.NET 6 + indentation fixes
parent
619d1f0695
commit
4f67c7e45a
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@ -28,17 +28,17 @@
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"internalConsoleOptions": "neverOpen"
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},
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{
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"name": "Attach to .NET 5 Debugger",
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"name": "Attach to .NET 6 Debugger",
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"type": "coreclr",
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"request": "launch",
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"preLaunchTask": "Build: .NET 5 Debug",
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"program": "${workspaceFolder}/ProjectName/bin/Debug/net5.0/ProjectName.dll",
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"preLaunchTask": "Build: .NET 6 Debug",
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"program": "${workspaceFolder}/ProjectName/bin/Debug/net6.0/ProjectName.dll",
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"args": [],
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"env": {
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"LD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net5.0/lib64",
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"DYLD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net5.0/osx"
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"LD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net6.0/lib64",
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"DYLD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net6.0/osx"
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},
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"cwd": "${workspaceFolder}/ProjectName/bin/Debug/net5.0",
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"cwd": "${workspaceFolder}/ProjectName/bin/Debug/net6.0",
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"console": "integratedTerminal",
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"internalConsoleOptions": "neverOpen"
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}
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@ -121,12 +121,12 @@
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"problemMatcher": []
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},
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{
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"label": "Build & Run: .NET 5 Debug",
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"label": "Build & Run: .NET 6 Debug",
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"type": "shell",
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"dependsOrder": "sequence",
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"dependsOn": [
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"Build: .NET 5 Debug",
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"Run: .NET 5 Debug"
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"Build: .NET 6 Debug",
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"Run: .NET 6 Debug"
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],
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"group": {
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"kind": "build",
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@ -135,7 +135,7 @@
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"problemMatcher": []
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},
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{
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"label": "Build: .NET 5 Debug",
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"label": "Build: .NET 6 Debug",
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"command": "dotnet",
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"args": [
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"build",
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@ -151,7 +151,7 @@
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"problemMatcher": []
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},
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{
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"label": "Run: .NET 5 Debug",
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"label": "Run: .NET 6 Debug",
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"command": "dotnet",
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"args": [
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"./ProjectName.dll"
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@ -161,7 +161,7 @@
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"LD_LIBRARY_PATH": "./lib64",
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"DYLD_LIBRARY_PATH": "./osx"
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},
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"cwd": "${workspaceFolder}/ProjectName/bin/x64/Debug/net5.0"
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"cwd": "${workspaceFolder}/ProjectName/bin/x64/Debug/net6.0"
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},
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"type": "process",
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"group": {
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@ -171,7 +171,7 @@
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"problemMatcher": []
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},
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{
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"label": "Build: .NET 5 Release",
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"label": "Build: .NET 6 Release",
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"command": "dotnet",
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"args": [
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"build",
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@ -189,7 +189,7 @@
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"problemMatcher": []
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},
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{
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"label": "Run: .NET 5 Release",
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"label": "Run: .NET 6 Release",
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"command": "dotnet",
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"args": [
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"./ProjectName.dll"
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@ -199,7 +199,7 @@
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"LD_LIBRARY_PATH": "./lib64",
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"DYLD_LIBRARY_PATH": "./osx"
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},
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"cwd": "${workspaceFolder}/ProjectName/bin/x64/Release/net5.0"
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"cwd": "${workspaceFolder}/ProjectName/bin/x64/Release/net6.0"
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},
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"type": "process",
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"group": {
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@ -209,11 +209,11 @@
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"problemMatcher": []
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},
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{
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"label": "Build & Run: .NET 5 Release",
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"label": "Build & Run: .NET 6 Release",
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"dependsOrder": "sequence",
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"dependsOn": [
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"Build: .NET 5 Release",
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"Run: .NET 5 Release"
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"Build: .NET 6 Release",
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"Run: .NET 6 Release"
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],
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"type": "shell",
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"group": {
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<DefineConstants>$(DefineConstants)</DefineConstants>
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</PropertyGroup>
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<PropertyGroup>
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<DefineConstants>$(DefineConstants)</DefineConstants>
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</PropertyGroup>
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</Project>
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@ -1,259 +0,0 @@
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// only works in .NET Core. disable in .NET framework
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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.Reflection;
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using System.Runtime.InteropServices;
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using System.Xml.Linq;
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public static class DllMap
