.NET 6 + indentation fixes

cosmonaut 2022-08-29 21:39:34 -07:00
parent 619d1f0695
commit 4f67c7e45a
10 changed files with 179 additions and 442 deletions

12
.vscode/launch.json vendored
View File

@ -28,17 +28,17 @@
"internalConsoleOptions": "neverOpen" "internalConsoleOptions": "neverOpen"
}, },
{ {
"name": "Attach to .NET 5 Debugger", "name": "Attach to .NET 6 Debugger",
"type": "coreclr", "type": "coreclr",
"request": "launch", "request": "launch",
"preLaunchTask": "Build: .NET 5 Debug", "preLaunchTask": "Build: .NET 6 Debug",
"program": "${workspaceFolder}/ProjectName/bin/Debug/net5.0/ProjectName.dll", "program": "${workspaceFolder}/ProjectName/bin/Debug/net6.0/ProjectName.dll",
"args": [], "args": [],
"env": { "env": {
"LD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net5.0/lib64", "LD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net6.0/lib64",
"DYLD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net5.0/osx" "DYLD_LIBRARY_PATH": "${workspaceFolder}/ProjectName/bin/Debug/net6.0/osx"
}, },
"cwd": "${workspaceFolder}/ProjectName/bin/Debug/net5.0", "cwd": "${workspaceFolder}/ProjectName/bin/Debug/net6.0",
"console": "integratedTerminal", "console": "integratedTerminal",
"internalConsoleOptions": "neverOpen" "internalConsoleOptions": "neverOpen"
} }

24
.vscode/tasks.json vendored
View File

@ -121,12 +121,12 @@
"problemMatcher": [] "problemMatcher": []
}, },
{ {
"label": "Build & Run: .NET 5 Debug", "label": "Build & Run: .NET 6 Debug",
"type": "shell", "type": "shell",
"dependsOrder": "sequence", "dependsOrder": "sequence",
"dependsOn": [ "dependsOn": [
"Build: .NET 5 Debug", "Build: .NET 6 Debug",
"Run: .NET 5 Debug" "Run: .NET 6 Debug"
], ],
"group": { "group": {
"kind": "build", "kind": "build",
@ -135,7 +135,7 @@
"problemMatcher": [] "problemMatcher": []
}, },
{ {
"label": "Build: .NET 5 Debug", "label": "Build: .NET 6 Debug",
"command": "dotnet", "command": "dotnet",
"args": [ "args": [
"build", "build",
@ -151,7 +151,7 @@
"problemMatcher": [] "problemMatcher": []
}, },
{ {
"label": "Run: .NET 5 Debug", "label": "Run: .NET 6 Debug",
"command": "dotnet", "command": "dotnet",
"args": [ "args": [
"./ProjectName.dll" "./ProjectName.dll"
@ -161,7 +161,7 @@
"LD_LIBRARY_PATH": "./lib64", "LD_LIBRARY_PATH": "./lib64",
"DYLD_LIBRARY_PATH": "./osx" "DYLD_LIBRARY_PATH": "./osx"
}, },
"cwd": "${workspaceFolder}/ProjectName/bin/x64/Debug/net5.0" "cwd": "${workspaceFolder}/ProjectName/bin/x64/Debug/net6.0"
}, },
"type": "process", "type": "process",
"group": { "group": {
@ -171,7 +171,7 @@
"problemMatcher": [] "problemMatcher": []
}, },
{ {
"label": "Build: .NET 5 Release", "label": "Build: .NET 6 Release",
"command": "dotnet", "command": "dotnet",
"args": [ "args": [
"build", "build",
@ -189,7 +189,7 @@
"problemMatcher": [] "problemMatcher": []
}, },
{ {
"label": "Run: .NET 5 Release", "label": "Run: .NET 6 Release",
"command": "dotnet", "command": "dotnet",
"args": [ "args": [
"./ProjectName.dll" "./ProjectName.dll"
@ -199,7 +199,7 @@
"LD_LIBRARY_PATH": "./lib64", "LD_LIBRARY_PATH": "./lib64",
"DYLD_LIBRARY_PATH": "./osx" "DYLD_LIBRARY_PATH": "./osx"
}, },
"cwd": "${workspaceFolder}/ProjectName/bin/x64/Release/net5.0" "cwd": "${workspaceFolder}/ProjectName/bin/x64/Release/net6.0"
}, },
"type": "process", "type": "process",
"group": { "group": {
@ -209,11 +209,11 @@
"problemMatcher": [] "problemMatcher": []
}, },
{ {
"label": "Build & Run: .NET 5 Release", "label": "Build & Run: .NET 6 Release",
"dependsOrder": "sequence", "dependsOrder": "sequence",
"dependsOn": [ "dependsOn": [
"Build: .NET 5 Release", "Build: .NET 6 Release",
"Run: .NET 5 Release" "Run: .NET 6 Release"
], ],
"type": "shell", "type": "shell",
"group": { "group": {

