diff --git a/backends/imgui_impl_win32.cpp b/backends/imgui_impl_win32.cpp
index 64a4820b9813..b7e8ed7dbd8f 100644
--- a/backends/imgui_impl_win32.cpp
+++ b/backends/imgui_impl_win32.cpp
@@ -67,7 +67,7 @@ static bool g_WantUpdateHasGamepad = true;
static bool g_WantUpdateMonitors = true;
// Forward Declarations
-static void ImGui_ImplWin32_InitPlatformInterface();
+static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC);
static void ImGui_ImplWin32_ShutdownPlatformInterface();
static void ImGui_ImplWin32_UpdateMonitors();
@@ -79,7 +79,7 @@ static PFN_XInputGetState g_XInputGetState = NULL;
#endif
// Functions
-bool ImGui_ImplWin32_Init(void* hwnd)
+bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC)
{
if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&g_TicksPerSecond))
return false;
@@ -99,7 +99,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)g_hWnd;
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
- ImGui_ImplWin32_InitPlatformInterface();
+ ImGui_ImplWin32_InitPlatformInterface(platformHasOwnDC);
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
@@ -873,11 +873,11 @@ static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd,
return DefWindowProc(hWnd, msg, wParam, lParam);
}
-static void ImGui_ImplWin32_InitPlatformInterface()
+static void ImGui_ImplWin32_InitPlatformInterface(bool platformHasOwnDC)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW;
+ wcex.style = CS_HREDRAW | CS_VREDRAW | (platformHasOwnDC ? CS_OWNDC : 0);
wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
diff --git a/backends/imgui_impl_win32.h b/backends/imgui_impl_win32.h
index e9126cb92a9c..b0eb5f668963 100644
--- a/backends/imgui_impl_win32.h
+++ b/backends/imgui_impl_win32.h
@@ -15,7 +15,7 @@
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
-IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
+IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd, bool platformHasOwnDC = false);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
diff --git a/examples/example_win32_opengl2/build_win32.bat b/examples/example_win32_opengl2/build_win32.bat
new file mode 100644
index 000000000000..c05d0a161dac
--- /dev/null
+++ b/examples/example_win32_opengl2/build_win32.bat
@@ -0,0 +1,8 @@
+@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
+@set OUT_DIR=Debug
+@set OUT_EXE=example_win32_opengl2
+@set INCLUDES=/I..\.. /I..\..\backends
+@set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp
+@set LIBS=opengl32.lib
+mkdir %OUT_DIR%
+cl /nologo /Zi /MD %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS%
diff --git a/examples/example_win32_opengl2/example_win32_opengl2.vcxproj b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj
new file mode 100644
index 000000000000..5692e5c40686
--- /dev/null
+++ b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj
@@ -0,0 +1,171 @@
+
+
+
+
+ Debug
+ Win32
+
+
+ Debug
+ x64
+
+
+ Release
+ Win32
+
+
+ Release
+ x64
+
+
+
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}
+ example_win32_opengl2
+ 8.1
+
+
+
+ Application
+ true
+ Unicode
+ v110
+
+
+ Application
+ true
+ Unicode
+ v110
+
+
+ Application
+ false
+ true
+ Unicode
+ v110
+
+
+ Application
+ false
+ true
+ Unicode
+ v110
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+ $(ProjectDir)$(Configuration)\
+ $(ProjectDir)$(Configuration)\
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;
+
+
+ true
+ %(AdditionalLibraryDirectories)
+ opengl32.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+ Level4
+ Disabled
+ ..\..;..\..\backends;
+
+
+ true
+ %(AdditionalLibraryDirectories)
+ opengl32.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;
+ false
+
+
+ true
+ true
+ true
+ %(AdditionalLibraryDirectories)
+ opengl32.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+ Level4
