reformat & cleanup

This commit is contained in:
Ell 2022-08-17 21:51:38 +02:00
parent b3218532e8
commit 1142252015
6 changed files with 287 additions and 287 deletions

View file

@ -1,12 +1,12 @@
{
"version": 1,
"isRoot": true,
"tools": {
"nulastudio.ncbeauty": {
"version": "1.2.9.3",
"commands": [
"ncbeauty"
]
"version": 1,
"isRoot": true,
"tools": {
"nulastudio.ncbeauty": {
"version": "1.2.9.3",
"commands": [
"ncbeauty"
]
}
}
}
}

View file

@ -2,68 +2,68 @@ using System;
using System.Collections.Generic;
using CommandLine;
namespace GameBundle {
public class Options {
namespace GameBundle;
[Option('s', "source", HelpText = "The location of the .csproj file that should be built and bundled. By default, the current directory is scanned for one")]
public string SourceFile { get; set; }
[Option('o', "output", Default = "bin/Bundled", HelpText = "The location of the directory that the bundles should be stored in")]
public string OutputDirectory { get; set; }
[Option('v', "verbose", HelpText = "Display verbose output while building")]
public bool Verbose { get; set; }
public class Options {
[Option('w', "win", HelpText = "Bundle for windows")]
public bool BuildWindows { get; set; }
[Option('l', "linux", HelpText = "Bundle for linux")]
public bool BuildLinux { get; set; }
[Option('m', "mac", HelpText = "Bundle for mac")]
public bool BuildMac { get; set; }
[Option("win-rid", Default = "win-x64", HelpText = "The RID to use for windows builds")]
public string WindowsRid { get; set; }
[Option("linux-rid", Default = "linux-x64", HelpText = "The RID to use for linux builds")]
public string LinuxRid { get; set; }
[Option("mac-rid", Default = "osx-x64", HelpText = "The RID to use for mac builds")]
public string MacRid { get; set; }
[Option('s', "source", HelpText = "The location of the .csproj file that should be built and bundled. By default, the current directory is scanned for one")]
public string SourceFile { get; set; }
[Option('o', "output", Default = "bin/Bundled", HelpText = "The location of the directory that the bundles should be stored in")]
public string OutputDirectory { get; set; }
[Option('v', "verbose", HelpText = "Display verbose output while building")]
public bool Verbose { get; set; }
[Option('W', "win-arm", HelpText = "Bundle for windows arm")]
public bool BuildWindowsArm { get; set; }
[Option('L', "linux-arm", HelpText = "Bundle for linux arm")]
public bool BuildLinuxArm { get; set; }
[Option('M', "mac-arm", HelpText = "Bundle for mac arm")]
public bool BuildMacArm { get; set; }
[Option("win-arm-rid", Default = "win-arm64", HelpText = "The RID to use for windows arm builds")]
public string WindowsArmRid { get; set; }
[Option("linux-arm-rid", Default = "linux-arm64", HelpText = "The RID to use for linux arm builds")]
public string LinuxArmRid { get; set; }
[Option("mac-arm-rid", Default = "osx-arm64", HelpText = "The RID to use for mac arm builds")]
public string MacArmRid { get; set; }
[Option('w', "win", HelpText = "Bundle for windows")]
public bool BuildWindows { get; set; }
[Option('l', "linux", HelpText = "Bundle for linux")]
public bool BuildLinux { get; set; }
[Option('m', "mac", HelpText = "Bundle for mac")]
public bool BuildMac { get; set; }
[Option("win-rid", Default = "win-x64", HelpText = "The RID to use for windows builds")]
public string WindowsRid { get; set; }
[Option("linux-rid", Default = "linux-x64", HelpText = "The RID to use for linux builds")]
public string LinuxRid { get; set; }
[Option("mac-rid", Default = "osx-x64", HelpText = "The RID to use for mac builds")]
public string MacRid { get; set; }
[Option('z', "zip", HelpText = "Store the build results in zip files instead of folders")]
public bool Zip { get; set; }
[Option('b', "mac-bundle", HelpText = "Create an app bundle for mac")]
public bool MacBundle { get; set; }
[Option("mac-bundle-resources", Default = new[] {"Content", "*.icns"}, HelpText = "When creating an app bundle for mac, things that should go into the Resources folder rather than the MacOS folder")]