View File

@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003"> <Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup> <PropertyGroup>
<DefineConstants>$(DefineConstants)</DefineConstants> <DefineConstants>$(DefineConstants)</DefineConstants>
</PropertyGroup> </PropertyGroup>
</Project> </Project>

View File

@ -1,259 +0,0 @@
// only works in .NET Core. disable in .NET framework
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Xml.Linq;
public static class DllMap
{
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDefaultDllDirectories(int directoryFlags);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
static extern void AddDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName);
const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
public static Dictionary<string, string> MapDictionary;
public static string OS;
public static string CPU;
public static bool Optimise;
public static void Initialise(bool optimise = true)
{
Optimise = optimise;
// Our executabe needs to know how to find the native libraries
// For Windows, we can set this to be x86 or x64 directory at runtime (below)
// For Linux we need to move our native libraries to 'netcoredeps' which is set by .net core
// For OSX we need to set an environment variable (DYLD_LIBRARY_PATH) outside of the process by a script
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
{
try
{
SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
AddDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
catch
{
// Pre-Windows 7, KB2533623
SetDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
}
// .NET Core also doesn't use DllImport but we can replicate this using NativeLibrary as per below
// Uses FNA.dll.config to dictate what the name of the native library is per platform and architecture
var fnaAssembly = Assembly.GetAssembly(typeof(Microsoft.Xna.Framework.Graphics.ColorWriteChannels));
DllMap.Register(fnaAssembly);
}
// Register a call-back for native library resolution.
public static void Register(Assembly assembly)
{
NativeLibrary.SetDllImportResolver(assembly, MapAndLoad);
// Do setup so that MapLibraryName is faster than reading the XML each time
// 1) Get platform & cpu
OS = GetCurrentPlatform().ToString().ToLowerInvariant();
CPU = GetCurrentRuntimeArchitecture().ToString().ToLowerInvariant();
// 2) Setup MapDictionary
// For Windows use hardcoded values
// Why? This is our development platform and we wanted the fastest start time possible (eliminates XML Load)
if (OS == "windows" && Optimise)
{
MapDictionary = new Dictionary<string, string>();
MapDictionary.Add("SDL2", "SDL2.dll");
MapDictionary.Add("SDL_image", "SDL_image.dll");
MapDictionary.Add("FAudio", "FAudio.dll");
}
else
{
// For every other platform use XML file
// Read in config XML and only store details we're interested in within MapDictionary
string xmlPath = Path.Combine(Path.GetDirectoryName(assembly.Location),
Path.GetFileNameWithoutExtension(assembly.Location) + ".dll.config");
if (!File.Exists(xmlPath))
{
Console.WriteLine($"=== Cannot find XML: " + xmlPath);
return;
}
XElement root = XElement.Load(xmlPath);
MapDictionary = new Dictionary<string, string>();
ParseXml(root, true); // Direct match on OS & CPU first
ParseXml(root, false); // Loose match on CPU second (won't allow duplicates)
}
}
private static void ParseXml(XElement root, bool matchCPU)