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{
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDefaultDllDirectories(int directoryFlags);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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static extern void AddDllDirectory(string lpPathName);
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDllDirectory(string lpPathName);
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const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
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public static Dictionary<string, string> MapDictionary;
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public static string OS;
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public static string CPU;
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public static bool Optimise;
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public static void Initialise(bool optimise = true)
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{
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Optimise = optimise;
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// Our executabe needs to know how to find the native libraries
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// For Windows, we can set this to be x86 or x64 directory at runtime (below)
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// For Linux we need to move our native libraries to 'netcoredeps' which is set by .net core
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// For OSX we need to set an environment variable (DYLD_LIBRARY_PATH) outside of the process by a script
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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{
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try
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{
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SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
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AddDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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catch
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{
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// Pre-Windows 7, KB2533623
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SetDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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}
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// .NET Core also doesn't use DllImport but we can replicate this using NativeLibrary as per below
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// Uses FNA.dll.config to dictate what the name of the native library is per platform and architecture
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var fnaAssembly = Assembly.GetAssembly(typeof(Microsoft.Xna.Framework.Graphics.ColorWriteChannels));
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DllMap.Register(fnaAssembly);
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}
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// Register a call-back for native library resolution.
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public static void Register(Assembly assembly)
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{
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NativeLibrary.SetDllImportResolver(assembly, MapAndLoad);
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// Do setup so that MapLibraryName is faster than reading the XML each time
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// 1) Get platform & cpu
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OS = GetCurrentPlatform().ToString().ToLowerInvariant();
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CPU = GetCurrentRuntimeArchitecture().ToString().ToLowerInvariant();
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// 2) Setup MapDictionary
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// For Windows use hardcoded values
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// Why? This is our development platform and we wanted the fastest start time possible (eliminates XML Load)
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if (OS == "windows" && Optimise)
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{
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MapDictionary = new Dictionary<string, string>();
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MapDictionary.Add("SDL2", "SDL2.dll");
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MapDictionary.Add("SDL_image", "SDL_image.dll");
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MapDictionary.Add("FAudio", "FAudio.dll");
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}
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else
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{
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// For every other platform use XML file
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// Read in config XML and only store details we're interested in within MapDictionary
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string xmlPath = Path.Combine(Path.GetDirectoryName(assembly.Location),
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Path.GetFileNameWithoutExtension(assembly.Location) + ".dll.config");
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if (!File.Exists(xmlPath))
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{
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Console.WriteLine($"=== Cannot find XML: " + xmlPath);
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return;
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}
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XElement root = XElement.Load(xmlPath);
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MapDictionary = new Dictionary<string, string>();
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ParseXml(root, true); // Direct match on OS & CPU first
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ParseXml(root, false); // Loose match on CPU second (won't allow duplicates)
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}
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}
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private static void ParseXml(XElement root, bool matchCPU)
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{
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foreach (var el in root.Elements("dllmap"))
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{
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// Ignore entries for other OSs
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if (el.Attribute("os").ToString().IndexOf(OS) < 0)
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continue;
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// Ignore entries for other CPUs
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if (matchCPU)
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{
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if (el.Attribute("cpu") == null)
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continue;
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if (el.Attribute("cpu").ToString().IndexOf(CPU) < 0)
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continue;
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}
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else
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{
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if (el.Attribute("cpu") != null && el.Attribute("cpu").ToString().IndexOf(CPU) < 0)
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continue;
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}
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string oldLib = el.Attribute("dll").Value;
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string newLib = el.Attribute("target").Value;
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if (string.IsNullOrWhiteSpace(oldLib) || string.IsNullOrWhiteSpace(newLib))
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continue;
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// Don't allow duplicates
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if (MapDictionary.ContainsKey(oldLib))
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continue;
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MapDictionary.Add(oldLib, newLib);
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}
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}
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// The callback: which loads the mapped libray in place of the original
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private static IntPtr MapAndLoad(string libraryName, Assembly assembly, DllImportSearchPath? dllImportSearchPath)
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{
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string mappedName = null;
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mappedName = MapLibraryName(assembly.Location, libraryName, out mappedName) ? mappedName : libraryName;
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return NativeLibrary.Load(mappedName, assembly, dllImportSearchPath);
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}
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// Parse the assembly.xml file, and map the old name to the new name of a library.
