Add project files.

This commit is contained in:
2026-03-20 10:25:32 +00:00
parent 11967a67a1
commit 7913564d8e
65 changed files with 1261 additions and 0 deletions

6
SpriteStacker/App.config Normal file
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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.8" />
</startup>
</configuration>

77
SpriteStacker/Form1.Designer.cs generated Normal file
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namespace SpriteStacker
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.Display = new System.Windows.Forms.PictureBox();
this.timer1 = new System.Windows.Forms.Timer(this.components);
((System.ComponentModel.ISupportInitialize)(this.Display)).BeginInit();
this.SuspendLayout();
//
// Display
//
this.Display.BackColor = System.Drawing.SystemColors.ActiveCaption;
this.Display.Location = new System.Drawing.Point(0, 0);
this.Display.Name = "Display";
this.Display.Size = new System.Drawing.Size(100, 50);
this.Display.TabIndex = 0;
this.Display.TabStop = false;
this.Display.Paint += new System.Windows.Forms.PaintEventHandler(this.PaintDisplay);
//
// timer1
//
this.timer1.Enabled = true;
this.timer1.Interval = 16;
this.timer1.Tick += new System.EventHandler(this.FrameTimer);
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Controls.Add(this.Display);
this.DoubleBuffered = true;
this.Name = "Form1";
this.Text = "Form1";
this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.KillThreads);
this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.KeyDownEvent);
this.KeyPress += new System.Windows.Forms.KeyPressEventHandler(this.KeyPressEvent);
this.Resize += new System.EventHandler(this.ResizeWindow);
((System.ComponentModel.ISupportInitialize)(this.Display)).EndInit();
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.PictureBox Display;
private System.Windows.Forms.Timer timer1;
}
}

128
SpriteStacker/Form1.cs Normal file
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using SpriteStacker.Properties;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SpriteStacker
{
public partial class Form1 : Form
{
public static Thread MainThread;
public static bool running = true;
Model model = new Model(25, 25);
public double LastFT = 0;
public Form1()
{
InitializeComponent();
ResizeDisplay();
MainThread = new Thread(mainThread);
MainThread.SetApartmentState(ApartmentState.STA);
model.SetBitmapLayers(new Bitmap[]
{
Resources._1,
Resources._2,
Resources._3,
Resources._4,
Resources._5,
Resources._6,
Resources._7,
Resources._8,
Resources._9,
Resources._10,
Resources._11,
Resources._12,
Resources._13,
Resources._14,
Resources._15,
Resources._16,
Resources._17,
Resources._18,
Resources._19,
Resources._20,
Resources._21,
Resources._22,
Resources._23,
Resources._24,
Resources._25,
Resources._26
});
//model.AddLayers(20);
Random rnd = new Random();
Color[] colors = new Color[] { Color.FromArgb(255,128,128) };
for (int i = 0; i < 150; i++)
{
for(int j = 0; j < 150; j++)
{
//int Y = rnd.Next(0, 21);
//model.SetData(rnd.Next(0, 25), rnd.Next(0, 25),Y , new Voxel(Color.FromArgb((int)(180 * ( (Y + 1.0) / 22.0 )), (int)(255 * ((Y + 1.0) / 22.0)), (int)(128 * ((Y + 1.0) / 22.0)))));
}
}
//model.DrawLayersToImages();
MainThread.Start();
}
public void mainThread()
{
LastFT = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
while (running)
{
Display.Refresh();
if (Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds - LastFT > 16)
{
LastFT = Process.GetCurrentProcess().TotalProcessorTime.TotalMilliseconds;
if (Camera.Rotation == 360) Camera.Rotation = 0;
Camera.Rotation++;
}
}
}
private void PaintDisplay(object sender, PaintEventArgs e)
{
e.Graphics.PixelOffsetMode = PixelOffsetMode.Half;
model.DrawSpriteStack(e.Graphics);
}
private void ResizeDisplay()
{
Display.Left = 0;
Display.Top = 0;
Display.Width = Width;
Display.Height = Height - 32;
Camera.Width = Width; Camera.Height = Height - 32;
}
private void ResizeWindow(object sender, EventArgs e)
{
ResizeDisplay();
}
private void KillThreads(object sender, FormClosingEventArgs e)
{
running = false;
}
private void FrameTimer(object sender, EventArgs e)
{
}
private void KeyPressEvent(object sender, KeyPressEventArgs e)
{
}
private void KeyDownEvent(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.W) Camera.LocY++;
if (e.KeyCode == Keys.S) Camera.LocY--;
if (e.KeyCode == Keys.A) Camera.LocX++;
if (e.KeyCode == Keys.D) Camera.LocX--;
}
}
}

123
SpriteStacker/Form1.resx Normal file
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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<metadata name="timer1.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>
</root>