{
foreach (var el in root.Elements("dllmap"))
{
// Ignore entries for other OSs
if (el.Attribute("os").ToString().IndexOf(OS) < 0)
continue;
// Ignore entries for other CPUs
if (matchCPU)
{
if (el.Attribute("cpu") == null)
continue;
if (el.Attribute("cpu").ToString().IndexOf(CPU) < 0)
continue;
}
else
{
if (el.Attribute("cpu") != null && el.Attribute("cpu").ToString().IndexOf(CPU) < 0)
continue;
}
string oldLib = el.Attribute("dll").Value;
string newLib = el.Attribute("target").Value;
if (string.IsNullOrWhiteSpace(oldLib) || string.IsNullOrWhiteSpace(newLib))
continue;
// Don't allow duplicates
if (MapDictionary.ContainsKey(oldLib))
continue;
MapDictionary.Add(oldLib, newLib);
}
}
// The callback: which loads the mapped libray in place of the original
private static IntPtr MapAndLoad(string libraryName, Assembly assembly, DllImportSearchPath? dllImportSearchPath)
{
string mappedName = null;
mappedName = MapLibraryName(assembly.Location, libraryName, out mappedName) ? mappedName : libraryName;
return NativeLibrary.Load(mappedName, assembly, dllImportSearchPath);
}
// Parse the assembly.xml file, and map the old name to the new name of a library.
private static bool MapLibraryName(string assemblyLocation, string originalLibName, out string mappedLibName)
{
if (MapDictionary.TryGetValue(originalLibName, out mappedLibName))
return true;
else
return false;
}
// Below pinched from Mono.DllMap project: https://github.com/Firwood-Software/AdvancedDLSupport/tree/1b7394211a655b2f77649ce3b610a3161215cbdc/Mono.DllMap
public static DllMapOS GetCurrentPlatform()
{
if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
{
return DllMapOS.Linux;
}
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
{
return DllMapOS.Windows;
}
if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
{
return DllMapOS.OSX;
}
var operatingDesc = RuntimeInformation.OSDescription.ToUpperInvariant();
foreach (var system in Enum.GetValues(typeof(DllMapOS)).Cast<DllMapOS>()
.Except(new[] { DllMapOS.Linux, DllMapOS.Windows, DllMapOS.OSX }))
{
if (operatingDesc.Contains(system.ToString().ToUpperInvariant()))
{
return system;
}
}
throw new PlatformNotSupportedException($"Couldn't detect platform: {RuntimeInformation.OSDescription}");
}
public static DllMapArchitecture GetCurrentRuntimeArchitecture()
{
switch (RuntimeInformation.ProcessArchitecture)
{
case Architecture.Arm:
{
return DllMapArchitecture.ARM;
}
case Architecture.X64:
{
return DllMapArchitecture.x86_64;
}
case Architecture.X86:
{
return DllMapArchitecture.x86;
}
}
typeof(object).Module.GetPEKind(out _, out var machine);
switch (machine)
{
case ImageFileMachine.I386:
{
return DllMapArchitecture.x86;
}
case ImageFileMachine.AMD64:
{
return DllMapArchitecture.x86_64;
}
case ImageFileMachine.ARM:
{
return DllMapArchitecture.ARM;
}
case ImageFileMachine.IA64:
{
return DllMapArchitecture.IA64;
}
}
throw new PlatformNotSupportedException("Couldn't detect the current architecture.");
}
public enum DllMapOS
{
Linux = 1 << 0,
OSX = 1 << 1,
Solaris = 1 << 2,
FreeBSD = 1 << 3,
OpenBSD = 1 << 4,
NetBSD = 1 << 5,
Windows = 1 << 6,
AIX = 1 << 7,
HPUX = 1 << 8
}
public enum DllMapArchitecture
{
x86 = 1 << 0,
x86_64 = 1 << 1,
SPARC = 1 << 2,
PPC = 1 << 3,
S390 = 1 << 4,
S390X = 1 << 5,
ARM = 1 << 6,
ARMV8 = 1 << 7,
MIPS = 1 << 8,
Alpha = 1 << 9,
HPPA = 1 << 10,
IA64 = 1 << 11
}
}

