Fix up borked csproj files
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176
Splat/Bitmaps.cs
176
Splat/Bitmaps.cs
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@ -1,89 +1,89 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Splat
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{
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public enum CompressedBitmapFormat
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{
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Png, Jpeg,
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}
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/// <summary>
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/// Represents the platform-specific image loader class. Unless you are
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/// testing image loading, you don't usually need to implement this.
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/// </summary>
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public interface IBitmapLoader
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{
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/// <summary>
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/// Loads a bitmap from a byte stream
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/// </summary>
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/// <param name="sourceStream">The stream to load the image from.</param>
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/// <param name="desiredWidth">The desired width of the image.</param>
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/// <param name="desiredHeight">The desired height of the image.</param>
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/// <returns>A future result representing the loaded image</returns>
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Task<IBitmap> Load(Stream sourceStream, float? desiredWidth, float? desiredHeight);
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/// <summary>
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/// Creates an empty bitmap of the specified dimensions
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/// </summary>
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/// <param name="width">The width of the canvas</param>
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/// <param name="height">The height of the canvas</param>
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/// <returns>A new image. Use ToNative() to convert this to a native bitmap</returns>
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IBitmap Create(float width, float height);
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}
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/// <summary>
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/// Represents a bitmap image that was loaded via a ViewModel. Every platform
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/// provides FromNative and ToNative methods to convert this object to the
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/// platform-specific versions.
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/// </summary>
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public interface IBitmap : IDisposable
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{
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/// <summary>
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/// Width in pixel units (depending on platform)
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/// </summary>
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float Width { get; }
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/// <summary>
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/// Height in pixel units (depending on platform)
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/// </summary>
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float Height { get; }
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/// <summary>
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/// Saves an image to a target stream
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/// </summary>
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/// <param name="format">The format to save the image in.</param>
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/// <param name="quality">If JPEG is specified, this is a quality
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/// factor between 0.0 and 1.0f where 1.0f is the best quality.</param>
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/// <param name="target">The target stream to save to.</param>
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/// <returns>A signal indicating the Save has completed.</returns>
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Task Save(CompressedBitmapFormat format, float quality, Stream target);
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}
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/// <summary>
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/// This class loads and creates bitmap resources in a platform-independent
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/// way.
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/// </summary>
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public static class BitmapLoader
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{
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// TODO: This needs to be improved once we move the "Detect in Unit Test
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// Runner" code into Splat
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static IBitmapLoader _Current;
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public static IBitmapLoader Current {
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get {
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var ret = _Current;
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if (ret == null) {
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throw new Exception("Could not find a default bitmap loader. This should never happen, your dependency resolver is broken");
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}
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return ret;
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}
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set { _Current = value; }
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}
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}
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Splat
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{
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public enum CompressedBitmapFormat
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{
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Png, Jpeg,
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}
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/// <summary>
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/// Represents the platform-specific image loader class. Unless you are
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/// testing image loading, you don't usually need to implement this.
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/// </summary>
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public interface IBitmapLoader
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{
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/// <summary>
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/// Loads a bitmap from a byte stream
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/// </summary>
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/// <param name="sourceStream">The stream to load the image from.</param>
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/// <param name="desiredWidth">The desired width of the image.</param>
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/// <param name="desiredHeight">The desired height of the image.</param>
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/// <returns>A future result representing the loaded image</returns>
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Task<IBitmap> Load(Stream sourceStream, float? desiredWidth, float? desiredHeight);
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/// <summary>
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/// Creates an empty bitmap of the specified dimensions
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/// </summary>
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/// <param name="width">The width of the canvas</param>
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/// <param name="height">The height of the canvas</param>
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/// <returns>A new image. Use ToNative() to convert this to a native bitmap</returns>
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IBitmap Create(float width, float height);
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}
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/// <summary>
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/// Represents a bitmap image that was loaded via a ViewModel. Every platform
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/// provides FromNative and ToNative methods to convert this object to the
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/// platform-specific versions.
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/// </summary>
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public interface IBitmap : IDisposable
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{
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/// <summary>
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/// Width in pixel units (depending on platform)
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/// </summary>
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float Width { get; }
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/// <summary>
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/// Height in pixel units (depending on platform)
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/// </summary>
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float Height { get; }
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/// <summary>
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/// Saves an image to a target stream
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/// </summary>
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/// <param name="format">The format to save the image in.</param>
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/// <param name="quality">If JPEG is specified, this is a quality
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/// factor between 0.0 and 1.0f where 1.0f is the best quality.</param>
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/// <param name="target">The target stream to save to.</param>
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/// <returns>A signal indicating the Save has completed.</returns>
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Task Save(CompressedBitmapFormat format, float quality, Stream target);
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}
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/// <summary>
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/// This class loads and creates bitmap resources in a platform-independent
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/// way.
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/// </summary>
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public static class BitmapLoader
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{
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// TODO: This needs to be improved once we move the "Detect in Unit Test
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// Runner" code into Splat
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static IBitmapLoader _Current;
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public static IBitmapLoader Current {
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get {
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var ret = _Current;
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if (ret == null) {
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throw new Exception("Could not find a default bitmap loader. This should never happen, your dependency resolver is broken");
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}
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return ret;
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}
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set { _Current = value; }
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}
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}
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}
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@ -30,13 +30,17 @@
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="PresentationCore" />
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<Reference Include="PresentationFramework" />
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xaml" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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<Reference Include="WindowsBase" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs" />
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@ -57,4 +61,4 @@
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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</Project>
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Folder Include="Properties\" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Bitmaps.cs" />
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<Compile Include="ModeDetector.cs">
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<SubType>Code</SubType>
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</Compile>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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</Project>
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@ -26,13 +26,13 @@ namespace Splat
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source.EndInit();
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source.Freeze();
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return new BitmapSourceBitmap(source);
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return (IBitmap) new BitmapSourceBitmap(source);
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});
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}
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public IBitmap Create(float width, float height)
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{
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return new BitmapSourceBitmap(new WriteableBitmap((int)width, (int)height, 96, 96, PixelFormats.Default, null));
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return (IBitmap) new BitmapSourceBitmap(new WriteableBitmap((int)width, (int)height, 96, 96, PixelFormats.Default, null));
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}
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}
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