+ MaxSpeed
+ true
+ true
+ ..\..;..\..\backends;
+ false
+
+
+ true
+ true
+ true
+ %(AdditionalLibraryDirectories)
+ opengl32.lib;%(AdditionalDependencies)
+ Console
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
\ No newline at end of file
diff --git a/examples/example_win32_opengl2/example_win32_opengl2.vcxproj.filters b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj.filters
new file mode 100644
index 000000000000..2b0eb4a49d62
--- /dev/null
+++ b/examples/example_win32_opengl2/example_win32_opengl2.vcxproj.filters
@@ -0,0 +1,61 @@
+
+
+
+
+ {4FC737F1-C7A5-4376-A066-2A32D752A2FF}
+ cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx
+
+
+ {a82cba23-9de0-45c2-b1e3-2eb1666702de}
+
+
+
+
+ sources
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ sources
+
+
+ sources
+
+
+ sources
+
+
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+ imgui
+
+
+
+
+
+ sources
+
+
+
\ No newline at end of file
diff --git a/examples/example_win32_opengl2/main.cpp b/examples/example_win32_opengl2/main.cpp
new file mode 100644
index 000000000000..9db33f7a952d
--- /dev/null
+++ b/examples/example_win32_opengl2/main.cpp
@@ -0,0 +1,346 @@
+// dear imgui: standalone example application for OpenGL2 with Winapi
+// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
+
+#include "imgui.h"
+#include "imgui_impl_opengl2.h"
+#include "imgui_impl_win32.h"
+#include
+#include
+#include
+
+
+struct RendererData
+{
+ HDC hDC;
+};
+
+// Data
+HGLRC g_hRC;
+RendererData g_MainWindow;
+static int g_Width;
+static int g_Height;
+
+// Forward declarations of helper functions
+bool CreateDeviceOpenGL2(HWND hWnd, RendererData* data);
+void CleanupDeviceOpenGL2(HWND hWnd, RendererData* data);
+void ResetDevice();
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+
+static void Win32_CreateWindow(ImGuiViewport* viewport)
+{
+ assert(viewport->RendererUserData == NULL);
+
+ RendererData* data = IM_NEW(RendererData);
+ CreateDeviceOpenGL2((HWND)viewport->PlatformHandle, data);
+ viewport->RendererUserData = data;
+}
+
+static void Win32_DestroyWindow(ImGuiViewport* viewport)
+{
+ if (viewport->RendererUserData != NULL)
+ {
+ RendererData* data = (RendererData*)viewport->RendererUserData;
+ CleanupDeviceOpenGL2((HWND)viewport->PlatformHandle, data);
+ IM_DELETE(data);
+ viewport->RendererUserData = NULL;
+ }
+}
+
+static void Win32_RenderWindow(ImGuiViewport* viewport, void*)
+{
+ RendererData* data = (RendererData*)viewport->RendererUserData;
+
+ if (data)
+ {
+ wglMakeCurrent(data->hDC, g_hRC);
+ }
+}
+
+static void Win32_SwapBuffers(ImGuiViewport* viewport, void*)
+{
+ RendererData* data = (RendererData*)viewport->RendererUserData;
+
+ if (data)
+ {
+ SwapBuffers(data->hDC);
+ }
+}
+
+// Main code
+int main(int, char**)
+{
+ ImGui_ImplWin32_EnableDpiAwareness();
+
+ // Create application window
+ WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
+ ::RegisterClassEx(&wc);
+ HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("Dear ImGui opengl2 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
+
+ // Initialize Direct3D
+ if (!CreateDeviceOpenGL2(hwnd, &g_MainWindow))
+ {
+ CleanupDeviceOpenGL2(hwnd, &g_MainWindow);
+ ::DestroyWindow(hwnd);
+ ::UnregisterClass(wc.lpszClassName, wc.hInstance);
+ return 1;
+ }
+
+ wglMakeCurrent(g_MainWindow.hDC, g_hRC);
+
+ // Show the window
+ ::ShowWindow(hwnd, SW_SHOWDEFAULT);
+ ::UpdateWindow(hwnd);
+
+ // Setup Dear ImGui context
+ IMGUI_CHECKVERSION();
+ ImGui::CreateContext();
+ ImGuiIO& io = ImGui::GetIO(); (void)io;
+ io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
+ //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
+ io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
+ io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
