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https://github.com/raysan5/raylib.git
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REXM: ADDED: example: core_undo_redo
This commit is contained in:
@@ -530,6 +530,7 @@ CORE = \
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core/core_scissor_test \
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core/core_scissor_test \
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core/core_smooth_pixelperfect \
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core/core_smooth_pixelperfect \
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core/core_storage_values \
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core/core_storage_values \
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core/core_undo_redo \
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core/core_vr_simulator \
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core/core_vr_simulator \
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core/core_window_flags \
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core/core_window_flags \
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core/core_window_letterbox \
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core/core_window_letterbox \
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@@ -530,6 +530,7 @@ CORE = \
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core/core_scissor_test \
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core/core_scissor_test \
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core/core_smooth_pixelperfect \
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core/core_smooth_pixelperfect \
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core/core_storage_values \
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core/core_storage_values \
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core/core_undo_redo \
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core/core_vr_simulator \
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core/core_vr_simulator \
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core/core_window_flags \
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core/core_window_flags \
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core/core_window_letterbox \
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core/core_window_letterbox \
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@@ -775,6 +776,9 @@ core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c
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core/core_storage_values: core/core_storage_values.c
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core/core_storage_values: core/core_storage_values.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_undo_redo: core/core_undo_redo.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_vr_simulator: core/core_vr_simulator.c
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core/core_vr_simulator: core/core_vr_simulator.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file core/resources/shaders/glsl100/distortion.fs@resources/shaders/glsl100/distortion.fs
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--preload-file core/resources/shaders/glsl100/distortion.fs@resources/shaders/glsl100/distortion.fs
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@@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
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- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
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- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
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- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
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- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
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## EXAMPLES COLLECTION [TOTAL: 162]
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## EXAMPLES COLLECTION [TOTAL: 163]
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### category: core [36]
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### category: core [37]
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Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
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Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
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@@ -61,6 +61,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
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| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
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| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
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| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
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| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [<author_name>](https://github.com/<user_github>) |
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### category: shapes [20]
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### category: shapes [20]
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313
examples/core/core_undo_redo.c
Normal file
313
examples/core/core_undo_redo.c
Normal file
@@ -0,0 +1,313 @@
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/*******************************************************************************************
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*
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* raylib [core] example - undo redo
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.6
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*
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* Example contributed by Reamon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: calloc(), free()
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#include <string.h> // Required for: memcpy(), strcmp()
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#define MAX_UNDO_STATES 26 // Maximum undo states supported for the ring buffer
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#define GRID_CELL_SIZE 24
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#define MAX_GRID_CELLS_X 30
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#define MAX_GRID_CELLS_Y 13
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Point struct, like Vector2 but using int
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typedef struct {
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int x;
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int y;
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} Point;
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// Player state struct
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// NOTE: Contains all player data that needs to be affected by undo/redo
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typedef struct {
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Point cell;
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Color color;
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} PlayerState;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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// Draw undo system visualization logic
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static void DrawUndoBuffer(Vector2 position, int firstUndoIndex, int lastUndoIndex, int currentUndoIndex, int slotSize);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// We have multiple options to implement an Undo/Redo system
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// Probably the most professional one is using the Command pattern to
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// define Actions and store those actions into an array as the events happen,
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// raylib internal Automation System actually uses a similar approach,
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// but in this example we are using another more simple solution,
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// just record PlayerState changes when detected, checking for changes every certain frames
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// This approach requires more memory and is more performance costly but it is quite simple to implement
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InitWindow(screenWidth, screenHeight, "raylib [core] example - undo redo");
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// Undo/redo system variables
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int currentUndoIndex = 0;
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int firstUndoIndex = 0;
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int lastUndoIndex = 0;
