235 lines
5.9 KiB
C#
235 lines
5.9 KiB
C#
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using Nerfed.Runtime.Graphics;
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using SDL2;
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namespace Nerfed.Runtime;
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/// <summary>
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/// Represents a window in the client operating system. <br/>
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/// Every Game has a MainWindow automatically. <br/>
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/// You can create additional Windows if you desire. They must be Claimed by the GraphicsDevice to be rendered to.
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/// </summary>
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public class Window
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{
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internal IntPtr Handle { get; }
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public ScreenMode ScreenMode { get; private set; }
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public uint Width { get; private set; }
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public uint Height { get; private set; }
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internal Texture SwapchainTexture { get; set; }
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public bool Claimed { get; internal set; }
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public SwapchainComposition SwapchainComposition { get; internal set; }
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public TextureFormat SwapchainFormat { get; internal set; }
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public (int, int) Position
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{
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get
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{
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SDL.SDL_GetWindowPosition(Handle, out int x, out int y);
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return (x, y);
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}
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}
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public string Title { get; private set;}
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private bool IsDisposed;
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private System.Action<uint, uint> SizeChangeCallback = null;
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private static readonly Dictionary<uint, Window> windowsById = new Dictionary<uint, Window>();
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public Window(GraphicsDevice graphicsDevice, WindowCreateInfo windowCreateInfo)
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{
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SDL.SDL_WindowFlags flags = SDL.SDL_WindowFlags.SDL_WINDOW_SHOWN;
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if (graphicsDevice.Backend == BackendFlags.Vulkan)
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{
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flags |= SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN;
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}
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else if (graphicsDevice.Backend == BackendFlags.Metal)
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{
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flags |= SDL.SDL_WindowFlags.SDL_WINDOW_METAL;
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}
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if (windowCreateInfo.ScreenMode == ScreenMode.Fullscreen)
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{
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flags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
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}
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else if (windowCreateInfo.ScreenMode == ScreenMode.BorderlessFullscreen)
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{
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flags |= SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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if (windowCreateInfo.SystemResizable)
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{
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flags |= SDL.SDL_WindowFlags.SDL_WINDOW_RESIZABLE;
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}
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if (windowCreateInfo.StartMaximized)
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{
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flags |= SDL.SDL_WindowFlags.SDL_WINDOW_MAXIMIZED;
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}
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ScreenMode = windowCreateInfo.ScreenMode;
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SDL.SDL_GetDesktopDisplayMode(0, out SDL.SDL_DisplayMode displayMode);
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Handle = SDL.SDL_CreateWindow(
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windowCreateInfo.WindowTitle,
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SDL.SDL_WINDOWPOS_CENTERED,
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SDL.SDL_WINDOWPOS_CENTERED,
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windowCreateInfo.ScreenMode == ScreenMode.Windowed ? (int) windowCreateInfo.WindowWidth : displayMode.w,
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windowCreateInfo.ScreenMode == ScreenMode.Windowed ? (int) windowCreateInfo.WindowHeight : displayMode.h,
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flags
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);
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/* Requested size might be different in fullscreen, so let's just get the area */
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SDL.SDL_GetWindowSize(Handle, out int width, out int height);
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Width = (uint) width;
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Height = (uint) height;
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windowsById.Add(SDL.SDL_GetWindowID(Handle), this);
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}
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internal static void ProcessEvent(ref SDL.SDL_Event ev)
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{
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uint windowId = ev.window.windowID;
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if (!windowsById.TryGetValue(windowId, out Window window))
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{
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Log.Error($"Received window event for unknown window id {windowsById}");
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return;
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}
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switch (ev.window.windowEvent)
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{
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case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_SIZE_CHANGED:
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window.ProcessSizeChangedEvent(ref ev.window);
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break;
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case SDL.SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
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window.ProcessCloseEvent(ref ev.window);
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break;
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}
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}
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private void ProcessSizeChangedEvent(ref SDL.SDL_WindowEvent ev)
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{
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uint newWidth = (uint)ev.data1;
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uint newHeight = (uint)ev.data2;
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Width = newWidth;
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Height = newHeight;
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if (SizeChangeCallback != null)
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{
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SizeChangeCallback(newWidth, newHeight);
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}
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}
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private void ProcessCloseEvent(ref SDL.SDL_WindowEvent ev)
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{
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Engine.GraphicsDevice.UnclaimWindow(this);
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Dispose();
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}
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/// <summary>
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/// Changes the ScreenMode of this window.
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/// </summary>
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public void SetScreenMode(ScreenMode screenMode)
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{
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SDL.SDL_WindowFlags windowFlag = 0;
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if (screenMode == ScreenMode.Fullscreen)
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{
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windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN;
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}
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else if (screenMode == ScreenMode.BorderlessFullscreen)
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{
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windowFlag = SDL.SDL_WindowFlags.SDL_WINDOW_FULLSCREEN_DESKTOP;
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}
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SDL.SDL_SetWindowFullscreen(Handle, (uint) windowFlag);
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if (screenMode == ScreenMode.Windowed)
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{
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SDL.SDL_SetWindowPosition(Handle, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED);
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}
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ScreenMode = screenMode;
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}
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/// <summary>
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/// Resizes the window. <br/>
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/// Note that you are responsible for recreating any graphics resources that need to change as a result of the size change.
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/// </summary>
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/// <param name="width"></param>
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/// <param name="height"></param>
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public void SetSize(uint width, uint height)
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{
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SDL.SDL_SetWindowSize(Handle, (int) width, (int) height);
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Width = width;
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Height = height;
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if (ScreenMode == ScreenMode.Windowed)
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{
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SDL.SDL_SetWindowPosition(Handle, SDL.SDL_WINDOWPOS_CENTERED, SDL.SDL_WINDOWPOS_CENTERED);
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}
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}
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/// <summary>
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/// Sets the window position.
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/// </summary>
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public void SetPosition(int x, int y)
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{
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SDL.SDL_SetWindowPosition(Handle, x, y);
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}
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/// <summary>
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/// Sets the window title.
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/// </summary>
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public void SetTitle(string title)
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{
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SDL.SDL_SetWindowTitle(Handle, title);
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Title = title;
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}
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internal void Show()
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{
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SDL.SDL_ShowWindow(Handle);
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}
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/// <summary>
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/// You can specify a method to run when the window size changes.
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/// </summary>
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public void RegisterSizeChangeCallback(System.Action<uint, uint> sizeChangeCallback)
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{
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SizeChangeCallback = sizeChangeCallback;
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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if (disposing)
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{
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// dispose managed state (managed objects)
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}
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windowsById.Remove(SDL.SDL_GetWindowID(Handle));
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SDL.SDL_DestroyWindow(Handle);
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IsDisposed = true;
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}
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}
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~Window()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: false);
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}
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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}
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