+ //io.ConfigViewportsNoAutoMerge = true;
+ //io.ConfigViewportsNoTaskBarIcon = true;
+
+ // Setup Dear ImGui style
+ ImGui::StyleColorsDark();
+ //ImGui::StyleColorsClassic();
+
+ // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
+ ImGuiStyle& style = ImGui::GetStyle();
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ style.WindowRounding = 0.0f;
+ style.Colors[ImGuiCol_WindowBg].w = 1.0f;
+ }
+
+ // Setup Platform/Renderer bindings
+ ImGui_ImplWin32_Init(hwnd, true);
+ ImGui_ImplOpenGL2_Init();
+
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
+
+ // Store the hdc for this new window
+ assert(platform_io.Renderer_CreateWindow == NULL);
+ platform_io.Renderer_CreateWindow = Win32_CreateWindow;
+ assert(platform_io.Renderer_DestroyWindow == NULL);
+ platform_io.Renderer_DestroyWindow = Win32_DestroyWindow;
+ assert(platform_io.Renderer_SwapBuffers == NULL);
+ platform_io.Renderer_SwapBuffers = Win32_SwapBuffers;
+
+ // We need to activate the context before drawing
+ assert(platform_io.Platform_RenderWindow == NULL);
+ platform_io.Platform_RenderWindow = Win32_RenderWindow;
+ }
+ // Load Fonts
+ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
+ // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
+ // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
+ // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
+ // - Read 'docs/FONTS.txt' for more instructions and details.
+ // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
+ //io.Fonts->AddFontDefault();
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
+ //io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
+ //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
+ //IM_ASSERT(font != NULL);
+
+ // Our state
+ bool show_demo_window = true;
+ bool show_another_window = false;
+ ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
+
+ // Main loop
+ MSG msg;
+ ZeroMemory(&msg, sizeof(msg));
+ while (msg.message != WM_QUIT)
+ {
+ // Poll and handle messages (inputs, window resize, etc.)
+ // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
+ // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
+ // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
+ // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
+ if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
+ {
+ ::TranslateMessage(&msg);
+ ::DispatchMessage(&msg);
+ continue;
+ }
+
+ // Start the Dear ImGui frame
+ ImGui_ImplOpenGL2_NewFrame();
+ ImGui_ImplWin32_NewFrame();
+ ImGui::NewFrame();
+
+ // 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
+ if (show_demo_window)
+ ImGui::ShowDemoWindow(&show_demo_window);
+
+ // 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
+ {
+ static float f = 0.0f;
+ static int counter = 0;
+
+ ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
+
+ ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
+ ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
+ ImGui::Checkbox("Another Window", &show_another_window);
+
+ ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
+ ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
+
+ if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
+ counter++;
+ ImGui::SameLine();
+ ImGui::Text("counter = %d", counter);
+
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
+ ImGui::End();
+ }
+
+ // 3. Show another simple window.
+ if (show_another_window)
+ {
+ ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
+ ImGui::Text("Hello from another window!");
+ if (ImGui::Button("Close Me"))
+ show_another_window = false;
+ ImGui::End();
+ }
+
+ // Rendering
+ ImGui::Render();
+ glViewport(0, 0, g_Width, g_Height);
+ glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
+ // you may need to backup/reset/restore current shader using the commented lines below.