public IEnumerable<string> MacBundleResources { get; set; }
[Option("mac-bundle-ignore", HelpText = "When creating an app bundle for mac, things that should be left out of the mac bundle and stay in the output folder")]
public IEnumerable<string> MacBundleIgnore { get; set; }
[Option('W', "win-arm", HelpText = "Bundle for windows arm")]
public bool BuildWindowsArm { get; set; }
[Option('L', "linux-arm", HelpText = "Bundle for linux arm")]
public bool BuildLinuxArm { get; set; }
[Option('M', "mac-arm", HelpText = "Bundle for mac arm")]
public bool BuildMacArm { get; set; }
[Option("win-arm-rid", Default = "win-arm64", HelpText = "The RID to use for windows arm builds")]
public string WindowsArmRid { get; set; }
[Option("linux-arm-rid", Default = "linux-arm64", HelpText = "The RID to use for linux arm builds")]
public string LinuxArmRid { get; set; }
[Option("mac-arm-rid", Default = "osx-arm64", HelpText = "The RID to use for mac arm builds")]
public string MacArmRid { get; set; }
[Option("skip-lib", HelpText = "When bundling, skip beautifying the output by moving files to the library folder")]
public bool SkipLib { get; set; }
[Option('e', "exclude", HelpText = "Files that should not be moved to the library folder")]
public IEnumerable<string> ExcludedFiles { get; set; }
[Option("lib-name", Default = "Lib", HelpText = "The name of the library folder that is created")]
public string LibFolder { get; set; }
[Option('z', "zip", HelpText = "Store the build results in zip files instead of folders")]
public bool Zip { get; set; }
[Option('b', "mac-bundle", HelpText = "Create an app bundle for mac")]
public bool MacBundle { get; set; }
[Option("mac-bundle-resources", Default = new[] {"Content", "*.icns"}, HelpText = "When creating an app bundle for mac, things that should go into the Resources folder rather than the MacOS folder")]
public IEnumerable<string> MacBundleResources { get; set; }
[Option("mac-bundle-ignore", HelpText = "When creating an app bundle for mac, things that should be left out of the mac bundle and stay in the output folder")]
public IEnumerable<string> MacBundleIgnore { get; set; }
[Option('t', "trim", HelpText = "Trim the application when publishing")]
public bool Trim { get; set; }
[Option('c', "config", Default = "Release", HelpText = "The build configuration to use")]
public string BuildConfig { get; set; }
[Option('a', "build-args", HelpText = "Additional arguments that should be passed to the dotnet publish command")]
public string BuildArgs { get; set; }
[Option('n', "name-builds", HelpText = "Name the build output directories by the name of the executable")]
public bool NameBuilds { get; set; }
[Option('N', "name-addition", HelpText = "An additional string of text that should be included in the names of the output directories")]
public string NameAddition { get; set; }
[Option("skip-lib", HelpText = "When bundling, skip beautifying the output by moving files to the library folder")]
public bool SkipLib { get; set; }
[Option('e', "exclude", HelpText = "Files that should not be moved to the library folder")]
public IEnumerable<string> ExcludedFiles { get; set; }
[Option("lib-name", Default = "Lib", HelpText = "The name of the library folder that is created")]
public string LibFolder { get; set; }
[Option('t', "trim", HelpText = "Trim the application when publishing")]
public bool Trim { get; set; }
[Option('c', "config", Default = "Release", HelpText = "The build configuration to use")]
public string BuildConfig { get; set; }
[Option('a', "build-args", HelpText = "Additional arguments that should be passed to the dotnet publish command")]
public string BuildArgs { get; set; }
[Option('n', "name-builds", HelpText = "Name the build output directories by the name of the executable")]
public bool NameBuilds { get; set; }
[Option('N', "name-addition", HelpText = "An additional string of text that should be included in the names of the output directories")]
public string NameAddition { get; set; }
}
}

