mirror of https://github.com/PCSX2/pcsx2.git
GSDx: dehacked hover description code for hacks
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5171 96395faa-99c1-11dd-bbfe-3dabce05a288
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22d9f16c02
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@ -429,63 +429,66 @@ void GSHacksDlg::OnInit()
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// Hacks descriptions
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// Hacks descriptions
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SetWindowText(GetDlgItem(m_hWnd, IDC_HACK_DESCRIPTION), ""); // Blank it
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SetWindowText(GetDlgItem(m_hWnd, IDC_HACK_DESCRIPTION), ""); // Blank it
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sprintf(Hack[HK_MSAA].description, "Multisample Anti-Aliasing\n\nEnables hardware Anti-Aliasing. Needs lots of memory."
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" The Z-24 modes might need to have LogarithmicZ to compensate for the bits lost (DX9 mode).");
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sprintf(Hack[HK_SKIPDRAW].description, "Skipdraw\n\nSkips drawing n surfaces completely. "
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"Use it, for example, to try and get rid of messed up post processing effects."
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" Try values between 1 and 100.");
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sprintf(Hack[HK_ALPHA].description, "Alpha Hack\n\nDifferent alpha handling. Works around some shadow problems.");
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sprintf(Hack[HK_OFFSET].description, "Halfpixel\n\nMight fix some misaligned fog, bloom, or blend effect.");
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sprintf(Hack[HK_SPRITE].description, "Sprite Hack\n\nHelps getting rid of black inner lines in some filtered sprites."
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" Half option should be the preferred one, for Mana Khemia and ArTonelico for example."
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" Full should be used for Tales of Destiny.");
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sprintf(Hack[HK_WILD].description, "WildArms\n\nLowers the GS precission to avoid gaps between pixels when"
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" upscaling. Full option fixes the text on WildArms games, while Half option might improve portraits"
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" in ArTonelico for example.");
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SetNotHover(-1);
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}
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}
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void GSHacksDlg::UpdateControls()
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void GSHacksDlg::UpdateControls()
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{}
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{}
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void GSHacksDlg::SetNotHover(int skip)
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{
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for(int i=0; i<HK_SIZE; i++)
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{
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if(skip == i) continue;
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Hack[i].isHovered = false;
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}
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}
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bool GSHacksDlg::OnMessage(UINT message, WPARAM wParam, LPARAM lParam)
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bool GSHacksDlg::OnMessage(UINT message, WPARAM wParam, LPARAM lParam)
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{
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{
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switch(message)
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switch(message)
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{
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{
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case WM_MOUSEMOVE:
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case WM_SETCURSOR:
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{
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{
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POINTS pos = MAKEPOINTS(lParam);
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const char *helpstr = "";
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if(pos.x >= 20 && pos.x <= 120)
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POINT pos;
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GetCursorPos(&pos);
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ScreenToClient(m_hWnd, &pos);
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HWND hoveredwnd = ChildWindowFromPointEx(m_hWnd, pos, CWP_SKIPINVISIBLE | CWP_SKIPTRANSPARENT);
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if (hoveredwnd != hovered_window)
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hovered_window = hoveredwnd;
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else
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break;
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switch (GetDlgCtrlID(hoveredwnd))
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{
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{
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int isHovering = -1;
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case IDC_SKIPDRAWHACK:
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case IDC_SKIPDRAWHACKEDIT:
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if(pos.y >= 28 && pos.y <= 52) isHovering = HK_MSAA;
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case IDC_STATIC_SKIPDRAW:
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else if(pos.y >= 54 && pos.y <= 82) isHovering = HK_SKIPDRAW;
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helpstr = "Skipdraw\n\nSkips drawing n surfaces completely. "
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else if(pos.y >= 84 && pos.y <= 106) isHovering = HK_ALPHA;
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"Use it, for example, to try and get rid of messed up post processing effects."
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else if(pos.y >= 112 && pos.y <= 134) isHovering = HK_OFFSET;
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" Try values between 1 and 100.";
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else if(pos.y >= 140 && pos.y <= 164) isHovering = HK_SPRITE;
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break;
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else if (pos.y >= 168 && pos.y <= 190) isHovering = HK_WILD;
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case IDC_ALPHAHACK:
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helpstr = "Alpha Hack\n\nDifferent alpha handling. Works around some shadow problems.";
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if(isHovering > -1 && !Hack[isHovering].isHovered)
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break;
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{
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case IDC_OFFSETHACK:
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Hack[isHovering].isHovered = true;
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helpstr = "Halfpixel\n\nMight fix some misaligned fog, bloom, or blend effect.";
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SetWindowText(GetDlgItem(m_hWnd, IDC_HACK_DESCRIPTION), Hack[isHovering].description);
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break;
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SetNotHover(isHovering);
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case IDC_SPRITEHACK:
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}
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helpstr = "Sprite Hack\n\nHelps getting rid of black inner lines in some filtered sprites."
