mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Remove EmuWindow.
All it did was raise complexity.
This commit is contained in:
@ -1,202 +0,0 @@
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// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include <string>
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#include <windows.h>
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#include "Core/ConfigManager.h"
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#include "Core/Core.h"
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#include "Core/Host.h"
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#include "VideoCommon/EmuWindow.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace EmuWindow
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{
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HWND m_hWnd = nullptr;
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HWND m_hParent = nullptr;
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HINSTANCE m_hInstance = nullptr;
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WNDCLASSEX wndClass;
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const TCHAR m_szClassName[] = _T("DolphinEmuWnd");
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int g_winstyle;
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static volatile bool s_sizing;
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static const int WM_SETTEXT_CUSTOM = WM_USER + WM_SETTEXT;
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bool IsSizing()
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{
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return s_sizing;
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}
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HWND GetWnd()
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{
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return m_hWnd;
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}
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HWND GetParentWnd()
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{
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return m_hParent;
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}
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LRESULT CALLBACK WndProc( HWND hWnd, UINT iMsg, WPARAM wParam, LPARAM lParam )
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{
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switch ( iMsg )
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{
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case WM_PAINT:
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{
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HDC hdc;
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PAINTSTRUCT ps;
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hdc = BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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}
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break;
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case WM_ENTERSIZEMOVE:
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s_sizing = true;
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break;
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case WM_EXITSIZEMOVE:
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s_sizing = false;
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break;
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/* Post the mouse events to the main window, it's necessary, because the difference between the
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keyboard inputs is that these events only appear here, not in the parent window or any other WndProc()*/
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case WM_LBUTTONDOWN:
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if (g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision)
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{
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// This basically throws away the left button down input when b3DVision is activated so WX
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// can't get access to it, stopping focus pulling on mouse click.
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// (Input plugins use a different system so it doesn't cause too much weirdness)
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break;
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}
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case WM_LBUTTONUP:
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case WM_LBUTTONDBLCLK:
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PostMessage(GetParentWnd(), iMsg, wParam, lParam);
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break;
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// This is called when we close the window when we render to a separate window
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case WM_CLOSE:
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// When the user closes the window, we post an event to the main window to call Stop()
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// Which then handles all the necessary steps to Shutdown the core
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if (m_hParent == nullptr)
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{
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// Stop the game
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//PostMessage(m_hParent, WM_USER, WM_USER_STOP, 0);
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}
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break;
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case WM_USER:
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break;
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// Called when a screensaver wants to show up while this window is active
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case WM_SYSCOMMAND:
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switch (wParam)
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{
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case SC_SCREENSAVE:
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case SC_MONITORPOWER:
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bDisableScreenSaver)
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break;
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default:
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return DefWindowProc(hWnd, iMsg, wParam, lParam);
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}
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break;
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case WM_SETCURSOR:
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PostMessage(m_hParent, WM_USER, WM_USER_SETCURSOR, 0);
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return true;
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case WM_SETTEXT_CUSTOM:
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SendMessage(hWnd, WM_SETTEXT, wParam, lParam);
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break;
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default:
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return DefWindowProc(hWnd, iMsg, wParam, lParam);
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}
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return 0;
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}
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HWND OpenWindow(HWND parent, HINSTANCE hInstance, int width, int height, const TCHAR *title)
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{
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wndClass.cbSize = sizeof( wndClass );
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wndClass.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
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wndClass.lpfnWndProc = WndProc;
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wndClass.cbClsExtra = 0;
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wndClass.cbWndExtra = 0;
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wndClass.hInstance = hInstance;
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wndClass.hIcon = LoadIcon( nullptr, IDI_APPLICATION );
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wndClass.hCursor = nullptr;
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wndClass.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
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wndClass.lpszMenuName = nullptr;
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wndClass.lpszClassName = m_szClassName;
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wndClass.hIconSm = LoadIcon( nullptr, IDI_APPLICATION );
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m_hInstance = hInstance;
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RegisterClassEx( &wndClass );
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m_hParent = parent;
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m_hWnd = CreateWindow(m_szClassName, title, (g_ActiveConfig.backend_info.bSupports3DVision && g_ActiveConfig.b3DVision) ? WS_EX_TOPMOST | WS_POPUP : WS_CHILD,
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0, 0, width, height, m_hParent, nullptr, hInstance, nullptr);
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return m_hWnd;
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}
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void Show()
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{
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ShowWindow(m_hWnd, SW_SHOW);
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BringWindowToTop(m_hWnd);
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UpdateWindow(m_hWnd);
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SetFocus(m_hParent);
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}
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HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title)
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{
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// TODO:
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// 1. Remove redundant window manipulation,
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// 2. Request window sizes which actually make the client area map to a common resolution
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HWND Ret;
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int x=0, y=0, width=640, height=480;
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Host_GetRenderWindowSize(x, y, width, height);
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// TODO: Don't show if fullscreen
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Ret = OpenWindow(hParent, hInstance, width, height, title);
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if (Ret)
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{
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Show();
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}
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return Ret;
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}
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void Close()
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{
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DestroyWindow(m_hWnd);
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UnregisterClass(m_szClassName, m_hInstance);
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}
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void SetSize(int width, int height)
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{
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RECT rc = {0, 0, width, height};
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DWORD style = GetWindowLong(m_hWnd, GWL_STYLE);
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AdjustWindowRect(&rc, style, false);
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int w = rc.right - rc.left;
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int h = rc.bottom - rc.top;
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rc.left = (1280 - w)/2;
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rc.right = rc.left + w;
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rc.top = (1024 - h)/2;
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rc.bottom = rc.top + h;
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MoveWindow(m_hWnd, rc.left, rc.top, rc.right-rc.left, rc.bottom-rc.top, TRUE);
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}
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void SetWindowText(const std::string& text)
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{
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// the OS doesn't allow posting WM_SETTEXT,
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// so we post our own message and convert it to that in WndProc
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PostMessage(m_hWnd, WM_SETTEXT_CUSTOM, 0, (LPARAM)text.c_str());
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}
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}
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@ -1,19 +0,0 @@
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#pragma once
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#include <string>
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#include <windows.h>
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namespace EmuWindow
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{
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HWND GetWnd();
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HWND GetParentWnd();
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HWND Create(HWND hParent, HINSTANCE hInstance, const TCHAR *title);
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void Show();
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void Close();
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void SetSize(int displayWidth, int displayHeight);
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bool IsSizing();
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void OSDMenu(WPARAM wParam);
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void SetWindowText(const std::string& text);
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}
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@ -51,7 +51,6 @@
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<ClCompile Include="CPMemory.cpp" />
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<ClCompile Include="Debugger.cpp" />
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<ClCompile Include="DriverDetails.cpp" />
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<ClCompile Include="EmuWindow.cpp" />
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<ClCompile Include="Fifo.cpp" />
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<ClCompile Include="FPSCounter.cpp" />
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<ClCompile Include="FramebufferManagerBase.cpp" />
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@ -98,7 +97,6 @@
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<ClInclude Include="DataReader.h" />
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<ClInclude Include="Debugger.h" />
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<ClInclude Include="DriverDetails.h" />
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<ClInclude Include="EmuWindow.h" />
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<ClInclude Include="Fifo.h" />
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<ClInclude Include="FPSCounter.h" />
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<ClInclude Include="FramebufferManagerBase.h" />
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<ClCompile Include="Debugger.cpp">
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<Filter>Base</Filter>
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</ClCompile>
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<ClCompile Include="EmuWindow.cpp">
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<Filter>Base</Filter>
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</ClCompile>
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<ClCompile Include="FramebufferManagerBase.cpp">
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<Filter>Base</Filter>
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</ClCompile>
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@ -150,9 +147,6 @@
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<ClInclude Include="Debugger.h">
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<Filter>Base</Filter>
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</ClInclude>
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<ClInclude Include="EmuWindow.h">
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<Filter>Base</Filter>
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</ClInclude>
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<ClInclude Include="FramebufferManagerBase.h">
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<Filter>Base</Filter>
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</ClInclude>
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