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int undoFrameCounter = 0;
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Vector2 undoInfoPos = { 110, 400 };
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// Init current player state and undo/redo recorded states array
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PlayerState player = { 0 };
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player.cell = (Point){ 10, 10 };
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player.color = RED;
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// Init undo buffer to store MAX_UNDO_STATES states
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PlayerState *states = (PlayerState *)RL_CALLOC(MAX_UNDO_STATES, sizeof(PlayerState));
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// Init all undo states to current state
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for (int i = 0; i < MAX_UNDO_STATES; i++) memcpy(&states[i], &player, sizeof(PlayerState));
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// Grid variables
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Vector2 gridPosition = { 40, 60 };
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Player movement logic
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if (IsKeyPressed(KEY_RIGHT)) player.cell.x++;
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else if (IsKeyPressed(KEY_LEFT)) player.cell.x--;
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else if (IsKeyPressed(KEY_UP)) player.cell.y--;
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else if (IsKeyPressed(KEY_DOWN)) player.cell.y++;
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// Make sure player does not go out of bounds
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if (player.cell.x < 0) player.cell.x = 0;
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else if (player.cell.x >= MAX_GRID_CELLS_X) player.cell.x = MAX_GRID_CELLS_X - 1;
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if (player.cell.y < 0) player.cell.y = 0;
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else if (player.cell.y >= MAX_GRID_CELLS_Y) player.cell.y = MAX_GRID_CELLS_Y - 1;
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// Player color change logic
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if (IsKeyPressed(KEY_SPACE))
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{
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player.color.r = (unsigned char)GetRandomValue(20, 255);
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player.color.g = (unsigned char)GetRandomValue(20, 220);
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player.color.b = (unsigned char)GetRandomValue(20, 240);
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}
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// Undo layout change logic
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undoFrameCounter++;
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// Waiting a number of frames before checking if we should store a new state snapshot
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if (undoFrameCounter >= 2) // Checking every 2 frames
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{
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if (memcmp(&states[currentUndoIndex], &player, sizeof(PlayerState)) != 0)
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{
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// Move cursor to next available position of the undo ring buffer to record state
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currentUndoIndex++;
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if (currentUndoIndex >= MAX_UNDO_STATES) currentUndoIndex = 0;
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if (currentUndoIndex == firstUndoIndex) firstUndoIndex++;
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if (firstUndoIndex >= MAX_UNDO_STATES) firstUndoIndex = 0;
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memcpy(&states[currentUndoIndex], &player, sizeof(PlayerState));
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lastUndoIndex = currentUndoIndex;
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}
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undoFrameCounter = 0;
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}
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// Recover previous state from buffer: CTRL+Z
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if (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_Z))
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{
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if (currentUndoIndex != firstUndoIndex)
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{
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currentUndoIndex--;
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if (currentUndoIndex < 0) currentUndoIndex = MAX_UNDO_STATES - 1;
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if (memcmp(&states[currentUndoIndex], &player, sizeof(PlayerState)) != 0)
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{
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memcpy(&player, &states[currentUndoIndex], sizeof(PlayerState));
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}
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}
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}
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// Recover next state from buffer: CTRL+Y
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if (IsKeyDown(KEY_LEFT_CONTROL) && IsKeyPressed(KEY_Y))
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{
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if (currentUndoIndex != lastUndoIndex)
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{
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int nextUndoIndex = currentUndoIndex + 1;
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if (nextUndoIndex >= MAX_UNDO_STATES) nextUndoIndex = 0;
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if (nextUndoIndex != firstUndoIndex)
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{
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currentUndoIndex = nextUndoIndex;
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if (memcmp(&states[currentUndoIndex], &player, sizeof(PlayerState)) != 0)
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{
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memcpy(&player, &states[currentUndoIndex], sizeof(PlayerState));
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}
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}
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw controls info
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DrawText("[ARROWS] MOVE PLAYER - [SPACE] CHANGE PLAYER COLOR", 40, 20, 20, DARKGRAY);
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// Draw player visited cells recorded by undo
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// NOTE: Remember we are using a ring buffer approach so,
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// some cells info could start at the end of the array and end at the beginning
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if (lastUndoIndex > firstUndoIndex)
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{
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for (int i = firstUndoIndex; i < currentUndoIndex; i++)
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DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
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GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
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}
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else if (firstUndoIndex > lastUndoIndex)
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{
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if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
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{
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for (int i = firstUndoIndex; i < currentUndoIndex; i++)
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DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
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GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
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}
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else
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{
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for (int i = firstUndoIndex; i < MAX_UNDO_STATES; i++)
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DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
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GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