View file

@ -7,213 +7,213 @@ using System.Linq;
using System.Text.RegularExpressions;
using CommandLine;
namespace GameBundle {
internal static class Program {
namespace GameBundle;
private static int Main(string[] args) {
return new Parser(c => {
c.HelpWriter = Console.Error;
c.EnableDashDash = true;
}).ParseArguments<Options>(args).MapResult(Run, _ => -1);
internal static class Program {
private static int Main(string[] args) {
return new Parser(c => {
c.HelpWriter = Console.Error;
c.EnableDashDash = true;
}).ParseArguments<Options>(args).MapResult(Program.Run, _ => -1);
}
private static int Run(Options options) {
// make sure all of the required tools are installed
if (Program.RunProcess(options, "dotnet", "tool restore", AppDomain.CurrentDomain.BaseDirectory) != 0) {
Console.WriteLine("dotnet tool restore failed, aborting");
return -1;
}
private static int Run(Options options) {
// make sure all of the required tools are installed
if (RunProcess(options, "dotnet", "tool restore", AppDomain.CurrentDomain.BaseDirectory) != 0) {
Console.WriteLine("dotnet tool restore failed, aborting");
var proj = Program.GetProjectFile(options);
if (proj == null || !proj.Exists) {
Console.WriteLine("Project file not found, aborting");
return -1;
}
Console.WriteLine($"Bundling project {proj.FullName}");
var builtAnything = false;
var toBuild = new List<BuildConfig> {
// regular builds
new("windows", "win", options.WindowsRid, options.BuildWindows),
new("linux", "linux", options.LinuxRid, options.BuildLinux),
new("mac", "mac", options.MacRid, options.BuildMac, false, d => options.MacBundle ? Program.CreateMacBundle(options, d) : 0),
// arm builds
new("windows arm", "win-arm", options.WindowsArmRid, options.BuildWindowsArm, true),
new("linux arm", "linux-arm", options.LinuxArmRid, options.BuildLinuxArm, true),
new("mac arm", "mac-arm", options.MacArmRid, options.BuildMacArm, true, d => options.MacBundle ? Program.CreateMacBundle(options, d) : 0)
};
foreach (var config in toBuild) {
if (config.ShouldBuild) {
Console.WriteLine($"Bundling for {config.DisplayName}");
var res = Program.Publish(options, proj, config);
if (res != 0)
return res;
builtAnything = true;
}
}
if (!builtAnything)
Console.WriteLine("No build took place. Supply -w, -l or -m arguments or see available arguments using --help.");
Console.WriteLine("Done");
return 0;
}
private static int Publish(Options options, FileInfo proj, BuildConfig config) {
var buildDir = Program.GetBuildDir(options, config.DirectoryName);
var publishResult = Program.RunProcess(options, "dotnet", $"publish \"{proj.FullName}\" -o \"{buildDir.FullName}\" -r {config.Rid} --self-contained -c {options.BuildConfig} /p:PublishTrimmed={options.Trim} {options.BuildArgs}");
if (publishResult != 0)
return publishResult;
// Run beauty
if (!options.SkipLib && !config.SkipLib) {
var excludes = $"\"{string.Join(";", options.ExcludedFiles)}\"";
var log = options.Verbose ? "Detail" : "Error";
var beautyResult = Program.RunProcess(options, "dotnet", $"ncbeauty --loglevel={log} --force=True --noflag=True \"{buildDir.FullName}\" \"{options.LibFolder}\" {excludes}", AppDomain.CurrentDomain.BaseDirectory);
if (beautyResult != 0)
return beautyResult;
}
// Rename build folder if named builds are enabled
if (options.NameBuilds) {
var name = Program.GetBuildName(options, buildDir);
if (name == null) {
Console.WriteLine("Couldn't determine build name, aborting");
return -1;
}
var proj = GetProjectFile(options);
if (proj == null || !proj.Exists) {
Console.WriteLine("Project file not found, aborting");
return -1;
}
Console.WriteLine($"Bundling project {proj.FullName}");
var builtAnything = false;