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private static bool MapLibraryName(string assemblyLocation, string originalLibName, out string mappedLibName)
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{
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if (MapDictionary.TryGetValue(originalLibName, out mappedLibName))
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return true;
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else
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return false;
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}
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// Below pinched from Mono.DllMap project: https://github.com/Firwood-Software/AdvancedDLSupport/tree/1b7394211a655b2f77649ce3b610a3161215cbdc/Mono.DllMap
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public static DllMapOS GetCurrentPlatform()
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{
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if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
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{
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return DllMapOS.Linux;
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}
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if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
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{
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return DllMapOS.Windows;
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}
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if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
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{
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return DllMapOS.OSX;
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}
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var operatingDesc = RuntimeInformation.OSDescription.ToUpperInvariant();
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foreach (var system in Enum.GetValues(typeof(DllMapOS)).Cast<DllMapOS>()
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.Except(new[] { DllMapOS.Linux, DllMapOS.Windows, DllMapOS.OSX }))
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{
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if (operatingDesc.Contains(system.ToString().ToUpperInvariant()))
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{
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return system;
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}
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}
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throw new PlatformNotSupportedException($"Couldn't detect platform: {RuntimeInformation.OSDescription}");
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}
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public static DllMapArchitecture GetCurrentRuntimeArchitecture()
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{
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switch (RuntimeInformation.ProcessArchitecture)
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{
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case Architecture.Arm:
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{
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return DllMapArchitecture.ARM;
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}
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case Architecture.X64:
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{
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return DllMapArchitecture.x86_64;
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}
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case Architecture.X86:
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{
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return DllMapArchitecture.x86;
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}
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}
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typeof(object).Module.GetPEKind(out _, out var machine);
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switch (machine)
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{
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case ImageFileMachine.I386:
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{
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return DllMapArchitecture.x86;
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}
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case ImageFileMachine.AMD64:
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{
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return DllMapArchitecture.x86_64;
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}
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case ImageFileMachine.ARM:
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{
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return DllMapArchitecture.ARM;
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}
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case ImageFileMachine.IA64:
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{
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return DllMapArchitecture.IA64;
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}
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}
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throw new PlatformNotSupportedException("Couldn't detect the current architecture.");
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}
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public enum DllMapOS
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{
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Linux = 1 << 0,
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OSX = 1 << 1,
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Solaris = 1 << 2,
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FreeBSD = 1 << 3,
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OpenBSD = 1 << 4,
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NetBSD = 1 << 5,
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Windows = 1 << 6,
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AIX = 1 << 7,
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HPUX = 1 << 8
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}
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public enum DllMapArchitecture
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{
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x86 = 1 << 0,
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x86_64 = 1 << 1,
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SPARC = 1 << 2,
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PPC = 1 << 3,
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S390 = 1 << 4,
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S390X = 1 << 5,
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ARM = 1 << 6,
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ARMV8 = 1 << 7,
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MIPS = 1 << 8,
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Alpha = 1 << 9,
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HPPA = 1 << 10,
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IA64 = 1 << 11
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}
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}
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@ -5,43 +5,39 @@ using System.Runtime.InteropServices;
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namespace ProjectName
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{
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class Program
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{
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDllDirectory(string lpPathName);
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class Program
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{
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[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
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[return: MarshalAs(UnmanagedType.Bool)]
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static extern bool SetDllDirectory(string lpPathName);
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static void Main(string[] args)
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{
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#if NETCOREAPP
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DllMap.Initialise(false);
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#endif
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static void Main(string[] args)
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{
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// https://github.com/FNA-XNA/FNA/wiki/4:-FNA-and-Windows-API#64-bit-support
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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{
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SetDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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// https://github.com/FNA-XNA/FNA/wiki/4:-FNA-and-Windows-API#64-bit-support
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if (Environment.OSVersion.Platform == PlatformID.Win32NT)
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{
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SetDllDirectory(Path.Combine(
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AppDomain.CurrentDomain.BaseDirectory,
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Environment.Is64BitProcess ? "x64" : "x86"
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));
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}
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// https://github.com/FNA-XNA/FNA/wiki/7:-FNA-Environment-Variables#fna_graphics_enable_highdpi
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// NOTE: from documentation:
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// Lastly, when packaging for macOS, be sure this is in your app bundle's Info.plist:
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// <key>NSHighResolutionCapable</key>
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// <string>True</string>
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Environment.SetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI", "1");
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// https://github.com/FNA-XNA/FNA/wiki/7:-FNA-Environment-Variables#fna_graphics_enable_highdpi
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// NOTE: from documentation:
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// Lastly, when packaging for macOS, be sure this is in your app bundle's Info.plist:
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// <key>NSHighResolutionCapable</key>
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// <string>True</string>
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Environment.SetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI", "1");
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using (ProjectNameGame game = new ProjectNameGame())
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{
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bool isHighDPI = Environment.GetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI") == "1";
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if (isHighDPI)
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Debug.WriteLine("HiDPI Enabled");
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using (ProjectNameGame game = new ProjectNameGame())
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{
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bool isHighDPI = Environment.GetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI") == "1";
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if (isHighDPI)
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Debug.WriteLine("HiDPI Enabled");
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game.Run();
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}
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}
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}
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game.Run();
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}
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}
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}
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}
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|
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@ -4,28 +4,28 @@
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<Platforms>x64;x86</Platforms>
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</PropertyGroup>
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<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" />
