it compiles
This commit is contained in:
52
INSTALL.Ubuntu
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52
INSTALL.Ubuntu
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Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean,
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Paul Chote, Alli Witheford.
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This file is part of OpenRA.
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OpenRA is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenRA is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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To compile OpenRA, open the OpenRA.sln solution in the main folder,
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or build it from the command-line with MSBuild.
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To run OpenRA, several files from the original game’s install need
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to be copied to the root of the project directory. The required files are:
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redalert.mix
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conquer.mix
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temperat.mix
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interior.mix
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snow.mix
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sounds.mix
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allies.mix
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russian.mix
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general.mix
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hires1.mix
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expand2.mix
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Red Alert has been released by EA Games as freeware so it shouldn’t
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be too hard to find a legal copy of the CD images. Unfortunately the
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installer is 16-bit and so won’t run on 64-bit operating systems. This
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can be worked around by using the Red Alert Setup Manager
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(http://ra.afraid.org/html/downloads/utilities-3.html).
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Make sure you apply the no-CD protection fix so all the files needed
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are installed to the hard drive.
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Dependencies - Make sure you have these installed, or you'll
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have very strange errors.
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* mono-gmcs
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* libglfw2
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* nvidia-cg-toolkit
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* libmono-*
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26
Makefile
26
Makefile
@@ -13,48 +13,52 @@ fileformats_LIBS := $(COMMON_LIBS)
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gl_SRCS := $(shell find OpenRa.Gl/ -iname '*.cs')
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gl_SRCS := $(shell find OpenRa.Gl/ -iname '*.cs')
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gl_TARGET := OpenRa.Gl.dll
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gl_TARGET := OpenRa.Gl.dll
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gl_KIND := library
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gl_KIND := library
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gl_DEPS := $(fileformats_TARGET) \
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thirdparty/Tao/Tao.Glfw.dll
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gl_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll \
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gl_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll \
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thirdparty/Tao/Tao.Cg.dll thirdparty/Tao/Tao.OpenGl.dll \
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thirdparty/Tao/Tao.Cg.dll thirdparty/Tao/Tao.OpenGl.dll \
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thirdparty/Tao/Tao.Platform.Windows.dll
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$(gl_DEPS)
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game_SRCS := $(shell find OpenRa.Game/ -iname '*.cs')
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game_SRCS := $(shell find OpenRa.Game/ -iname '*.cs')
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game_TARGET := OpenRa.Game.exe
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game_TARGET := OpenRa.Game.exe
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game_KIND := winexe
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game_KIND := winexe
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game_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(fileformats_TARGET) $(gl_TARGET) \
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game_DEPS := $(fileformats_TARGET)
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game_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(game_DEPS) \
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thirdparty/Tao/Tao.OpenAl.dll
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thirdparty/Tao/Tao.OpenAl.dll
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game_DEPS := $(fileformats_TARGET) $(gl_TARGET)
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game_FLAGS := -win32icon:OpenRa.Game/OpenRa.ico
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game_FLAGS := -win32icon:OpenRa.Game/OpenRa.ico
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ra_SRCS := $(shell find OpenRa.Mods.RA/ -iname '*.cs')
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ra_SRCS := $(shell find OpenRa.Mods.RA/ -iname '*.cs')
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ra_TARGET := mods/ra/OpenRa.Mods.RA.dll
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ra_TARGET := mods/ra/OpenRa.Mods.RA.dll
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ra_KIND := library
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ra_KIND := library
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ra_LIBS := $(COMMON_LIBS) $(fileformats_TARGET) $(game_TARGET)
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ra_DEPS := $(fileformats_TARGET) $(game_TARGET)
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ra_DEPS := $(fileformats_TARGET) $(game_TARGET)
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ra_LIBS := $(COMMON_LIBS) $(ra_DEPS)
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cnc_SRCS := $(shell find OpenRa.Mods.Cnc/ -iname '*.cs')
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cnc_SRCS := $(shell find OpenRa.Mods.Cnc/ -iname '*.cs')
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cnc_TARGET := mods/cnc/OpenRa.Mods.Cnc.dll
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cnc_TARGET := mods/cnc/OpenRa.Mods.Cnc.dll
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cnc_KIND := library
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cnc_KIND := library
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cnc_LIBS := $(COMMON_LIBS) $(fileformats_TARGET) $(game_TARGET)
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cnc_DEPS := $(fileformats_TARGET) $(game_TARGET)
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cnc_DEPS := $(fileformats_TARGET) $(game_TARGET)
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cnc_LIBS := $(COMMON_LIBS) $(cnc_DEPS)
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aftermath_SRCS := $(shell find OpenRa.Mods.Aftermath/ -iname '*.cs')
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aftermath_SRCS := $(shell find OpenRa.Mods.Aftermath/ -iname '*.cs')
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aftermath_TARGET := mods/cnc/OpenRa.Mods.Aftermath.dll
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aftermath_TARGET := mods/cnc/OpenRa.Mods.Aftermath.dll
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aftermath_KIND := library
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aftermath_KIND := library
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aftermath_LIBS := $(COMMON_LIBS) $(fileformats_TARGET) $(game_TARGET)
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aftermath_DEPS := $(fileformats_TARGET) $(game_TARGET)
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aftermath_DEPS := $(fileformats_TARGET) $(game_TARGET)
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aftermath_LIBS := $(COMMON_LIBS) $(aftermath_DEPS)
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server_SRCS := $(shell find OpenRA.Server/ -iname '*.cs')
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server_SRCS := $(shell find OpenRA.Server/ -iname '*.cs')
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server_TARGET := OpenRA.Server.exe
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server_TARGET := OpenRA.Server.exe
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server_KIND := winexe
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server_KIND := winexe
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server_LIBS := $(COMMON_LIBS) $(fileformats_TARGET)
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server_DEPS := $(fileformats_TARGET)
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server_DEPS := $(fileformats_TARGET)
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server_LIBS := $(COMMON_LIBS) $(server_DEPS)
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seqed_SRCS := $(shell find SequenceEditor/ -iname '*.cs')
