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Updated Xcode templates
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@ -179,16 +179,16 @@ sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
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<key>main.cpp:main:image_init</key>
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<string>
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// Load a sprite to display
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sf::Image image;
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sf::Texture texture;
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</string>
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<key>main.cpp:main:image_finalize</key>
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<string> return EXIT_FAILURE;
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sf::Sprite sprite(image);
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sf::Sprite sprite(texture);
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</string>
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<key>main.cpp:main:image_load</key>
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<string>if (!image.LoadFromFile(ResourcePath() + "cute_image.jpg"))</string>
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<string>if (!texture.LoadFromFile(ResourcePath() + "cute_image.jpg"))</string>
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<key>main.cpp:main:text_init</key>
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<string>
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@ -227,7 +227,7 @@ text.SetColor(sf::Color::Black);
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<key>sansation.ttf</key>
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<dict>
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<key>Group</key>
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<string>Supporting Files</string>
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<string>Resources</string>
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<key>Path</key>
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<string>sansation.ttf</string>
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</dict>
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@ -235,7 +235,7 @@ text.SetColor(sf::Color::Black);
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<key>cute_image.jpg</key>
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<dict>
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<key>Group</key>
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<string>Supporting Files</string>
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<string>Resources</string>
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<key>Path</key>
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<string>cute_image.jpg</string>
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</dict>
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@ -334,7 +334,7 @@ music.Play();
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<key>nice_music.ogg</key>
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<dict>
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<key>Group</key>
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<string>Supporting Files</string>
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<string>Resources</string>
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<key>Path</key>
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<string>nice_music.ogg</string>
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</dict>
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@ -370,6 +370,9 @@ music.Play();
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<key>main.cpp:main:audio:content</key>
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<string></string>
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<key>main.cpp:main:audio_loop</key>
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<string></string>
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</dict>
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</dict>
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</dict>
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@ -501,9 +504,10 @@ int main (int argc, const char * argv[])
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<dict>
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<key>Path</key>
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<string>ResourcePath.hpp</string>
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<key>TargetIndices</key>
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<array/>
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</dict>
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<key>main.cpp:system:include</key>
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<string>#include <SFML/System.hpp></string>
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@ -591,6 +595,68 @@ while (window.IsOpened())
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<array>
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<string>Foundation</string>
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</array>
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<key>BuildPhases</key>
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<array>
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<dict>
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<key>Class</key>
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<string>ShellScript</string>
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<key>ShellPath</key>
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<string>/bin/sh</string>
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<key>ShellScript</key>
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<string># This shell script simply copies required sfml dylibs into the application bundle frameworks folder
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# NB : this script assumes that if moduleX is required in release mode then it is also required in debug mode.
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require () # $1 is a SFML module like 'system' or 'audio'
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{
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if [ -z $1 ]
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then
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echo "no parameter! ERROR!"
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exit
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else
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if [ $CONFIGURATION = "Debug" ]
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then
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rm -f $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1.2.dylib
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ditto /usr/local/lib/libsfml-$1-d.2.dylib $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1-d.2.dylib
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else
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rm -f $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1-d.2.dylib
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ditto /usr/local/lib/libsfml-$1.2.dylib $BUILT_PRODUCTS_DIR/test.app/Contents/Frameworks/libsfml-$1.2.dylib
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fi
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fi
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}
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if [ -n "$SYSTEM_RELEASE" ]
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then
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require "system"
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fi
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if [ -n "$AUDIO_RELEASE" ]
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then
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require "audio"
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fi
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if [ -n "$NETWORK_RELEASE" ]
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then
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require "network"
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fi
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if [ -n "$WINDOW_RELEASE" ]
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then
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require "window"
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fi
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if [ -n "$GRAPHICS_RELEASE" ]
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then
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require "graphics"
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fi
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</string>
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<key>RunOnlyForDeploymentPostprocessing</key>
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<string>NO</string>
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</dict>
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</array>
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</dict>
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</array>
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</dict>
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@ -179,16 +179,16 @@ sf::RenderWindow window(sf::VideoMode(800, 600), "SFML window");
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<key>main.cpp:main:image_init</key>
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<string>
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// Load a sprite to display
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sf::Image image;
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sf::Texture texture;
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</string>
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<key>main.cpp:main:image_finalize</key>
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<string> return EXIT_FAILURE;
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sf::Sprite sprite(image);
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sf::Sprite sprite(texture);
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</string>
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<key>main.cpp:main:image_load</key>
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<string>if (!image.LoadFromFile("cute_image.jpg"))</string>
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<string>if (!texture.LoadFromFile("cute_image.jpg"))</string>
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<key>main.cpp:main:text_init</key>
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<string>
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