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<PropertyGroup>
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<OutputType>WinExe</OutputType>
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<TargetFramework>net5.0</TargetFramework>
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<TargetName>ProjectName</TargetName>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
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<LangVersion>7.3</LangVersion>
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<StartupObject>ProjectName.Program</StartupObject>
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<AssemblyName>ProjectName</AssemblyName>
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<RootNamespace>ProjectName</RootNamespace>
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<TargetLatestRuntimePatch>true</TargetLatestRuntimePatch>
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<RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers>
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<ApplicationIcon />
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</PropertyGroup>
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<ItemGroup>
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<Content Include="Content\**\*.*">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup>
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj" />
|
||||
</ItemGroup>
|
||||
<Import Project=".\CopyFNALibs.targets" />
|
||||
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
|
||||
<PropertyGroup>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<TargetName>ProjectName</TargetName>
|
||||
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
|
||||
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
|
||||
<LangVersion>7.3</LangVersion>
|
||||
<StartupObject>ProjectName.Program</StartupObject>
|
||||
<AssemblyName>ProjectName</AssemblyName>
|
||||
<RootNamespace>ProjectName</RootNamespace>
|
||||
<TargetLatestRuntimePatch>true</TargetLatestRuntimePatch>
|
||||
<RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers>
|
||||
<ApplicationIcon />
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Content\**\*.*">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj" />
|
||||
</ItemGroup>
|
||||
<Import Project=".\CopyFNALibs.targets" />
|
||||
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
|
||||
</Project>
|
||||
|
|
|
@ -4,31 +4,31 @@
|
|||
<Platforms>x64;x86</Platforms>
|
||||
</PropertyGroup>
|
||||
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" />
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net461</TargetFramework>
|
||||
<TargetName>ProjectName</TargetName>
|
||||
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
|
||||
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
|
||||
<LangVersion>7.3</LangVersion>
|
||||
<StartupObject>ProjectName.Program</StartupObject>
|
||||
<AssemblyName>ProjectName</AssemblyName>
|
||||
<RootNamespace>ProjectName</RootNamespace>
|
||||
<TargetLatestRuntimePatch>true</TargetLatestRuntimePatch>
|
||||
<RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers>
|
||||
<ApplicationIcon />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<DefaultItemExcludes>$(DefaultItemExcludes);DllMap.cs</DefaultItemExcludes>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Content\**\*.*">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\FNA\FNA.csproj" />
|
||||
</ItemGroup>
|
||||
<Import Project=".\CopyFNALibs.targets" />
|
||||
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net461</TargetFramework>
|
||||
<TargetName>ProjectName</TargetName>
|
||||
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
|
||||
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
|
||||
<LangVersion>7.3</LangVersion>
|
||||
<StartupObject>ProjectName.Program</StartupObject>
|
||||
<AssemblyName>ProjectName</AssemblyName>
|
||||
<RootNamespace>ProjectName</RootNamespace>
|
||||
<TargetLatestRuntimePatch>true</TargetLatestRuntimePatch>
|
||||
<RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers>
|
||||
<ApplicationIcon />
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<DefaultItemExcludes>$(DefaultItemExcludes);DllMap.cs</DefaultItemExcludes>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Content\**\*.*">
|
||||
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\FNA\FNA.csproj" />
|
||||
</ItemGroup>
|
||||
<Import Project=".\CopyFNALibs.targets" />
|
||||
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
|
||||
</Project>
|
||||
|
|
|
@ -3,50 +3,50 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace ProjectName
|
||||
{
|
||||
class ProjectNameGame : Game
|
||||
{
|
||||
GraphicsDeviceManager graphics;
|
||||
class ProjectNameGame : Game
|
||||
{
|
||||
GraphicsDeviceManager graphics;
|
||||
|
||||
public ProjectNameGame()
|
||||
{
|
||||
graphics = new GraphicsDeviceManager(this);
|
||||
graphics.PreferredBackBufferWidth = 1280;
|
||||
graphics.PreferredBackBufferHeight = 720;
|
||||
graphics.PreferMultiSampling = true;
|
||||
Content.RootDirectory = "Content";
|
||||
public ProjectNameGame()
|
||||
{
|
||||
graphics = new GraphicsDeviceManager(this);
|
||||
graphics.PreferredBackBufferWidth = 1280;
|
||||
graphics.PreferredBackBufferHeight = 720;
|
||||
graphics.PreferMultiSampling = true;
|
||||
Content.RootDirectory = "Content";
|
||||
|
||||
Window.AllowUserResizing = true;
|
||||
IsMouseVisible = true;
|
||||
}
|
||||
Window.AllowUserResizing = true;
|
||||
IsMouseVisible = true;
|
||||
}
|
||||
|
||||
protected override void LoadContent()
|
||||
{
|
||||
base.LoadContent();
|
||||
}
|
||||
protected override void LoadContent()
|
||||
{
|
||||
base.LoadContent();
|
||||
}
|
||||
|
||||
protected override void UnloadContent()
|
||||
{
|
||||
base.UnloadContent();
|
||||
}
|
||||
protected override void UnloadContent()
|
||||
{
|
||||
base.UnloadContent();
|
||||
}
|
||||
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
//
|
||||
// Insert your game update logic here.
|
||||
//
|
||||
protected override void Update(GameTime gameTime)
|
||||
{
|
||||
//
|
||||
// Insert your game update logic here.
|
||||
//
|
||||
|
||||
base.Update(gameTime);
|
||||
}
|
||||
base.Update(gameTime);
|
||||
}
|
||||
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
//
|
||||
// Replace this with your own drawing code.
|
||||
//
|
||||
protected override void Draw(GameTime gameTime)
|
||||
{
|
||||
//
|
||||
// Replace this with your own drawing code.
|
||||
//
|
||||
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,19 +1,19 @@
|
|||
# FNA-VSCode-Template
|
||||
|
||||
Template and build tasks for developing a cross-platform multi-target .NET Framework, Mono, and .NET 5 FNA project in VSCode.
|
||||
Template and build tasks for developing a cross-platform multi-target .NET Framework, Mono, and .NET 6 FNA project in VSCode.
|
||||
|
||||
The generated solution file will also work in regular Visual Studio.
|
||||
|
||||
## Features
|
||||
|
||||
- Includes project boilerplate code
|
||||
- Build tasks for both .NET Framework, Mono, and .NET 5 side by side
|
||||
- Build tasks for both .NET Framework, Mono, and .NET 6 side by side
|
||||
- VSCode debugger integration
|
||||
|
||||
## Requirements
|
||||
|
||||
- [Git](https://git-scm.com/) or [Git for Windows](https://gitforwindows.org/) on Windows
|
||||
- [.NET 5 SDK](https://dotnet.microsoft.com/download/dotnet/5.0)
|
||||
- [.NET 6 SDK](https://dotnet.microsoft.com/download/dotnet/6.0)
|
||||
- [.NET Framework 4.6.1 Developer Pack](https://dotnet.microsoft.com/download/dotnet-framework/net461) on Windows
|
||||
- [Build Tools for Visual Studio 2019](https://visualstudio.microsoft.com/downloads/) on Windows
|
||||
- [Mono](https://www.mono-project.com/) on OSX or Linux
|
||||
|
@ -35,7 +35,7 @@ The generated solution file will also work in regular Visual Studio.
|
|||
- Press Ctrl-Shift-B to open the build tasks menu
|
||||
- `Framework` tasks use .NET Framework to build and run (Windows only)
|
||||
- `Mono` tasks use Mono to build and run
|
||||
- `5` tasks use .NET 5 to build and run
|
||||
- `.NET 6` tasks use .NET 6 to build and run
|
||||
- Press F5 to build and debug
|
||||
|
||||
## Acknowledgments
|
||||
|
|
72
install.sh
72
install.sh
|
@ -14,19 +14,19 @@ readlinkf(){ perl -MCwd -e 'print Cwd::abs_path shift' "$1";}
|
|||
# Checks if git is installed
|
||||
function checkGit()
|
||||
{
|
||||
git --version > /dev/null 2>&1
|
||||
if [ ! $? -eq 0 ]; then
|
||||
echo >&2 "ERROR: Git is not installed. Please install git to download FNA."
|
||||
exit 1
|
||||
fi
|
||||
git --version > /dev/null 2>&1
|
||||
if [ ! $? -eq 0 ]; then
|
||||
echo >&2 "ERROR: Git is not installed. Please install git to download FNA."
|
||||
exit 1
|
||||
fi
|
||||
}
|
||||
|
||||
# Pulls FNA from github
|
||||
function pullFNA()
|
||||
{
|
||||
checkGit
|
||||
git submodule add https://github.com/FNA-XNA/FNA.git
|
||||
echo "Updating to the latest git version of FNA..."
|
||||
checkGit
|
||||
git submodule add https://github.com/FNA-XNA/FNA.git
|
||||
echo "Updating to the latest git version of FNA..."
|
||||
git submodule update --init --recursive
|
||||
if [ $? -eq 0 ]; then
|
||||
echo "Finished updating!"
|
||||
|
@ -39,33 +39,33 @@ function pullFNA()
|
|||
# Downloads and extracts prepackaged archive of native libraries ("fnalibs")
|
||||
function getLibs()
|
||||
{
|
||||
# Downloading
|
||||
echo "Downloading latest fnalibs..."
|
||||
curl https://fna.flibitijibibo.com/archive/fnalibs.tar.bz2 > "$MY_DIR/fnalibs.tar.bz2"
|
||||
if [ $? -eq 0 ]; then
|
||||
echo "Finished downloading!"