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seqed_SRCS := $(shell find SequenceEditor/ -iname '*.cs')
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seqed_TARGET := SequenceEditor.exe
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seqed_TARGET := SequenceEditor.exe
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seqed_KIND := winexe
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seqed_KIND := winexe
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seqed_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(fileformats_TARGET)
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seqed_DEPS := $(fileformats_TARGET)
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seqed_DEPS := $(fileformats_TARGET)
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seqed_LIBS := $(COMMON_LIBS) System.Windows.Forms.dll $(seqed_DEPS)
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# -platform:x86
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# -platform:x86
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@@ -80,7 +84,7 @@ mods: $(ra_TARGET) $(cnc_TARGET) $(aftermath_TARGET)
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server: $(server_TARGET)
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server: $(server_TARGET)
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seqed: $(seqed_TARGET)
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seqed: $(seqed_TARGET)
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all: clean server default mods seqed
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.DEFAULT: all
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.DEFAULT: all
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@@ -22,7 +22,7 @@ namespace OpenRa.FileFormats.Graphics
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public interface IGraphicsDevice
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public interface IGraphicsDevice
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{
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{
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IVertexBuffer<T> CreateVertexBuffer<T>( int length ) where T : struct;
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IVertexBuffer<Vertex> CreateVertexBuffer<Vertex>( int length );
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IIndexBuffer CreateIndexBuffer( int length );
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IIndexBuffer CreateIndexBuffer( int length );
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ITexture CreateTexture( Bitmap bitmap );
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ITexture CreateTexture( Bitmap bitmap );
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@@ -20,10 +20,10 @@
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using System.Runtime.InteropServices;
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using System.Runtime.InteropServices;
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namespace OpenRa.Graphics
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namespace OpenRa.FileFormats.Graphics
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{
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{
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[StructLayout(LayoutKind.Sequential)]
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[StructLayout(LayoutKind.Sequential)]
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struct Vertex
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public struct Vertex
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{
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{
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public float x, y, z, u, v;
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public float x, y, z, u, v;
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public float p, c;
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public float p, c;
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@@ -24,10 +24,10 @@ namespace OpenRa.Support
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{
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{
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public class Stopwatch
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public class Stopwatch
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{
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{
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[DllImport("kernel32.dll")]
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//[DllImport("kernel32.dll")]
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static extern bool QueryPerformanceCounter(out long value);
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static bool QueryPerformanceCounter(out long value) { value = 1; return true; }
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[DllImport("kernel32.dll")]
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//[DllImport("kernel32.dll")]
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static extern bool QueryPerformanceFrequency(out long frequency);
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static bool QueryPerformanceFrequency(out long frequency) { frequency = 1; return true; }
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long freq, start;
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long freq, start;
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@@ -23,6 +23,7 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Drawing.Imaging;
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using System.Drawing.Imaging;
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using System.IO;
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using System.IO;
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using OpenRa.FileFormats.Graphics;
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namespace OpenRa.Graphics
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namespace OpenRa.Graphics
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{
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{
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@@ -57,7 +57,6 @@ namespace OpenRa
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// StartPosition = FormStartPosition.Manual;
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// StartPosition = FormStartPosition.Manual;
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// Location = Point.Empty;
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// Location = Point.Empty;
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// Visible = true;
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// Visible = true;
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>>>>>>> origin/glfw:OpenRa.Game/MainWindow.cs
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// while (!File.Exists("redalert.mix"))
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// while (!File.Exists("redalert.mix"))
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// {
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// {
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@@ -26,9 +26,9 @@ using System.Runtime.InteropServices;
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using System.Windows.Forms;
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using System.Windows.Forms;
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using Tao.Cg;
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using Tao.Cg;
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using Tao.OpenGl;
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using Tao.OpenGl;
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using Tao.Platform.Windows;
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using OpenRa.FileFormats.Graphics;
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using OpenRa.FileFormats.Graphics;
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using Tao.Glfw;
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using Tao.Glfw;
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using OpenRa;
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[assembly: Renderer( typeof( OpenRa.GlRenderer.GraphicsDevice ))]
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[assembly: Renderer( typeof( OpenRa.GlRenderer.GraphicsDevice ))]
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@@ -189,10 +189,9 @@ namespace OpenRa.GlRenderer
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#region IGraphicsDevice Members
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#region IGraphicsDevice Members
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public IVertexBuffer<T> CreateVertexBuffer<T>( int size )
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public IVertexBuffer<Vertex> CreateVertexBuffer<Vertex>( int size )
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where T : struct
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{
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{
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return new VertexBuffer<T>( this, size );
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return new VertexBuffer<Vertex>( this, size );
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}
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}
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public IIndexBuffer CreateIndexBuffer( int size )
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public IIndexBuffer CreateIndexBuffer( int size )
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0
thirdparty/Tao/Tao.Glfw.dll
vendored
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0
thirdparty/Tao/Tao.Glfw.dll
vendored
Normal file → Executable file
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