var toBuild = new List<BuildConfig> {
// regular builds
new("windows", "win", options.WindowsRid, options.BuildWindows),
new("linux", "linux", options.LinuxRid, options.BuildLinux),
new("mac", "mac", options.MacRid, options.BuildMac, false, d => options.MacBundle ? CreateMacBundle(options, d) : 0),
// arm builds
new("windows arm", "win-arm", options.WindowsArmRid, options.BuildWindowsArm, true),
new("linux arm", "linux-arm", options.LinuxArmRid, options.BuildLinuxArm, true),
new("mac arm", "mac-arm", options.MacArmRid, options.BuildMacArm, true, d => options.MacBundle ? CreateMacBundle(options, d) : 0)
};
foreach (var config in toBuild) {
if (config.ShouldBuild) {
Console.WriteLine($"Bundling for {config.DisplayName}");
var res = Publish(options, proj, config);
if (res != 0)
return res;
builtAnything = true;
}
}
if (!builtAnything)
Console.WriteLine("No build took place. Supply -w, -l or -m arguments or see available arguments using --help.");
Console.WriteLine("Done");
return 0;
}
private static int Publish(Options options, FileInfo proj, BuildConfig config) {
var buildDir = GetBuildDir(options, config.DirectoryName);
var publishResult = RunProcess(options, "dotnet", $"publish \"{proj.FullName}\" -o \"{buildDir.FullName}\" -r {config.Rid} --self-contained -c {options.BuildConfig} /p:PublishTrimmed={options.Trim} {options.BuildArgs}");
if (publishResult != 0)
return publishResult;
// Run beauty
if (!options.SkipLib && !config.SkipLib) {
var excludes = $"\"{string.Join(";", options.ExcludedFiles)}\"";
var log = options.Verbose ? "Detail" : "Error";
var beautyResult = RunProcess(options, "dotnet", $"ncbeauty --loglevel={log} --force=True --noflag=True \"{buildDir.FullName}\" \"{options.LibFolder}\" {excludes}", AppDomain.CurrentDomain.BaseDirectory);
if (beautyResult != 0)
return beautyResult;
}
// Rename build folder if named builds are enabled
if (options.NameBuilds) {
var name = GetBuildName(options, buildDir);
if (name == null) {
Console.WriteLine("Couldn't determine build name, aborting");
return -1;
}
var dest = Path.Combine(buildDir.Parent.FullName, $"{name}-{buildDir.Name}");
if (Directory.Exists(dest))
Directory.Delete(dest, true);
buildDir.MoveTo(dest);
if (options.Verbose)
Console.WriteLine($"Moved build directory to {buildDir.FullName}");
}
// Run any additional actions like creating the mac bundle
if (config.AdditionalAction != null) {
var result = config.AdditionalAction.Invoke(buildDir);
if (result != 0)
return result;
}
// Zip the output if required
if (options.Zip) {
var zipLocation = Path.Combine(buildDir.Parent.FullName, $"{buildDir.Name}.zip");
if (File.Exists(zipLocation))
File.Delete(zipLocation);
ZipFile.CreateFromDirectory(buildDir.FullName, zipLocation, CompressionLevel.Optimal, true);
buildDir.Delete(true);
if (options.Verbose)
Console.WriteLine($"Zipped build to {zipLocation}");
}
return 0;
}
private static int RunProcess(Options options, string program, string args, string workingDir = "") {
var dest = Path.Combine(buildDir.Parent.FullName, $"{name}-{buildDir.Name}");
if (Directory.Exists(dest))
Directory.Delete(dest, true);
buildDir.MoveTo(dest);
if (options.Verbose)
Console.WriteLine($"> {program} {args}");
var info = new ProcessStartInfo(program, args) {WorkingDirectory = workingDir};
if (!options.Verbose)
info.CreateNoWindow = true;
var process = Process.Start(info);
process.WaitForExit();
Console.WriteLine($"Moved build directory to {buildDir.FullName}");
}
// Run any additional actions like creating the mac bundle
if (config.AdditionalAction != null) {
var result = config.AdditionalAction.Invoke(buildDir);
if (result != 0)
return result;
}
// Zip the output if required