+ //GLint last_program;
+ //glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
+ //glUseProgram(0);
+ ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
+ //glUseProgram(last_program);
+
+ // Update and Render additional Platform Windows
+ if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
+ {
+ HGLRC backup_current_context = wglGetCurrentContext();
+ ImGui::UpdatePlatformWindows();
+ ImGui::RenderPlatformWindowsDefault();
+ wglMakeCurrent(g_MainWindow.hDC, backup_current_context);
+ }
+
+ SwapBuffers(g_MainWindow.hDC);
+ }
+
+ ImGui_ImplOpenGL2_Shutdown();
+ ImGui_ImplWin32_Shutdown();
+ ImGui::DestroyContext();
+
+ CleanupDeviceOpenGL2(hwnd, &g_MainWindow);
+ wglDeleteContext(g_hRC);
+ ::DestroyWindow(hwnd);
+ ::UnregisterClass(wc.lpszClassName, wc.hInstance);
+
+ return 0;
+}
+
+bool ActivateOpenGL2(HWND hWnd)
+{
+ HDC hDc = GetDC(hWnd);
+
+ PIXELFORMATDESCRIPTOR pfd = { 0 };
+
+ pfd.nSize = sizeof(pfd);
+ pfd.nVersion = 1;
+ pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
+ pfd.iPixelType = PFD_TYPE_RGBA;
+ pfd.cColorBits = 32;
+
+ int pf = ChoosePixelFormat(hDc, &pfd);
+ if (pf == 0)
+ {
+ return false;
+ }
+
+ if (SetPixelFormat(hDc, pf, &pfd) == FALSE)
+ {
+ return false;
+ }
+
+ ReleaseDC(hWnd, hDc);
+ return true;
+}
+
+// Helper functions
+
+bool CreateDeviceOpenGL2(HWND hWnd, RendererData* data)
+{
+ if (!ActivateOpenGL2(hWnd))
+ return false;
+
+ data->hDC = GetDC(hWnd);
+
+ if (!g_hRC)
+ {
+ g_hRC = wglCreateContext(data->hDC);
+ }
+
+ return true;
+}
+
+void CleanupDeviceOpenGL2(HWND hWnd, RendererData* data)
+{
+ wglMakeCurrent(NULL, NULL);
+ ReleaseDC(hWnd, data->hDC);
+}
+
+
+#ifndef WM_DPICHANGED
+#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers
+#endif
+
+// Forward declare message handler from imgui_impl_win32.cpp
+extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+
+// Win32 message handler
+LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
+{
+ if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
+ return true;
+
+ switch (msg)
+ {
+ case WM_SIZE:
+ if (wParam != SIZE_MINIMIZED)
+ {
+ g_Width = LOWORD(lParam);
+ g_Height = HIWORD(lParam);
+ }
+ return 0;
+ case WM_SYSCOMMAND:
+ if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
+ return 0;
+ break;
+ case WM_DESTROY:
+ ::PostQuitMessage(0);
+ return 0;
+ case WM_DPICHANGED:
+ if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
+ {
+ //const int dpi = HIWORD(wParam);
+ //printf("WM_DPICHANGED to %d (%.0f%%)\n", dpi, (float)dpi / 96.0f * 100.0f);
+ const RECT* suggested_rect = (RECT*)lParam;
+ ::SetWindowPos(hWnd, NULL, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE);
+ }
+ break;
+ }
+ return ::DefWindowProc(hWnd, msg, wParam, lParam);
+}
diff --git a/examples/imgui_examples.sln b/examples/imgui_examples.sln
index d68f69ecb5a6..ad333ae77f01 100644
--- a/examples/imgui_examples.sln
+++ b/examples/imgui_examples.sln
@@ -25,6 +25,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_vulkan", "examp
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_sdl_directx11", "example_sdl_directx11\example_sdl_directx11.vcxproj", "{9E1987E3-1F19-45CA-B9C9-D31E791836D8}"
EndProject
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_opengl2", "example_win32_opengl2\example_win32_opengl2.vcxproj", "{BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}"
+EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@@ -121,6 +123,14 @@ Global
{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|Win32.Build.0 = Release|Win32
{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|x64.ActiveCfg = Release|x64
{9E1987E3-1F19-45CA-B9C9-D31E791836D8}.Release|x64.Build.0 = Release|x64
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|Win32.ActiveCfg = Debug|Win32
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|Win32.Build.0 = Debug|Win32
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|x64.ActiveCfg = Debug|x64
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Debug|x64.Build.0 = Debug|x64
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|Win32.ActiveCfg = Release|Win32
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|Win32.Build.0 = Release|Win32
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|x64.ActiveCfg = Release|x64
+ {BCBD1AF7-9365-47A0-BFE6-6D4E1994BD4D}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE