Added a progress reporting form that provides a convenient way to lock up the user interface during all-exclusive background processes
git-svn-id: file:///srv/devel/repo-conversion/nuwi@8 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
parent
19c55f370e
commit
c5fba24733
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@ -84,6 +84,14 @@
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<XNAUseContentPipeline>false</XNAUseContentPipeline>
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<Name>EmbeddedControlCollection</Name>
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</Compile>
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<Compile Include="Source\ProgressReporter\ProgressReporterForm.cs">
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<SubType>Form</SubType>
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<XNAUseContentPipeline>false</XNAUseContentPipeline>
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<Name>ProgressReporterForm</Name>
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</Compile>
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<Compile Include="Source\ProgressReporter\ProgressReporterForm.Designer.cs">
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<DependentUpon>ProgressReporterForm.cs</DependentUpon>
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</Compile>
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<Compile Include="Source\TrackingBar\TrackingBar.cs">
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<XNAUseContentPipeline>false</XNAUseContentPipeline>
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<Name>TrackingBar</Name>
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@ -101,6 +109,14 @@
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<Name>Nuclex.Support %28PC%29</Name>
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</ProjectReference>
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Source\ProgressReporter\ProgressReporterForm.resx">
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<SubType>Designer</SubType>
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<XNAUseContentPipeline>false</XNAUseContentPipeline>
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<Name>ProgressReporterForm</Name>
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<DependentUpon>ProgressReporterForm.cs</DependentUpon>
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</EmbeddedResource>
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</ItemGroup>
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA\Game Studio Express\v1.0\Microsoft.Xna.ContentPipeline.targets" />
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<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA\Game Studio Express\v1.0\Microsoft.Xna.Common.targets" />
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|
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99
Source/ProgressReporter/ProgressReporterForm.Designer.cs
generated
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99
Source/ProgressReporter/ProgressReporterForm.Designer.cs
generated
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@ -0,0 +1,99 @@
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namespace Nuclex.Windows.Forms {
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partial class ProgressReporterForm {
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/// <summary>
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/// Required designer variable.
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/// </summary>
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||||
private System.ComponentModel.IContainer components = null;
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||||
|
||||
/// <summary>
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||||
/// Clean up any resources being used.
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||||
/// </summary>
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||||
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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||||
protected override void Dispose(bool disposing) {
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||||
if(disposing && (components != null)) {
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components.Dispose();
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||||
}
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||||
base.Dispose(disposing);
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||||
}
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||||
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||||
#region Windows Form Designer generated code
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||||
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||||
/// <summary>
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||||
/// Required method for Designer support - do not modify
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||||
/// the contents of this method with the code editor.
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/// </summary>
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||||
private void InitializeComponent() {
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this.components = new System.ComponentModel.Container();
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this.cancelButton = new System.Windows.Forms.Button();
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this.progressBar = new System.Windows.Forms.ProgressBar();
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this.statusLabel = new System.Windows.Forms.Label();
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this.controlCreationTimer = new System.Windows.Forms.Timer(this.components);
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this.SuspendLayout();
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//
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// cancelButton
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//
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this.cancelButton.Anchor = System.Windows.Forms.AnchorStyles.Top;
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this.cancelButton.DialogResult = System.Windows.Forms.DialogResult.Cancel;
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this.cancelButton.Location = new System.Drawing.Point(151, 55);
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this.cancelButton.Name = "cancelButton";
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this.cancelButton.Size = new System.Drawing.Size(75, 23);
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this.cancelButton.TabIndex = 0;
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this.cancelButton.Text = "&Cancel";
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this.cancelButton.UseVisualStyleBackColor = true;
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this.cancelButton.Click += new System.EventHandler(this.cancelClicked);
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//
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// progressBar
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//
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this.progressBar.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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this.progressBar.Location = new System.Drawing.Point(12, 26);
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this.progressBar.Name = "progressBar";
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this.progressBar.Size = new System.Drawing.Size(352, 23);
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this.progressBar.Style = System.Windows.Forms.ProgressBarStyle.Marquee;
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this.progressBar.TabIndex = 1;
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//
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// statusLabel
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//
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this.statusLabel.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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this.statusLabel.Location = new System.Drawing.Point(12, 9);
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this.statusLabel.Name = "statusLabel";
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this.statusLabel.Size = new System.Drawing.Size(352, 14);
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this.statusLabel.TabIndex = 2;
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this.statusLabel.Text = "Please Wait...";
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this.statusLabel.TextAlign = System.Drawing.ContentAlignment.TopCenter;
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//
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// controlCreationTimer
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//
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this.controlCreationTimer.Enabled = true;
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this.controlCreationTimer.Interval = 1;
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this.controlCreationTimer.Tick += new System.EventHandler(this.controlCreationTimerTicked);
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//
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// ProgressReporterForm
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.CancelButton = this.cancelButton;
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this.ClientSize = new System.Drawing.Size(376, 90);
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this.ControlBox = false;
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this.Controls.Add(this.statusLabel);
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this.Controls.Add(this.progressBar);
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this.Controls.Add(this.cancelButton);
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this.MaximizeBox = false;
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this.MinimizeBox = false;
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this.Name = "ProgressReporterForm";
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this.ShowIcon = false;
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this.ShowInTaskbar = false;
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this.Text = "Progress";
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this.ResumeLayout(false);
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}
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#endregion
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private System.Windows.Forms.Button cancelButton;
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private System.Windows.Forms.ProgressBar progressBar;
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private System.Windows.Forms.Label statusLabel;
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private System.Windows.Forms.Timer controlCreationTimer;
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}
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}
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255
Source/ProgressReporter/ProgressReporterForm.cs
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255
Source/ProgressReporter/ProgressReporterForm.cs
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Text;
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using System.Windows.Forms;
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using System.Threading;
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using Nuclex.Support.Tracking;
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using Nuclex.Support.Scheduling;
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namespace Nuclex.Windows.Forms {
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/// <summary>
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/// Blocking progress dialog that prevents the user from accessing the application
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/// window during all-blocking background processes.
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/// </summary>
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public partial class ProgressReporterForm : Form {
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/// <summary>Initializes a new progress reporter</summary>
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internal ProgressReporterForm() {
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InitializeComponent();
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this.updateProgressDelegate = new MethodInvoker(updateProgress);
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this.asyncEndedDelegate = new EventHandler(asyncEnded);
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this.asyncProgressUpdatedDelegate = new EventHandler<ProgressUpdateEventArgs>(
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asyncProgressUpdated
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);
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}
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/// <summary>
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/// Shows the progress reporter until the specified progression has ended.
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/// </summary>
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/// <param name="progression">
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/// Progression for whose duration to show the progress reporter
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/// </param>
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public static void Track(Progression progression) {
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Track(null, progression);
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}
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/// <summary>
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/// Shows the progress reporter until the specified progression has ended.
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/// </summary>
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/// <param name="windowTitle">
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/// Text to be shown in the progress reporter's title bar
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/// </param>
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/// <param name="progression">
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/// Progression for whose duration to show the progress reporter
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/// </param>
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public static void Track(string windowTitle, Progression progression) {
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// Small optimization to avoid the lengthy control creation when
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// the progression has already ended
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if(progression.Ended)
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return;
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// Open the form and let it monitor the progression's state
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using(ProgressReporterForm theForm = new ProgressReporterForm()) {
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theForm.track(windowTitle, progression);
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}
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}
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/// <summary>Called when the user tries to close the form manually</summary>
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/// <param name="e">Contains flag that can be used to abort the close attempt</param>
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protected override void OnClosing(CancelEventArgs e) {
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base.OnClosing(e);
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// Only allow the form to close when the form is ready to close and the
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// progression being tracked has also finished.
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e.Cancel = (this.state < 2);
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}
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/// <summary>
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/// Shows the progress reporter until the specified progression has ended.
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/// </summary>
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/// <param name="windowTitle">
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/// Text to be shown in the progress reporter's title bar
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/// </param>
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/// <param name="progression">
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/// Progression for whose duration to show the progress reporter
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/// </param>
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private void track(string windowTitle, Progression progression) {
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// Set the window title if the user wants to use a custom one
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if(windowTitle != null)
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Text = windowTitle;
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// Only enable the cancel button if the progression can be aborted
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this.cancelButton.Enabled = (progression is IAbortable);
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// Subscribe the form to the progression it is supposed to monitor
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progression.AsyncEnded += this.asyncEndedDelegate;
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progression.AsyncProgressUpdated += this.asyncProgressUpdatedDelegate;
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// The progression might have ended before this line was reached, if that's
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// the case, we don't show the dialog at all.
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if(!progression.Ended)
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ShowDialog();
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// We're done, unsubscribe from the progression's events
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progression.AsyncProgressUpdated -= this.asyncProgressUpdatedDelegate;
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progression.AsyncEnded -= this.asyncEndedDelegate;
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}
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/// <summary>Called when the progression has ended</summary>
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/// <param name="sender">Progression that has ended</param>
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/// <param name="arguments">Not used</param>
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private void asyncEnded(object sender, EventArgs arguments) {
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// If the new state is 2, the form was ready to close (since the state
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// is incremented once when the form becomes ready to be closed)
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int newState = Interlocked.Increment(ref this.state);
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if(newState == 2) {
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// Close the dialog. Ensure the Close() method is invoked from the
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// same thread the dialog was created in.
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if(InvokeRequired)
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Invoke(new MethodInvoker(Close));
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else
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Close();
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}
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}
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/// <summary>Called when the tracked progression's progress updates</summary>
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/// <param name="sender">Progression whose progress has been updated</param>
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/// <param name="arguments">
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/// Contains the new progress achieved by the progression
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/// </param>
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private void asyncProgressUpdated(object sender, ProgressUpdateEventArgs arguments) {
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// Set the new progress without any synchronization
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this.currentProgress = arguments.Progress;
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// Another use of the double-checked locking idiom, here we're trying to optimize
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// away the lock in case some "trigger-happy" progressions send way more
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// progress updates than the poor control can process :)
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if(!this.progressUpdatePending) {
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lock(this) {
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if(!this.progressUpdatePending) {
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this.progressUpdatePending = true;
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this.progressUpdateAsyncResult = BeginInvoke(this.updateProgressDelegate);
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}
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} // lock
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}
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}
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/// <summary>Synchronously updates the value visualized in the progress bar</summary>
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private void updateProgress() {
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lock(this) {
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// Reset the update flag so incoming updates will cause the control to
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// update itself another time.
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this.progressUpdatePending = false;
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EndInvoke(this.progressUpdateAsyncResult);
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// Until the first progress event is received, the progress reporter shows
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// a marquee bar to entertain the user even when no progress reports are
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// being made at all.
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if(this.progressBar.Style == ProgressBarStyle.Marquee)
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this.progressBar.Style = ProgressBarStyle.Blocks;
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// Transform the progress into an integer in the range of the progress bar's
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// min and max values (these should normally be set to 0 and 100).
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int min = this.progressBar.Minimum;
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int max = this.progressBar.Maximum;
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int progress = (int)(this.currentProgress * (max - min)) + min;
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// Update the control
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this.progressBar.Value = Math.Min(Math.Max(progress, min), max);;
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// Assigning the value sends PBM_SETPOS to the control which,
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// according to MSDN, already causes a redraw!
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//base.Invalidate();
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} // lock
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}
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/// <summary>
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/// One-time timer callback that ensurs the form doesn't stay open when the
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/// close request arrives at an inappropriate time.
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/// </summary>
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/// <param name="sender">Timer that has ticked</param>
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/// <param name="e">Not used</param>
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private void controlCreationTimerTicked(object sender, EventArgs e) {
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// This timer is intended to run only once to find out when the dialog has
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// been fully constructed and is running its message pump. So we'll disable
|
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// it as soon as it has been triggered once.
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this.controlCreationTimer.Enabled = false;
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// If the new state is 2, then the form was requested to close before it had
|
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// been fully constructed, so we should close it now!
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int newState = System.Threading.Interlocked.Increment(ref this.state);
|
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if(newState == 2)
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Close();
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}
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|
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/// <summary>
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/// Aborts the background operation when the user clicks the cancel button
|
||||
/// </summary>
|
||||
/// <param name="sender">Button that has been clicked</param>
|
||||
/// <param name="e">Not used</param>
|
||||
private void cancelClicked(object sender, EventArgs e) {
|
||||
|
||||
if(this.abortReceiver != null) {
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||||
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// Do this first because the abort receiver might trigger the AsyncEnded
|
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// event in the calling thread and thus destroy our window even in
|
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// the safe and synchronous UI thread :)
|
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this.cancelButton.Enabled = false;
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|
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// Now we're ready to abort!
|
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this.abortReceiver.AsyncAbort();
|
||||
this.abortReceiver = null;
|
||||
|
||||
}
|
||||
|
||||
}
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||||
|
||||
/// <summary>Whether an update of the control state is pending</summary>
|
||||
private volatile bool progressUpdatePending;
|
||||
/// <summary>Async result for the invoked control state update method</summary>
|
||||
private volatile IAsyncResult progressUpdateAsyncResult;
|
||||
/// <summary>Most recently reported progress of the tracker</summary>
|
||||
private volatile float currentProgress;
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||||
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||||
/// <summary>Delegate for the asyncEnded() method</summary>
|
||||
private EventHandler asyncEndedDelegate;
|
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/// <summary>Delegate for the asyncProgressUpdated() method</summary>
|
||||
private EventHandler<ProgressUpdateEventArgs> asyncProgressUpdatedDelegate;
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||||
/// <summary>Delegate for the progress update method</summary>
|
||||
private MethodInvoker updateProgressDelegate;
|
||||
/// <summary>Whether the form can be closed and should be closed</summary>
|
||||
/// <remarks>
|
||||
/// 0: Nothing happened yet
|
||||
/// 1: Ready to close or close requested
|
||||
/// 2: Ready to close and close requested, triggers close
|
||||
/// </remarks>
|
||||
private int state;
|
||||
/// <summary>
|
||||
/// If set, reference to an object implementing IAbortable by which the
|
||||
/// ongoing background process can be aborted.
|
||||
/// </summary>
|
||||
private IAbortable abortReceiver;
|
||||
|
||||
}
|
||||
|
||||
} // namespace Nuclex.Windows.Forms
|
123
Source/ProgressReporter/ProgressReporterForm.resx
Normal file
123
Source/ProgressReporter/ProgressReporterForm.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=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<metadata name="controlCreationTimer.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
|
||||
<value>17, 17</value>
|
||||
</metadata>
|
||||
</root>
|
Loading…
Reference in New Issue
Block a user