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for (int i = 0; i < currentUndoIndex; i++)
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DrawRectangle(gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
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||||||
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GRID_CELL_SIZE, GRID_CELL_SIZE, LIGHTGRAY);
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}
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||||||
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}
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// Draw game grid
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||||||
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for (int y = 0; y <= MAX_GRID_CELLS_Y; y++)
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DrawLine(gridPosition.x, gridPosition.y + y*GRID_CELL_SIZE,
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gridPosition.x + MAX_GRID_CELLS_X*GRID_CELL_SIZE, gridPosition.y + y*GRID_CELL_SIZE, GRAY);
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||||||
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for (int x = 0; x <= MAX_GRID_CELLS_X; x++)
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||||||
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DrawLine(gridPosition.x + x*GRID_CELL_SIZE, gridPosition.y,
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gridPosition.x + x*GRID_CELL_SIZE, gridPosition.y + MAX_GRID_CELLS_Y*GRID_CELL_SIZE, GRAY);
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// Draw player
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DrawRectangle(gridPosition.x + player.cell.x*GRID_CELL_SIZE, gridPosition.y + player.cell.y*GRID_CELL_SIZE,
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GRID_CELL_SIZE + 1, GRID_CELL_SIZE + 1, player.color);
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// Draw undo system buffer info
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DrawText("UNDO STATES:", undoInfoPos.x - 85, undoInfoPos.y + 9, 10, DARKGRAY);
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DrawUndoBuffer(undoInfoPos, firstUndoIndex, lastUndoIndex, currentUndoIndex, 24);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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RL_FREE(states); // Free undo states array
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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||||||
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||||||
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return 0;
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||||||
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}
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||||||
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||||||
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//------------------------------------------------------------------------------------
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||||||
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// Module Functions Definition
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||||||
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//------------------------------------------------------------------------------------
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||||||
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// Draw undo system visualization logic
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||||||
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// NOTE: Visualizing the ring buffer array, every square can store a player state
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||||||
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static void DrawUndoBuffer(Vector2 position, int firstUndoIndex, int lastUndoIndex, int currentUndoIndex, int slotSize)
|
||||||
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{
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||||||
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// Draw index marks
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||||||
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DrawRectangle(position.x + 8 + slotSize*currentUndoIndex, position.y - 10, 8, 8, RED);
|
||||||
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DrawRectangleLines(position.x + 2 + slotSize*firstUndoIndex, position.y + 27, 8, 8, BLACK);
|
||||||
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DrawRectangle(position.x + 14 + slotSize*lastUndoIndex, position.y + 27, 8, 8, BLACK);
|
||||||
|
|
||||||
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// Draw background gray slots
|
||||||
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for (int i = 0; i < MAX_UNDO_STATES; i++)
|
||||||
|
{
|
||||||
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DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, LIGHTGRAY);
|
||||||
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DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, GRAY);
|
||||||
|
}
|
||||||
|
|
||||||
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// Draw occupied slots: firstUndoIndex --> lastUndoIndex
|
||||||
|
if (firstUndoIndex <= lastUndoIndex)
|
||||||
|
{
|
||||||
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for (int i = firstUndoIndex; i < lastUndoIndex + 1; i++)
|
||||||
|
{
|
||||||
|
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, SKYBLUE);
|
||||||
|
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, BLUE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (lastUndoIndex < firstUndoIndex)
|
||||||
|
{
|
||||||
|
for (int i = firstUndoIndex; i < MAX_UNDO_STATES; i++)
|
||||||
|
{
|
||||||
|
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, SKYBLUE);
|
||||||
|
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, BLUE);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < lastUndoIndex + 1; i++)
|
||||||
|
{
|
||||||
|
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, SKYBLUE);
|
||||||
|
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, BLUE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw occupied slots: firstUndoIndex --> currentUndoIndex
|
||||||
|
if (firstUndoIndex < currentUndoIndex)
|
||||||
|
{
|
||||||
|
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
|
||||||
|
{
|
||||||
|
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, GREEN);
|
||||||
|
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, LIME);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (currentUndoIndex < firstUndoIndex)
|
||||||
|
{
|
||||||
|
for (int i = firstUndoIndex; i < MAX_UNDO_STATES; i++)
|
||||||
|
{
|
||||||
|
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, GREEN);
|
||||||
|
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, LIME);
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < currentUndoIndex; i++)
|
||||||
|
{
|
||||||
|
DrawRectangle(position.x + slotSize*i, position.y, slotSize, slotSize, GREEN);
|
||||||
|
DrawRectangleLines(position.x + slotSize*i, position.y, slotSize, slotSize, LIME);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw current selected UNDO slot
|
||||||
|
DrawRectangle(position.x + slotSize*currentUndoIndex, position.y, slotSize, slotSize, GOLD);
|
||||||
|
DrawRectangleLines(position.x + slotSize*currentUndoIndex, position.y, slotSize, slotSize, ORANGE);
|
||||||
|
}
|
BIN
examples/core/core_undo_redo.png
Normal file
BIN
examples/core/core_undo_redo.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 16 KiB |
@@ -43,6 +43,7 @@ core;core_random_sequence;★☆☆☆;5.0;5.0;2023;2025;"Dalton Overmyer";@REDl
|
|||||||
core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
|
core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
|
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
|
||||||
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
|
569
projects/VS2022/examples/core_undo_redo.vcxproj
Normal file
569
projects/VS2022/examples/core_undo_redo.vcxproj
Normal file
@@ -0,0 +1,569 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
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||||||
|
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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|
<ItemGroup Label="ProjectConfigurations">
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||||||
|
<ProjectConfiguration Include="Debug.DLL|ARM64">
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||||||
|
<Configuration>Debug.DLL</Configuration>
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||||||
|
<Platform>ARM64</Platform>
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||||||
|
</ProjectConfiguration>
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||||||
|
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
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||||||
|
