and write
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Gl.glEnable(Gl.GL_DEPTH_TEST);
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Gl.glDepthMask(Gl.GL_TRUE);
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// Setup a perspective projection
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Gl.glMatrixMode(Gl.GL_PROJECTION);
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Gl.glLoadIdentity();
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Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);
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float time = 0.0F;
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// Start the game loop
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while (window.IsOpened())
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{
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// Process events
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window.DispatchEvents();
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// Activate the window before using OpenGL commands.
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// This is useless here because we have only one window which is
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// always the active one, but don't forget it if you use multiple windows
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window.SetActive();
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// Clear color and depth buffer
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Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
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// Apply some transformations
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time += window.GetFrameTime();
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Gl.glMatrixMode(Gl.GL_MODELVIEW);
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Gl.glLoadIdentity();
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Gl.glTranslatef(0.0F, 0.0F, -200.0F);
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Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F);
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Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F);
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Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F);
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// Draw a cube
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Gl.glBegin(Gl.GL_QUADS);
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Gl.glColor3f(1.0F, 0.0F, 0.0F);
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Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
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Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
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Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
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Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
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Gl.glColor3f(1.0F, 0.0F, 0.0F);
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Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
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Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
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Gl.glVertex3f( 50.0F, 50.0F, 50.0F);
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Gl.glVertex3f( 50.0F, -50.0F, 50.0F);
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Gl.glColor3f(0.0F, 1.0F, 0.0F);
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Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
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Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
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Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
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Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
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Gl.glColor3f(0.0F, 1.0F, 0.0F);
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Gl.glVertex3f(50.0F, -50.0F, -50.0F);
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Gl.glVertex3f(50.0F, 50.0F, -50.0F);
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Gl.glVertex3f(50.0F, 50.0F, 50.0F);
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Gl.glVertex3f(50.0F, -50.0F, 50.0F);
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Gl.glColor3f(0.0F, 0.0F, 1.0F);
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Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
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Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
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Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
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Gl.glVertex3f( 50.0F, -50.0F, 50.0F);
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Gl.glColor3f(0.0F, 0.0F, 1.0F);
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Gl.glVertex3f(-50.0F, 50.0F, 50.0F);
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Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
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Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
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Gl.glVertex3f( 50.0F, 50.0F, 50.0F);
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Gl.glEnd();
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// Finally, display the rendered frame on screen
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window.Display();
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}
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}
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/// <summary>
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/// Function called when the window is closed
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/// </summary>
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static void OnClosed(object sender, EventArgs e)
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{
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Window window = (Window)sender;
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window.Close();
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}
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/// <summary>
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/// Function called when a key is pressed
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/// </summary>
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static void OnKeyPressed(object sender, KeyEventArgs e)
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{
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Window window = (Window)sender;
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if (e.Code == KeyCode.Escape)
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window.Close();
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}
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/// <summary>
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/// Function called when the window is resized
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/// </summary>
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static void OnResized(object sender, SizeEventArgs e)
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{
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Gl.glViewport(0, 0, (int)e.Width, (int)e.Height);
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}
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}
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}
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66
dotnet/examples/window/sample-window.csproj
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66
dotnet/examples/window/sample-window.csproj
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003" ToolsVersion="3.5">
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>9.0.21022</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{C1FBB9AF-B69A-4D06-9BDC-EAC7606296FF}</ProjectGuid>
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<OutputType>WinExe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>sample_window</RootNamespace>
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<AssemblyName>window</AssemblyName>
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<FileUpgradeFlags>
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</FileUpgradeFlags>
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<OldToolsVersion>2.0</OldToolsVersion>
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<UpgradeBackupLocation>
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</UpgradeBackupLocation>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>..\bin\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<AllowUnsafeBlocks>false</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>..\bin\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\..\src\Window\sfml-window.csproj">
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<Project>{D17DE83D-A592-461F-8AF2-53F9E22E1D0F}</Project>
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<Name>sfml-window</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Window.cs" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="Tao.FreeGlut, Version=2.4.0.2, Culture=neutral, PublicKeyToken=6e602a6ad6c0d06d, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.FreeGlut.dll</HintPath>
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</Reference>
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<Reference Include="Tao.OpenGl, Version=2.1.0.12, Culture=neutral, PublicKeyToken=1ca010269a4501ef, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>..\..\..\..\..\Bibliothèques\TaoFramework\bin\Tao.OpenGl.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Folder Include="Properties\" />
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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