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" Half option should be the preferred one, for Mana Khemia and ArTonelico for example."
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" Full should be used for Tales of Destiny.";
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break;
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case IDC_WILDHACK:
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helpstr = "WildArms\n\nLowers the GS precission to avoid gaps between pixels when"
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" upscaling. Full option fixes the text on WildArms games, while Half option might improve portraits"
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" in ArTonelico for example.";
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break;
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case IDC_MSAACB:
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case IDC_STATIC_MSAA:
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helpstr = "Multisample Anti-Aliasing\n\nEnables hardware Anti-Aliasing. Needs lots of memory."
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" The Z-24 modes might need to have LogarithmicZ to compensate for the bits lost (DX9 mode).";
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break;
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default:
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helpstr = "";
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break;
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}
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}
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SetWindowText(GetDlgItem(m_hWnd, IDC_HACK_DESCRIPTION), helpstr);
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} break;
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} break;
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@ -47,25 +47,9 @@ class GSHacksDlg : public GSDialog
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bool isdx9;
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bool isdx9;
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enum
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HWND hovered_window;
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{
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HK_MSAA,
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HK_SKIPDRAW,
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HK_ALPHA,
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HK_OFFSET,
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HK_SPRITE,
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HK_WILD,
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HK_SIZE
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};
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struct
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{
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bool isHovered;
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char description[1024];
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} Hack[HK_SIZE];
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void UpdateControls();
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void UpdateControls();
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void SetNotHover(int i);
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protected:
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protected:
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void OnInit();
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void OnInit();
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@ -81,9 +81,9 @@ FONT 8, "MS Shell Dlg", 400, 0, 0x1
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BEGIN
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BEGIN
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DEFPUSHBUTTON "OK",IDOK,258,182,50,14
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DEFPUSHBUTTON "OK",IDOK,258,182,50,14
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GROUPBOX "Hack",IDC_STATIC,7,7,76,165
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GROUPBOX "Hack",IDC_STATIC,7,7,76,165
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GROUPBOX "Description",IDC_STATIC,85,7,223,165
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GROUPBOX "Description",IDC_STATIC,85,7,223,165,0,WS_EX_TRANSPARENT
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LTEXT "MSAA",IDC_STATIC,14,20,20,8
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LTEXT "MSAA",IDC_STATIC_MSAA,14,20,20,8
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LTEXT "Skipdraw",IDC_STATIC,14,37,30,8
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LTEXT "Skipdraw",IDC_STATIC_SKIPDRAW,14,37,30,8
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EDITTEXT IDC_SKIPDRAWHACKEDIT,45,35,24,14,ES_RIGHT | ES_AUTOHSCROLL
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EDITTEXT IDC_SKIPDRAWHACKEDIT,45,35,24,14,ES_RIGHT | ES_AUTOHSCROLL
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CONTROL "",IDC_SKIPDRAWHACK,"msctls_updown32",UDS_SETBUDDYINT | UDS_AUTOBUDDY | UDS_ARROWKEYS,68,35,10,14
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CONTROL "",IDC_SKIPDRAWHACK,"msctls_updown32",UDS_SETBUDDYINT | UDS_AUTOBUDDY | UDS_ARROWKEYS,68,35,10,14
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CONTROL "Alpha",IDC_ALPHAHACK,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,14,54,34,10
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CONTROL "Alpha",IDC_ALPHAHACK,"Button",BS_AUTOCHECKBOX | WS_TABSTOP,14,54,34,10
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@ -90,6 +90,8 @@
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#define IDC_HACKSBUTTON 2071
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#define IDC_HACKSBUTTON 2071
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#define IDC_WILDHACK 2072
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#define IDC_WILDHACK 2072
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#define IDC_HACK_DESCRIPTION 2073
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#define IDC_HACK_DESCRIPTION 2073
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#define IDC_STATIC_MSAA 2074
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#define IDC_STATIC_SKIPDRAW 2075
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#define IDC_COLORSPACE 3000
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#define IDC_COLORSPACE 3000
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#define IDR_CONVERT_FX 10000
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#define IDR_CONVERT_FX 10000
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#define IDR_TFX_FX 10001
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#define IDR_TFX_FX 10001
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@ -108,7 +110,7 @@
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#ifndef APSTUDIO_READONLY_SYMBOLS
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#define _APS_NEXT_RESOURCE_VALUE 10012
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#define _APS_NEXT_RESOURCE_VALUE 10012
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#define _APS_NEXT_COMMAND_VALUE 32771
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#define _APS_NEXT_COMMAND_VALUE 32771
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#define _APS_NEXT_CONTROL_VALUE 2074
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#define _APS_NEXT_CONTROL_VALUE 2076
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#define _APS_NEXT_SYMED_VALUE 5000
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#define _APS_NEXT_SYMED_VALUE 5000
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#endif
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#endif
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#endif
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#endif
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