View File

@ -5,43 +5,39 @@ using System.Runtime.InteropServices;
namespace ProjectName namespace ProjectName
{ {
class Program class Program
{ {
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)] [DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)] [return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName); static extern bool SetDllDirectory(string lpPathName);
static void Main(string[] args) static void Main(string[] args)
{ {
#if NETCOREAPP // https://github.com/FNA-XNA/FNA/wiki/4:-FNA-and-Windows-API#64-bit-support
DllMap.Initialise(false); if (Environment.OSVersion.Platform == PlatformID.Win32NT)
#endif {
SetDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
// https://github.com/FNA-XNA/FNA/wiki/4:-FNA-and-Windows-API#64-bit-support // https://github.com/FNA-XNA/FNA/wiki/7:-FNA-Environment-Variables#fna_graphics_enable_highdpi
if (Environment.OSVersion.Platform == PlatformID.Win32NT) // NOTE: from documentation:
{ // Lastly, when packaging for macOS, be sure this is in your app bundle's Info.plist:
SetDllDirectory(Path.Combine( // <key>NSHighResolutionCapable</key>
AppDomain.CurrentDomain.BaseDirectory, // <string>True</string>
Environment.Is64BitProcess ? "x64" : "x86" Environment.SetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI", "1");
));
}
// https://github.com/FNA-XNA/FNA/wiki/7:-FNA-Environment-Variables#fna_graphics_enable_highdpi using (ProjectNameGame game = new ProjectNameGame())
// NOTE: from documentation: {
// Lastly, when packaging for macOS, be sure this is in your app bundle's Info.plist: bool isHighDPI = Environment.GetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI") == "1";
// <key>NSHighResolutionCapable</key> if (isHighDPI)
// <string>True</string> Debug.WriteLine("HiDPI Enabled");
Environment.SetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI", "1");
using (ProjectNameGame game = new ProjectNameGame()) game.Run();
{ }
bool isHighDPI = Environment.GetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI") == "1"; }
if (isHighDPI) }
Debug.WriteLine("HiDPI Enabled");
game.Run();
}
}
}
} }

View File

@ -4,28 +4,28 @@
<Platforms>x64;x86</Platforms> <Platforms>x64;x86</Platforms>
</PropertyGroup> </PropertyGroup>
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" /> <Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" />
<PropertyGroup> <PropertyGroup>
<OutputType>WinExe</OutputType> <OutputType>WinExe</OutputType>
<TargetFramework>net5.0</TargetFramework> <TargetFramework>net6.0</TargetFramework>
<TargetName>ProjectName</TargetName> <TargetName>ProjectName</TargetName>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo> <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute> <GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
<LangVersion>7.3</LangVersion> <LangVersion>7.3</LangVersion>
<StartupObject>ProjectName.Program</StartupObject> <StartupObject>ProjectName.Program</StartupObject>
<AssemblyName>ProjectName</AssemblyName> <AssemblyName>ProjectName</AssemblyName>
<RootNamespace>ProjectName</RootNamespace> <RootNamespace>ProjectName</RootNamespace>
<TargetLatestRuntimePatch>true</TargetLatestRuntimePatch> <TargetLatestRuntimePatch>true</TargetLatestRuntimePatch>
<RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers> <RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers>
<ApplicationIcon /> <ApplicationIcon />
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Content Include="Content\**\*.*"> <Content Include="Content\**\*.*">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content> </Content>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\FNA\FNA.Core.csproj" /> <ProjectReference Include="..\FNA\FNA.Core.csproj" />
</ItemGroup> </ItemGroup>
<Import Project=".\CopyFNALibs.targets" /> <Import Project=".\CopyFNALibs.targets" />
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" /> <Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
</Project> </Project>

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@ -4,31 +4,31 @@
<Platforms>x64;x86</Platforms> <Platforms>x64;x86</Platforms>
</PropertyGroup> </PropertyGroup>
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" /> <Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" />
<PropertyGroup> <PropertyGroup>
<OutputType>Exe</OutputType> <OutputType>Exe</OutputType>
<TargetFramework>net461</TargetFramework> <TargetFramework>net461</TargetFramework>
<TargetName>ProjectName</TargetName> <TargetName>ProjectName</TargetName>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo> <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute> <GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>
<LangVersion>7.3</LangVersion> <LangVersion>7.3</LangVersion>
<StartupObject>ProjectName.Program</StartupObject> <StartupObject>ProjectName.Program</StartupObject>
<AssemblyName>ProjectName</AssemblyName> <AssemblyName>ProjectName</AssemblyName>
<RootNamespace>ProjectName</RootNamespace> <RootNamespace>ProjectName</RootNamespace>
<TargetLatestRuntimePatch>true</TargetLatestRuntimePatch> <TargetLatestRuntimePatch>true</TargetLatestRuntimePatch>
<RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers> <RuntimeIdentifiers>win-x64;osx-x64;linux-x64</RuntimeIdentifiers>
<ApplicationIcon /> <ApplicationIcon />
</PropertyGroup> </PropertyGroup>
<PropertyGroup> <PropertyGroup>
<DefaultItemExcludes>$(DefaultItemExcludes);DllMap.cs</DefaultItemExcludes> <DefaultItemExcludes>$(DefaultItemExcludes);DllMap.cs</DefaultItemExcludes>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Content Include="Content\**\*.*"> <Content Include="Content\**\*.*">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content> </Content>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ProjectReference Include="..\FNA\FNA.csproj" /> <ProjectReference Include="..\FNA\FNA.csproj" />
</ItemGroup> </ItemGroup>
<Import Project=".\CopyFNALibs.targets" /> <Import Project=".\CopyFNALibs.targets" />
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" /> <Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" />
</Project> </Project>