if (options.Zip) {
var zipLocation = Path.Combine(buildDir.Parent.FullName, $"{buildDir.Name}.zip");
if (File.Exists(zipLocation))
File.Delete(zipLocation);
ZipFile.CreateFromDirectory(buildDir.FullName, zipLocation, CompressionLevel.Optimal, true);
buildDir.Delete(true);
if (options.Verbose)
Console.WriteLine($"{program} finished with exit code {process.ExitCode}");
return process.ExitCode;
Console.WriteLine($"Zipped build to {zipLocation}");
}
return 0;
}
private static int RunProcess(Options options, string program, string args, string workingDir = "") {
if (options.Verbose)
Console.WriteLine($"> {program} {args}");
var info = new ProcessStartInfo(program, args) {WorkingDirectory = workingDir};
if (!options.Verbose)
info.CreateNoWindow = true;
var process = Process.Start(info);
process.WaitForExit();
if (options.Verbose)
Console.WriteLine($"{program} finished with exit code {process.ExitCode}");
return process.ExitCode;
}
private static FileInfo GetProjectFile(Options options) {
if (!string.IsNullOrEmpty(options.SourceFile))
return new FileInfo(options.SourceFile);
var dir = new DirectoryInfo(".");
foreach (var file in dir.EnumerateFiles()) {
if (Path.GetExtension(file.FullName).Contains("proj"))
return file;
}
return null;
}
private static int CreateMacBundle(Options options, DirectoryInfo buildDir) {
var buildName = Program.GetBuildName(options, buildDir);
var app = buildDir.CreateSubdirectory($"{buildName}.app");
var contents = app.CreateSubdirectory("Contents");
var resources = contents.CreateSubdirectory("Resources");
var macOs = contents.CreateSubdirectory("MacOS");
var resRegex = options.MacBundleResources.Select(Program.GlobRegex).ToArray();
var ignoreRegex = options.MacBundleIgnore.Select(Program.GlobRegex).ToArray();
if (options.Verbose)
Console.WriteLine($"Creating app bundle {app}");
foreach (var file in buildDir.GetFiles()) {
if (ignoreRegex.Any(r => r.IsMatch(file.Name)))
continue;
var destDir = resRegex.Any(r => r.IsMatch(file.Name)) ? resources : macOs;
if (file.Name.EndsWith("plist") || file.Name == "PkgInfo")
destDir = contents;
file.MoveTo(Path.Combine(destDir.FullName, file.Name), true);
}
foreach (var sub in buildDir.GetDirectories()) {
if (sub.Name == app.Name || ignoreRegex.Any(r => r.IsMatch(sub.Name)))
continue;
var destDir = resRegex.Any(r => r.IsMatch(sub.Name)) ? resources : macOs;
var dest = new DirectoryInfo(Path.Combine(destDir.FullName, sub.Name));
if (dest.Exists)
dest.Delete(true);
sub.MoveTo(dest.FullName);
}
private static FileInfo GetProjectFile(Options options) {
if (!string.IsNullOrEmpty(options.SourceFile))
return new FileInfo(options.SourceFile);
var dir = new DirectoryInfo(".");
foreach (var file in dir.EnumerateFiles()) {
if (Path.GetExtension(file.FullName).Contains("proj"))
return file;
}
return null;
}
private static int CreateMacBundle(Options options, DirectoryInfo buildDir) {
var buildName = GetBuildName(options, buildDir);
var app = buildDir.CreateSubdirectory($"{buildName}.app");
var contents = app.CreateSubdirectory("Contents");
var resources = contents.CreateSubdirectory("Resources");
var macOs = contents.CreateSubdirectory("MacOS");
var resRegex = options.MacBundleResources.Select(GlobRegex).ToArray();
var ignoreRegex = options.MacBundleIgnore.Select(GlobRegex).ToArray();
var info = Path.Combine(contents.FullName, "PkgInfo");
if (!File.Exists(info)) {
File.WriteAllText(info, "APPL????");
if (options.Verbose)
Console.WriteLine($"Creating app bundle {app}");
foreach (var file in buildDir.GetFiles()) {
if (ignoreRegex.Any(r => r.IsMatch(file.Name)))
continue;
var destDir = resRegex.Any(r => r.IsMatch(file.Name)) ? resources : macOs;
if (file.Name.EndsWith("plist") || file.Name == "PkgInfo")
destDir = contents;
file.MoveTo(Path.Combine(destDir.FullName, file.Name), true);
}
foreach (var sub in buildDir.GetDirectories()) {
if (sub.Name == app.Name || ignoreRegex.Any(r => r.IsMatch(sub.Name)))
continue;
var destDir = resRegex.Any(r => r.IsMatch(sub.Name)) ? resources : macOs;
var dest = new DirectoryInfo(Path.Combine(destDir.FullName, sub.Name));
if (dest.Exists)
dest.Delete(true);
sub.MoveTo(dest.FullName);
}
var info = Path.Combine(contents.FullName, "PkgInfo");
if (!File.Exists(info)) {
File.WriteAllText(info, "APPL????");
if (options.Verbose)
Console.WriteLine($"Creating package info at {info}");
}
return 0;
Console.WriteLine($"Creating package info at {info}");
}
private static Regex GlobRegex(string s) {
return new Regex(s.Replace(".", "[.]").Replace("*", ".*").Replace("?", "."));
return 0;
}
private static Regex GlobRegex(string s) {
return new Regex(s.Replace(".", "[.]").Replace("*", ".*").Replace("?", "."));
}
private static DirectoryInfo GetBuildDir(Options options, string name) {
if (options.NameAddition != null)
name = $"{options.NameAddition}-{name}";
return new DirectoryInfo(Path.Combine(Path.GetFullPath(options.OutputDirectory), name));
}
private static string GetBuildName(Options options, DirectoryInfo buildDir) {
// determine build name based on the names of the exe or binary that have a matching dll file
var files = buildDir.GetFiles();
foreach (var file in files) {
if (file.Extension != ".exe" && file.Extension != string.Empty)
continue;
var name = Path.GetFileNameWithoutExtension(file.Name);
if (files.Any(f => f.Extension == ".dll" && Path.GetFileNameWithoutExtension(f.Name) == name))
return name;
}
return null;
}
private static DirectoryInfo GetBuildDir(Options options, string name) {
if (options.NameAddition != null)
name = $"{options.NameAddition}-{name}";
return new DirectoryInfo(Path.Combine(Path.GetFullPath(options.OutputDirectory), name));
}
private readonly struct BuildConfig {
private static string GetBuildName(Options options, DirectoryInfo buildDir) {
// determine build name based on the names of the exe or binary that have a matching dll file
var files = buildDir.GetFiles();
foreach (var file in files) {
if (file.Extension != ".exe" && file.Extension != string.Empty)
continue;
var name = Path.GetFileNameWithoutExtension(file.Name);
if (files.Any(f => f.Extension == ".dll" && Path.GetFileNameWithoutExtension(f.Name) == name))
return name;
}
return null;
}
private readonly struct BuildConfig {
public readonly string DisplayName;
public readonly string DirectoryName;
public readonly string Rid;
public readonly bool ShouldBuild;
public readonly bool SkipLib;
public readonly Func<DirectoryInfo, int> AdditionalAction;
public BuildConfig(string displayName, string directoryName, string rid, bool shouldBuild, bool skipLib = false, Func<DirectoryInfo, int> additionalAction = null) {
this.DisplayName = displayName;
this.DirectoryName = directoryName;
this.Rid = rid;
this.ShouldBuild = shouldBuild;
this.SkipLib = skipLib;
this.AdditionalAction = additionalAction;
}
public readonly string DisplayName;
public readonly string DirectoryName;
public readonly string Rid;
public readonly bool ShouldBuild;
public readonly bool SkipLib;
public readonly Func<DirectoryInfo, int> AdditionalAction;
public BuildConfig(string displayName, string directoryName, string rid, bool shouldBuild, bool skipLib = false, Func<DirectoryInfo, int> additionalAction = null) {
this.DisplayName = displayName;
this.DirectoryName = directoryName;
this.Rid = rid;
this.ShouldBuild = shouldBuild;
this.SkipLib = skipLib;
this.AdditionalAction = additionalAction;
}
}
}

