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game rendering!
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#include "pch.h"
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#include "Windows.Kinect.BodyFrameReader.h"
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#include "Windows.Kinect.BodyFrameReader.g.cpp"
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// WARNING: This file is automatically generated by a tool. Do not directly
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// add this file to your project, as any changes you make will be lost.
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// This file is a stub you can use as a starting point for your implementation.
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//
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// To add a copy of this file to your project:
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// 1. Copy this file from its original location to the location where you store
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// your other source files (e.g. the project root).
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// 2. Add the copied file to your project. In Visual Studio, you can use
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// Project -> Add Existing Item.
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// 3. Delete this comment and the 'static_assert' (below) from the copied file.
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// Do not modify the original file.
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//
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// To update an existing file in your project:
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// 1. Copy the relevant changes from this file and merge them into the copy
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// you made previously.
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//
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// This assertion helps prevent accidental modification of generated files.
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////static_assert(false, "This file is generated by a tool and will be overwritten. Open this error and view the comment for assistance.");
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namespace winrt::Windows::Kinect::implementation
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{
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void BodyFrameReader::Close()
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{
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throw hresult_not_implemented();
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}
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winrt::event_token BodyFrameReader::FrameArrived(winrt::Windows::Foundation::TypedEventHandler<winrt::Windows::Kinect::BodyFrameReader, winrt::Windows::Kinect::BodyFrameArrivedEventArgs> const& value)
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{
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throw hresult_not_implemented();
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}
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void BodyFrameReader::FrameArrived(winrt::event_token const& token) noexcept
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{
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throw hresult_not_implemented();
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}
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winrt::Windows::Kinect::BodyFrame BodyFrameReader::AcquireLatestFrame()
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{
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throw hresult_not_implemented();
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}
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bool BodyFrameReader::IsPaused()
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{
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throw hresult_not_implemented();
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}
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void BodyFrameReader::IsPaused(bool isPaused)
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{
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throw hresult_not_implemented();
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}
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winrt::Windows::Kinect::BodyFrameSource BodyFrameReader::BodyFrameSource()
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{
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throw hresult_not_implemented();
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}
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}
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