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SpriteStacker/Model.cs Normal file
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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SpriteStacker
{
public static class Camera
{
public static int LocX = 0;
public static int LocY = 50;
public static float Rotation = 0;
public static float scale = 10;
public static int Width;
public static int Height;
}
public class Voxel
{
Color VoxelColor;
public Voxel(Color voxelColor)
{
VoxelColor = voxelColor;
}
public Color GetColor() { return VoxelColor; }
public Color[] GetShadedColors(int[] Shadows)
{
Color[] sides = new Color[6];
for (int i = 0; i < 6; i++)
{
sides[i] = Color.FromArgb(Math.Max(Math.Min(VoxelColor.R + Shadows[i], 255), 0), Math.Max(Math.Min(VoxelColor.G + Shadows[i], 255), 0), Math.Max(Math.Min(VoxelColor.B + Shadows[i], 255), 0));
}
return sides;
}
public Color[] GetShadedColors()
{
Color[] sides = new Color[6];
int[] Shadows = new int[6] { 0, 10, 0, 10, 20, -20 };
for (int i = 0; i < 6; i++)
{
sides[i] = Color.FromArgb(Math.Max(Math.Min(VoxelColor.R + Shadows[i], 255), 0), Math.Max(Math.Min(VoxelColor.G + Shadows[i], 255), 0), Math.Max(Math.Min(VoxelColor.B + Shadows[i], 255), 0));
}
return sides;
}
}
public class Model
{
public List<Bitmap> LayerImages = new List<Bitmap>();
List<Voxel[,]> ModelData = new List<Voxel[,]>();
int Width;
int Length;
public Model(int Width, int Length)
{
this.Width = Width;
this.Length = Length;
AddLayer();
}
public void AddLayers(int layerCount)
{
for (int i = 0; i < layerCount; i++)
{
AddLayer();
}
}
public void SetBitmapLayers(Bitmap[] images)
{
LayerImages = images.ToList();
ModelData.Clear();
for(int i = 0;i < LayerImages.Count; i++)
{
Width = LayerImages[i].Width;
Length = LayerImages[i].Height;
ModelData.Add(new Voxel[Width, Length]);
for (int x = 0; x < LayerImages[i].Width; x++)
{
for(int y = 0; y < LayerImages[i].Height; y++)
{
ModelData[i][x,y] = new Voxel(LayerImages[i].GetPixel(x,y));
}
}
}
}
public void AddLayer()
{
LayerImages.Add(new Bitmap(Width, Length));
ModelData.Add(new Voxel[Width,Length]);
}
public void DrawSpriteStack(Graphics G)
{
for (int i = 0; i < ModelData.Count; i++)
{
G.InterpolationMode = System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor;
G.ResetTransform();
G.TranslateTransform(Camera.LocX + Camera.Width/2,Camera.LocY - (i*Camera.scale) + Camera.Height/2);
G.RotateTransform(Camera.Rotation);
G.DrawImage(LayerImages[i], new Rectangle(new Point(-(int)(Width * Camera.scale)/2, -(int)(Length * Camera.scale) / 2),new Size((int)(Width * Camera.scale), (int)(Length * Camera.scale))));
}
}
public void DrawLayersToImages()
{
for (int i = 0; i < ModelData.Count; i++)
{
Bitmap newImage = new Bitmap(Width, Length);
for (int x = 0; x < ModelData[i].GetLength(0); x++)
{
for (int y = 0; y < ModelData[i].GetLength(1); y++)
{
if (ModelData[i][x, y] != null)
{
newImage.SetPixel(x, y, ModelData[i][x, y].GetColor());
}
}
}
LayerImages[i] = newImage;
}
}
public void SetData(int LocX, int LocY, int Layer, Voxel voxel)
{
if (Layer >= ModelData.Count) AddLayer();
ModelData[Layer][LocX,LocY] = voxel;
}
}
}

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SpriteStacker/Program.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SpriteStacker
{
internal static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("SpriteStacker")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("HSFC")]
[assembly: AssemblyProduct("SpriteStacker")]
[assembly: AssemblyCopyright("Copyright © HSFC 2026")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("123e7e4e-531f-41fb-a62e-7ad0b37c5aa2")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace SpriteStacker.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "17.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("SpriteStacker.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _1 {
get {
object obj = ResourceManager.GetObject("_1", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _10 {
get {
object obj = ResourceManager.GetObject("_10", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _11 {
get {
object obj = ResourceManager.GetObject("_11", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _12 {
get {
object obj = ResourceManager.GetObject("_12", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _13 {
get {
object obj = ResourceManager.GetObject("_13", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _14 {
get {
object obj = ResourceManager.GetObject("_14", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _15 {
get {
object obj = ResourceManager.GetObject("_15", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _16 {
get {
object obj = ResourceManager.GetObject("_16", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _17 {
get {
object obj = ResourceManager.GetObject("_17", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _18 {
get {
object obj = ResourceManager.GetObject("_18", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _19 {
get {
object obj = ResourceManager.GetObject("_19", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _2 {
get {
object obj = ResourceManager.GetObject("_2", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _20 {
get {
object obj = ResourceManager.GetObject("_20", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _21 {
get {
object obj = ResourceManager.GetObject("_21", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _22 {
get {
object obj = ResourceManager.GetObject("_22", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _23 {
get {
object obj = ResourceManager.GetObject("_23", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _24 {
get {
object obj = ResourceManager.GetObject("_24", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _25 {
get {
object obj = ResourceManager.GetObject("_25", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _26 {
get {
object obj = ResourceManager.GetObject("_26", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _3 {
get {
object obj = ResourceManager.GetObject("_3", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _4 {
get {
object obj = ResourceManager.GetObject("_4", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _5 {
get {
object obj = ResourceManager.GetObject("_5", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _6 {
get {
object obj = ResourceManager.GetObject("_6", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _7 {
get {
object obj = ResourceManager.GetObject("_7", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _8 {
get {
object obj = ResourceManager.GetObject("_8", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap _9 {
get {
object obj = ResourceManager.GetObject("_9", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
}

View File

@@ -0,0 +1,199 @@
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
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</root>

View File

@@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace SpriteStacker.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

View File

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<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
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<Reference Include="System.Net.Http" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
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<Compile Include="Properties\Settings.Designer.cs">
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<DesignTimeSharedInput>True</DesignTimeSharedInput>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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