|
||||
else
|
||||
>&2 echo "ERROR: Unable to download successfully."
|
||||
exit 1
|
||||
fi
|
||||
# Downloading
|
||||
echo "Downloading latest fnalibs..."
|
||||
curl https://fna.flibitijibibo.com/archive/fnalibs.tar.bz2 > "$MY_DIR/fnalibs.tar.bz2"
|
||||
if [ $? -eq 0 ]; then
|
||||
echo "Finished downloading!"
|
||||
else
|
||||
>&2 echo "ERROR: Unable to download successfully."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
# Decompressing
|
||||
echo "Decompressing fnalibs..."
|
||||
mkdir -p "$MY_DIR"/fnalibs
|
||||
tar xjC "$MY_DIR"/fnalibs -f "$MY_DIR"/fnalibs.tar.bz2
|
||||
if [ $? -eq 0 ]; then
|
||||
echo "Finished decompressing!"
|
||||
echo ""
|
||||
rm "$MY_DIR"/fnalibs.tar.bz2
|
||||
else
|
||||
>&2 echo "ERROR: Unable to decompress successfully."
|
||||
exit 1
|
||||
fi
|
||||
# Decompressing
|
||||
echo "Decompressing fnalibs..."
|
||||
mkdir -p "$MY_DIR"/fnalibs
|
||||
tar xjC "$MY_DIR"/fnalibs -f "$MY_DIR"/fnalibs.tar.bz2
|
||||
if [ $? -eq 0 ]; then
|
||||
echo "Finished decompressing!"
|
||||
echo ""
|
||||
rm "$MY_DIR"/fnalibs.tar.bz2
|
||||
else
|
||||
>&2 echo "ERROR: Unable to decompress successfully."
|
||||
exit 1
|
||||
fi
|
||||
}
|
||||
|
||||
read -p "Enter your project name or 'exit' to quit: " newProjectName
|
||||
if [[ $newProjectName = 'exit' || -z "$newProjectName" ]]; then
|
||||
exit 1
|
||||
exit 1
|
||||
fi
|
||||
|
||||
NEW_PROJECT_DIR="$MY_DIR/../$newProjectName"
|
||||
|
@ -83,10 +83,10 @@ cp -R "$MY_DIR" "$NEW_PROJECT_DIR"
|
|||
cd "$NEW_PROJECT_DIR"
|
||||
files=(ProjectName.Core.sln ProjectName.Framework.sln .gitignore ProjectName/ProjectName.Core.csproj ProjectName/ProjectName.Framework.csproj ProjectName/ProjectNameGame.cs ProjectName/Program.cs .vscode/tasks.json .vscode/launch.json)
|
||||
for file in "${files[@]}"; do
|
||||
sed -i -e "s/ProjectName/$newProjectName/g" "./$file"
|
||||
if [ "$(uname)" == "Darwin" ]; then
|
||||
rm ./${file}-e
|
||||
fi
|
||||
sed -i -e "s/ProjectName/$newProjectName/g" "./$file"
|
||||
if [ "$(uname)" == "Darwin" ]; then
|
||||
rm ./${file}-e
|
||||
fi
|
||||
done
|
||||
|
||||
mv ./ProjectName.Core.sln "./$newProjectName.Core.sln"
|
||||
|
@ -108,7 +108,7 @@ dotnet sln ${newProjectName}.Core.sln add FNA/FNA.Core.csproj
|
|||
echo "Project $newProjectName created at: "
|
||||
|
||||
if [ "$(uname)" == "Darwin" ]; then
|
||||
echo $(readlinkf $NEW_PROJECT_DIR)
|
||||
echo $(readlinkf $NEW_PROJECT_DIR)
|
||||
else
|
||||
echo $(readlink -f $NEW_PROJECT_DIR)
|
||||
echo $(readlink -f $NEW_PROJECT_DIR)
|
||||
fi
|
||||
|
|
Loading…
Reference in New Issue