Examples: Add Win32/Winapi + OpenGL example. (#3218, #5170 and #6086, #2772, #2600, #2359, #2022, #1553)

Removed mulit-viewpot stuff in this commit on master, will be re-added separately.
This commit is contained in:
Mark Jansen 2020-05-09 15:03:10 +02:00 committed by ocornut
parent a338b78eb9
commit a566ecc58f
7 changed files with 520 additions and 43 deletions

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@ -114,7 +114,7 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
} }
// Functions // Functions
bool ImGui_ImplWin32_Init(void* hwnd) static bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
@ -139,6 +139,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
// Set platform dependent data in viewport // Set platform dependent data in viewport
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd; ImGui::GetMainViewport()->PlatformHandleRaw = (void*)hwnd;
IM_UNUSED(platformHasOwnDC); // Used in 'docking' branch
// Dynamically load XInput library // Dynamically load XInput library
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
@ -164,6 +165,17 @@ bool ImGui_ImplWin32_Init(void* hwnd)
return true; return true;
} }
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd)
{
return ImGui_ImplWin32_Init(hwnd, false);
}
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd)
{
// OpenGL needs CS_OWNDC
return ImGui_ImplWin32_Init(hwnd, true);
}
void ImGui_ImplWin32_Shutdown() void ImGui_ImplWin32_Shutdown()
{ {
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
@ -804,45 +816,3 @@ float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
} }
//---------------------------------------------------------------------------------------------------------
// Transparency related helpers (optional)
//--------------------------------------------------------------------------------------------------------
#if defined(_MSC_VER)
#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi'
#endif
// [experimental]
// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c
// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW)
void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd)
{
if (!_IsWindowsVistaOrGreater())
return;
BOOL composition;
if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition)
return;
BOOL opaque;
DWORD color;
if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque))
{
HRGN region = ::CreateRectRgn(0, 0, -1, -1);
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION;
bb.hRgnBlur = region;
bb.fEnable = TRUE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
::DeleteObject(region);
}
else
{
DWM_BLURBEHIND bb = {};
bb.dwFlags = DWM_BB_ENABLE;
::DwmEnableBlurBehindWindow((HWND)hwnd, &bb);
}
}
//---------------------------------------------------------------------------------------------------------

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@ -17,6 +17,7 @@
#include "imgui.h" // IMGUI_IMPL_API #include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();

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@ -0,0 +1,8 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
@set OUT_DIR=Debug
@set OUT_EXE=example_win32_opengl3
@set INCLUDES=/I..\.. /I..\..\backends
@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
@set LIBS=opengl32.lib
mkdir %OUT_DIR%
cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%

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@ -0,0 +1,172 @@
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</ProjectConfiguration>
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<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{C624E5FF-D4FE-4D35-9164-B8A91864F98E}</ProjectGuid>
<RootNamespace>example_win32_opengl2</RootNamespace>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<SubSystem>Console</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
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<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<WarningLevel>Level4</WarningLevel>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<AdditionalIncludeDirectories>..\..;..\..\backends;</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
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<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_tables.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\..\backends\imgui_impl_win32.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3.h" />
<ClInclude Include="..\..\backends\imgui_impl_opengl3_loader.h" />
<ClInclude Include="..\..\backends\imgui_impl_win32.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -0,0 +1,64 @@
<?xml version="1.0" encoding="utf-8"?>
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<ItemGroup>
<Filter Include="sources">
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<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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<Filter Include="imgui">
<UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
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<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
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<Filter>sources</Filter>
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@ -0,0 +1,252 @@
// dear imgui: standalone example application for OpenGL3 with Winapi
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include "imgui_impl_win32.h"
#include <windows.h>
#include <GL/GL.h>
#include <tchar.h>
// Data stored per platform window
struct RendererData
{
HDC hDC;
};
// Data
HGLRC g_hRC;
RendererData g_MainWindow;
static int g_Width;
static int g_Height;
// Forward declarations of helper functions
static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data);
static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Main code
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
::RegisterClassEx(&wc);
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui Winapi+OpenGL3 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize OpenGL3
if (!CreateDeviceOpenGL3(hwnd, &g_MainWindow))
{
CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplWin32_InitForOpenGL(hwnd);
ImGui_ImplOpenGL3_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
// Poll and handle messages (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
glViewport(0, 0, g_Width, g_Height);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below.
//GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program);
SwapBuffers(g_MainWindow.hDC);
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceOpenGL3(hwnd, &g_MainWindow);
wglDeleteContext(g_hRC);
::DestroyWindow(hwnd);
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
static bool ActivateOpenGL3(HWND hWnd)
{
HDC hDc = GetDC(hWnd);
PIXELFORMATDESCRIPTOR pfd = { 0 };
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
int pf = ChoosePixelFormat(hDc, &pfd);
if (pf == 0)
{
return false;
}
if (SetPixelFormat(hDc, pf, &pfd) == FALSE)
{
return false;
}
ReleaseDC(hWnd, hDc);
return true;
}
// Helper functions
static bool CreateDeviceOpenGL3(HWND hWnd, RendererData* data)
{
if (!ActivateOpenGL3(hWnd))
return false;
data->hDC = GetDC(hWnd);
if (!g_hRC)
{
g_hRC = wglCreateContext(data->hDC);
}
return true;
}
static void CleanupDeviceOpenGL3(HWND hWnd, RendererData* data)
{
wglMakeCurrent(NULL, NULL);
ReleaseDC(hWnd, data->hDC);
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (wParam != SIZE_MINIMIZED)
{
g_Width = LOWORD(lParam);
g_Height = HIWORD(lParam);
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProc(hWnd, msg, wParam, lParam);
}

View File

@ -27,6 +27,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_sdlrenderer",
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl2_vulkan", "example_sdl2_vulkan\example_sdl2_vulkan.vcxproj", "{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl3", "example_win32_opengl3\example_win32_opengl3.vcxproj", "{C624E5FF-D4FE-4D35-9164-B8A91864F98E}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32 Debug|Win32 = Debug|Win32
@ -131,6 +133,14 @@ Global
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|Win32.Build.0 = Release|Win32
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.ActiveCfg = Release|x64
{BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64 {BAE3D0B5-9695-4EB1-AD0F-75890EB4A3B3}.Release|x64.Build.0 = Release|x64
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.ActiveCfg = Debug|Win32
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|Win32.Build.0 = Debug|Win32
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.ActiveCfg = Debug|x64
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Debug|x64.Build.0 = Debug|x64
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.ActiveCfg = Release|Win32
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|Win32.Build.0 = Release|Win32
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.ActiveCfg = Release|x64
{C624E5FF-D4FE-4D35-9164-B8A91864F98E}.Release|x64.Build.0 = Release|x64
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE