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https://github.com/borgesdan/xn65
synced 2024-12-29 21:54:47 +01:00
Renomeia dx.hpp para xna-dx.hpp
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@ -1,7 +1,7 @@
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#include "xna/graphics/adapter.hpp"
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#include "xna/graphics/adapter.hpp"
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#include "xna/graphics/displaymode.hpp"
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#include "xna/graphics/displaymode.hpp"
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#include "xna/game/gdevicemanager.hpp"
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#include "xna/game/gdevicemanager.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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static size_t getDisplayModesCount(IDXGIAdapter* adapter);
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static size_t getDisplayModesCount(IDXGIAdapter* adapter);
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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void AudioEngine::Initialize() {
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void AudioEngine::Initialize() {
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#include "xna/graphics/blendstate.hpp"
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#include "xna/graphics/blendstate.hpp"
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#include "xna/graphics/gresource.hpp"
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#include "xna/graphics/gresource.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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BlendState::BlendState() : BlendState(nullptr) {}
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BlendState::BlendState() : BlendState(nullptr) {}
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@ -1,5 +1,5 @@
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#include "xna/graphics/depthstencilstate.hpp"
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#include "xna/graphics/depthstencilstate.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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static D3D11_DEPTH_STENCIL_DESC defaultDesc() {
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static D3D11_DEPTH_STENCIL_DESC defaultDesc() {
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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#include "xna/game/gdevicemanager.hpp"
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#include "xna/game/gdevicemanager.hpp"
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namespace xna {
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namespace xna {
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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#include "xna/graphics/displaymode.hpp"
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#include "xna/graphics/displaymode.hpp"
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namespace xna {
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namespace xna {
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#include "xna/graphics/effect.hpp"
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#include "xna/graphics/effect.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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#include "xna/common/math.hpp"
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#include "xna/common/math.hpp"
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using DxBasicEffect = DirectX::BasicEffect;
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using DxBasicEffect = DirectX::BasicEffect;
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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Game::Game() {
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Game::Game() {
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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#include "xna/input/gamepad.hpp"
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#include "xna/input/gamepad.hpp"
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namespace xna {
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namespace xna {
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#include "xna/game/gdevicemanager.hpp"
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#include "xna/game/gdevicemanager.hpp"
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#include "xna/graphics/presentparams.hpp"
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#include "xna/graphics/presentparams.hpp"
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#include "xna/graphics/swapchain.hpp"
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#include "xna/graphics/swapchain.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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GraphicsDeviceManager::GraphicsDeviceManager(sptr<Game> const& game) : _game(game)
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GraphicsDeviceManager::GraphicsDeviceManager(sptr<Game> const& game) : _game(game)
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@ -3,7 +3,7 @@
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#include "xna/content/readers/audio.hpp"
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#include "xna/content/readers/audio.hpp"
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#include "xna/content/typereadermanager.hpp"
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#include "xna/content/typereadermanager.hpp"
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#include "xna/content/readers/default.hpp"
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#include "xna/content/readers/default.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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void Platform::Init() {
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void Platform::Init() {
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#include "xna/input/keyboard.hpp"
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#include "xna/input/keyboard.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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KeyboardState Keyboard::GetState() {
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KeyboardState Keyboard::GetState() {
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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MouseState Mouse::GetState() {
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MouseState Mouse::GetState() {
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#include "xna/graphics/rasterizerstate.hpp"
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#include "xna/graphics/rasterizerstate.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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RenderTarget2D::RenderTarget2D() : Texture2D() {
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RenderTarget2D::RenderTarget2D() : Texture2D() {
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#include "xna/graphics/samplerstate.hpp"
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#include "xna/graphics/samplerstate.hpp"
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#include "xna/graphics/samplerstate.hpp"
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#include "xna/graphics/samplerstate.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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SamplerState::SamplerState() : SamplerState(nullptr){}
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SamplerState::SamplerState() : SamplerState(nullptr){}
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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#include "xna/csharp/stream.hpp"
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#include "xna/csharp/stream.hpp"
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using DxSoundEffect = DirectX::SoundEffect;
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using DxSoundEffect = DirectX::SoundEffect;
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#include "xna/graphics/viewport.hpp"
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#include "xna/graphics/viewport.hpp"
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#include "xna/graphics/blendstate.hpp"
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#include "xna/graphics/blendstate.hpp"
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#include "xna/graphics/depthstencilstate.hpp"
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#include "xna/graphics/depthstencilstate.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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#include <functional>
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#include <functional>
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using DxSpriteBatch = DirectX::SpriteBatch;
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using DxSpriteBatch = DirectX::SpriteBatch;
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#include "xna/graphics/adapter.hpp"
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#include "xna/graphics/adapter.hpp"
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#include "xna/graphics/swapchain.hpp"
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#include "xna/graphics/swapchain.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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#include "xna/graphics/device.hpp"
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#include "xna/graphics/device.hpp"
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namespace xna {
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namespace xna {
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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Texture2D::~Texture2D() {
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Texture2D::~Texture2D() {
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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namespace xna {
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namespace xna {
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GameWindow::GameWindow() {
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GameWindow::GameWindow() {
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@ -53,7 +53,7 @@ using comptr = Microsoft::WRL::ComPtr<T>;
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//---------------- INCLUDES ----------------//
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//---------------- INCLUDES ----------------//
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#include "../xna.hpp"
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#include "xna.hpp"
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//---------------- CLASSES ----------------//
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//---------------- CLASSES ----------------//
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//
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//
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#include "xna/xna.hpp"
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#include "xna/xna.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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using namespace std;
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using namespace std;
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using namespace xna;
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using namespace xna;
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#include "xna/xna.hpp"
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#include "xna/xna.hpp"
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#include "xna/platform/dx.hpp"
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#include "xna/xna-dx.hpp"
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