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|ARM64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|x64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|ARM64">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>ARM64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|Win32">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release.DLL|x64">
|
||||||
|
<Configuration>Release.DLL</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|ARM64">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>ARM64</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>
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|
<PropertyGroup Label="Globals">
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||||||
|
<ProjectGuid>{3B27F358-2679-4F38-B297-17B536F580BB}</ProjectGuid>
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||||||
|
<Keyword>Win32Proj</Keyword>
|
||||||
|
<RootNamespace>core_undo_redo</RootNamespace>
|
||||||
|
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||||
|
<ProjectName>core_undo_redo</ProjectName>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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||||||
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<UseDebugLibraries>true</UseDebugLibraries>
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||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<CharacterSet>Unicode</CharacterSet>
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|
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|
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|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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||||||
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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||||||
|
<CharacterSet>Unicode</CharacterSet>
|
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|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
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||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
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|
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||||||
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<UseDebugLibraries>false</UseDebugLibraries>
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||||||
|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
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|
<CharacterSet>Unicode</CharacterSet>
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||||||
|
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
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<UseDebugLibraries>false</UseDebugLibraries>
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|
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
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<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
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||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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||||||
|
</Link>
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||||||
|
<PostBuildEvent>
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||||||
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<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
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||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
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||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
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||||||
|
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|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'">
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||||||
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<ClCompile>
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||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
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||||||
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<Link>
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||||||
|
<SubSystem>Console</SubSystem>
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||||||
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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||||||
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<OptimizeReferences>true</OptimizeReferences>
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||||||
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<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
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||||||
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<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
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</Link>
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<PostBuildEvent>
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<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
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||||||
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||||||
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<PostBuildEvent>
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<Message>Copy Release DLL to output directory</Message>
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||||||
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<ItemGroup>
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||||||
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<ClCompile Include="..\..\..\examples\core\core_undo_redo.c" />
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||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
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||||||
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<ResourceCompile Include="..\..\..\examples\examples.rc" />
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||||||
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\raylib\raylib.vcxproj">
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<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -339,9 +339,11 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_unicode_ranges", "exam
|
|||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_gestures_testbed", "examples\core_input_gestures_testbed.vcxproj", "{A61DAD9C-271C-4E95-81AA-DB4CD58564D4}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_gestures_testbed", "examples\core_input_gestures_testbed.vcxproj", "{A61DAD9C-271C-4E95-81AA-DB4CD58564D4}"
|
||||||
EndProject
|
EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_render_texture", "examples\core_render_texture.vcxproj", "{6B1A933E-71B8-4C1F-9E79-02D98830E671}"
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_render_texture", "examples\core_render_texture.vcxproj", "{49C67F03-1A56-4F96-B278-39B66EC93678}"
|
||||||
EndProject
|
EndProject
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||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_inline_styling", "examples\text_inline_styling.vcxproj", "{6B1A933E-71B8-4C1F-9E79-02D98830E671}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_inline_styling", "examples\text_inline_styling.vcxproj", "{D496308F-3C3C-40B3-A3ED-EA327D244B3E}"
|
||||||
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_undo_redo", "examples\core_undo_redo.vcxproj", "{3B27F358-2679-4F38-B297-17B536F580BB}"
|
||||||
EndProject
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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@@ -4173,54 +4175,78 @@ Global
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{A61DAD9C-271C-4E95-81AA-DB4CD58564D4}.Release|x86.Build.0 = Release|Win32
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||||||
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||||||
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{3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
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||||||
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{3B27F358-2679-4F38-B297-17B536F580BB}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
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||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|ARM64.Build.0 = Release|ARM64
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.Build.0 = Release|x64
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.Build.0 = Release|Win32
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
@@ -4392,8 +4418,9 @@ Global
|
|||||||
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||||
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||||
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
{49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
{D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||||
|
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||||
|
Reference in New Issue
Block a user