View file

@ -2,28 +2,28 @@ using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Startup;
namespace Test {
public class GameImpl : MlemGame {
namespace Test;
public static GameImpl Instance { get; private set; }
private Texture2D texture;
public class GameImpl : MlemGame {
public GameImpl() {
Instance = this;
}
protected override void LoadContent() {
base.LoadContent();
this.texture = LoadContent<Texture2D>("Textures/Test");
}
protected override void DoDraw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
base.DoDraw(gameTime);
this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
this.SpriteBatch.Draw(this.texture, Vector2.Zero, Color.White);
this.SpriteBatch.End();
}
public static GameImpl Instance { get; private set; }
private Texture2D texture;
public GameImpl() {
GameImpl.Instance = this;
}
protected override void LoadContent() {
base.LoadContent();
this.texture = MlemGame.LoadContent<Texture2D>("Textures/Test");
}
protected override void DoDraw(GameTime gameTime) {
this.GraphicsDevice.Clear(Color.Black);
base.DoDraw(gameTime);
this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
this.SpriteBatch.Draw(this.texture, Vector2.Zero, Color.White);
this.SpriteBatch.End();
}
}

View file

@ -1,14 +1,14 @@
using Microsoft.Xna.Framework;
using MLEM.Misc;
namespace Test {
public static class Program {
namespace Test;
public static void Main() {
TextInputWrapper.Current = new TextInputWrapper.DesktopGl<TextInputEventArgs>((w, c) => w.TextInput += c);
using var game = new GameImpl();
game.Run();
}
public static class Program {
public static void Main() {
TextInputWrapper.Current = new TextInputWrapper.DesktopGl<TextInputEventArgs>((w, c) => w.TextInput += c);
using var game = new GameImpl();
game.Run();
}
}

View file

@ -1,5 +1,5 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net6.0</TargetFramework>
@ -7,17 +7,17 @@
<TieredCompilation>false</TieredCompilation>
<AssemblyName>Test Project</AssemblyName>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Contentless" Version="2.0.*" />
<PackageReference Include="MLEM.Startup" Version="3.2.*" />
<PackageReference Include="MonoGame.Content.Builder" Version="3.7.*" />
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
<Content Include="Content\*\**" />
<Content Include="macmain.txt" CopyToOutputDirectory="Always"/>
<Content Include="macmain.txt" CopyToOutputDirectory="Always" />
</ItemGroup>
</Project>