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@ -3,50 +3,50 @@ using Microsoft.Xna.Framework.Graphics;
namespace ProjectName namespace ProjectName
{ {
class ProjectNameGame : Game class ProjectNameGame : Game
{ {
GraphicsDeviceManager graphics; GraphicsDeviceManager graphics;
public ProjectNameGame() public ProjectNameGame()
{ {
graphics = new GraphicsDeviceManager(this); graphics = new GraphicsDeviceManager(this);
graphics.PreferredBackBufferWidth = 1280; graphics.PreferredBackBufferWidth = 1280;
graphics.PreferredBackBufferHeight = 720; graphics.PreferredBackBufferHeight = 720;
graphics.PreferMultiSampling = true; graphics.PreferMultiSampling = true;
Content.RootDirectory = "Content"; Content.RootDirectory = "Content";
Window.AllowUserResizing = true; Window.AllowUserResizing = true;
IsMouseVisible = true; IsMouseVisible = true;
} }
protected override void LoadContent() protected override void LoadContent()
{ {
base.LoadContent(); base.LoadContent();
} }
protected override void UnloadContent() protected override void UnloadContent()
{ {
base.UnloadContent(); base.UnloadContent();
} }
protected override void Update(GameTime gameTime) protected override void Update(GameTime gameTime)
{ {
// //
// Insert your game update logic here. // Insert your game update logic here.
// //
base.Update(gameTime); base.Update(gameTime);
} }
protected override void Draw(GameTime gameTime) protected override void Draw(GameTime gameTime)
{ {
// //
// Replace this with your own drawing code. // Replace this with your own drawing code.
// //
GraphicsDevice.Clear(Color.CornflowerBlue); GraphicsDevice.Clear(Color.CornflowerBlue);
base.Draw(gameTime); base.Draw(gameTime);
} }
} }
} }

View File

@ -1,19 +1,19 @@
# FNA-VSCode-Template # 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. The generated solution file will also work in regular Visual Studio.
## Features ## Features
- Includes project boilerplate code - 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 - VSCode debugger integration
## Requirements ## Requirements
- [Git](https://git-scm.com/) or [Git for Windows](https://gitforwindows.org/) on Windows - [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 - [.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 - [Build Tools for Visual Studio 2019](https://visualstudio.microsoft.com/downloads/) on Windows
- [Mono](https://www.mono-project.com/) on OSX or Linux - [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 - Press Ctrl-Shift-B to open the build tasks menu
- `Framework` tasks use .NET Framework to build and run (Windows only) - `Framework` tasks use .NET Framework to build and run (Windows only)
- `Mono` tasks use Mono to build and run - `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 - Press F5 to build and debug
## Acknowledgments ## Acknowledgments

View File

@ -14,19 +14,19 @@ readlinkf(){ perl -MCwd -e 'print Cwd::abs_path shift' "$1";}
# Checks if git is installed # Checks if git is installed
function checkGit() function checkGit()
{ {
git --version > /dev/null 2>&1 git --version > /dev/null 2>&1
if [ ! $? -eq 0 ]; then if [ ! $? -eq 0 ]; then
echo >&2 "ERROR: Git is not installed. Please install git to download FNA." echo >&2 "ERROR: Git is not installed. Please install git to download FNA."
exit 1 exit 1
fi fi
} }
# Pulls FNA from github # Pulls FNA from github
function pullFNA() function pullFNA()
{ {
checkGit checkGit
git submodule add https://github.com/FNA-XNA/FNA.git git submodule add https://github.com/FNA-XNA/FNA.git
echo "Updating to the latest git version of FNA..." echo "Updating to the latest git version of FNA..."
git submodule update --init --recursive git submodule update --init --recursive
if [ $? -eq 0 ]; then if [ $? -eq 0 ]; then
echo "Finished updating!" echo "Finished updating!"
@ -39,33 +39,33 @@ function pullFNA()
# Downloads and extracts prepackaged archive of native libraries ("fnalibs") # Downloads and extracts prepackaged archive of native libraries ("fnalibs")
function getLibs() function getLibs()
{ {
# Downloading # Downloading
echo "Downloading latest fnalibs..." echo "Downloading latest fnalibs..."
curl https://fna.flibitijibibo.com/archive/fnalibs.tar.bz2 > "$MY_DIR/fnalibs.tar.bz2" curl https://fna.flibitijibibo.com/archive/fnalibs.tar.bz2 > "$MY_DIR/fnalibs.tar.bz2"
if [ $? -eq 0 ]; then if [ $? -eq 0 ]; then
echo "Finished downloading!" echo "Finished downloading!"
else else
>&2 echo "ERROR: Unable to download successfully." >&2 echo "ERROR: Unable to download successfully."
exit 1 exit 1
fi fi
# Decompressing # Decompressing
echo "Decompressing fnalibs..." echo "Decompressing fnalibs..."
mkdir -p "$MY_DIR"/fnalibs mkdir -p "$MY_DIR"/fnalibs
tar xjC "$MY_DIR"/fnalibs -f "$MY_DIR"/fnalibs.tar.bz2 tar xjC "$MY_DIR"/fnalibs -f "$MY_DIR"/fnalibs.tar.bz2
if [ $? -eq 0 ]; then if [ $? -eq 0 ]; then
echo "Finished decompressing!" echo "Finished decompressing!"
echo "" echo ""
rm "$MY_DIR"/fnalibs.tar.bz2 rm "$MY_DIR"/fnalibs.tar.bz2
else else
>&2 echo "ERROR: Unable to decompress successfully." >&2 echo "ERROR: Unable to decompress successfully."
exit 1 exit 1
fi fi
} }
read -p "Enter your project name or 'exit' to quit: " newProjectName read -p "Enter your project name or 'exit' to quit: " newProjectName
if [[ $newProjectName = 'exit' || -z "$newProjectName" ]]; then if [[ $newProjectName = 'exit' || -z "$newProjectName" ]]; then
exit 1 exit 1
fi fi
NEW_PROJECT_DIR="$MY_DIR/../$newProjectName" NEW_PROJECT_DIR="$MY_DIR/../$newProjectName"
@ -83,10 +83,10 @@ cp -R "$MY_DIR" "$NEW_PROJECT_DIR"
cd "$NEW_PROJECT_DIR" cd "$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) 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 "${files[@]}"; do for file in "${files[@]}"; do
sed -i -e "s/ProjectName/$newProjectName/g" "./$file" sed -i -e "s/ProjectName/$newProjectName/g" "./$file"
if [ "$(uname)" == "Darwin" ]; then if [ "$(uname)" == "Darwin" ]; then
rm ./${file}-e rm ./${file}-e
fi fi
done done
mv ./ProjectName.Core.sln "./$newProjectName.Core.sln" mv ./ProjectName.Core.sln "./$newProjectName.Core.sln"
@ -108,7 +108,7 @@ dotnet sln ${newProjectName}.Core.sln add FNA/FNA.Core.csproj
echo "Project $newProjectName created at: " echo "Project $newProjectName created at: "
if [ "$(uname)" == "Darwin" ]; then if [ "$(uname)" == "Darwin" ]; then
echo $(readlinkf $NEW_PROJECT_DIR) echo $(readlinkf $NEW_PROJECT_DIR)
else else
echo $(readlink -f $NEW_PROJECT_DIR) echo $(readlink -f $NEW_PROJECT_DIR)
fi fi