mirror of
https://github.com/Ellpeck/GameBundle.git
synced 2024-12-22 19:59:23 +01:00
reformat & cleanup
This commit is contained in:
parent
b3218532e8
commit
1142252015
6 changed files with 287 additions and 287 deletions
|
@ -1,12 +1,12 @@
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{
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"version": 1,
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"isRoot": true,
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"tools": {
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"nulastudio.ncbeauty": {
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"version": "1.2.9.3",
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"commands": [
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"ncbeauty"
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]
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"version": 1,
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"isRoot": true,
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"tools": {
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"nulastudio.ncbeauty": {
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"version": "1.2.9.3",
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"commands": [
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"ncbeauty"
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]
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}
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}
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}
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}
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@ -2,68 +2,68 @@ using System;
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using System.Collections.Generic;
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using CommandLine;
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namespace GameBundle {
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public class Options {
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namespace GameBundle;
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[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")]
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public string SourceFile { get; set; }
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[Option('o', "output", Default = "bin/Bundled", HelpText = "The location of the directory that the bundles should be stored in")]
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public string OutputDirectory { get; set; }
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[Option('v', "verbose", HelpText = "Display verbose output while building")]
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public bool Verbose { get; set; }
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public class Options {
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[Option('w', "win", HelpText = "Bundle for windows")]
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public bool BuildWindows { get; set; }
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[Option('l', "linux", HelpText = "Bundle for linux")]
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public bool BuildLinux { get; set; }
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[Option('m', "mac", HelpText = "Bundle for mac")]
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public bool BuildMac { get; set; }
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[Option("win-rid", Default = "win-x64", HelpText = "The RID to use for windows builds")]
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public string WindowsRid { get; set; }
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[Option("linux-rid", Default = "linux-x64", HelpText = "The RID to use for linux builds")]
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public string LinuxRid { get; set; }
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[Option("mac-rid", Default = "osx-x64", HelpText = "The RID to use for mac builds")]
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public string MacRid { get; set; }
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[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")]
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public string SourceFile { get; set; }
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[Option('o', "output", Default = "bin/Bundled", HelpText = "The location of the directory that the bundles should be stored in")]
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public string OutputDirectory { get; set; }
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[Option('v', "verbose", HelpText = "Display verbose output while building")]
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public bool Verbose { get; set; }
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[Option('W', "win-arm", HelpText = "Bundle for windows arm")]
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public bool BuildWindowsArm { get; set; }
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[Option('L', "linux-arm", HelpText = "Bundle for linux arm")]
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public bool BuildLinuxArm { get; set; }
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[Option('M', "mac-arm", HelpText = "Bundle for mac arm")]
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public bool BuildMacArm { get; set; }
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[Option("win-arm-rid", Default = "win-arm64", HelpText = "The RID to use for windows arm builds")]
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public string WindowsArmRid { get; set; }
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[Option("linux-arm-rid", Default = "linux-arm64", HelpText = "The RID to use for linux arm builds")]
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public string LinuxArmRid { get; set; }
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[Option("mac-arm-rid", Default = "osx-arm64", HelpText = "The RID to use for mac arm builds")]
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public string MacArmRid { get; set; }
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[Option('w', "win", HelpText = "Bundle for windows")]
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public bool BuildWindows { get; set; }
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[Option('l', "linux", HelpText = "Bundle for linux")]
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public bool BuildLinux { get; set; }
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[Option('m', "mac", HelpText = "Bundle for mac")]
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public bool BuildMac { get; set; }
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[Option("win-rid", Default = "win-x64", HelpText = "The RID to use for windows builds")]
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public string WindowsRid { get; set; }
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[Option("linux-rid", Default = "linux-x64", HelpText = "The RID to use for linux builds")]
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public string LinuxRid { get; set; }
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[Option("mac-rid", Default = "osx-x64", HelpText = "The RID to use for mac builds")]
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public string MacRid { get; set; }
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[Option('z', "zip", HelpText = "Store the build results in zip files instead of folders")]
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public bool Zip { get; set; }
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[Option('b', "mac-bundle", HelpText = "Create an app bundle for mac")]
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public bool MacBundle { get; set; }
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[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")]
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public IEnumerable<string> MacBundleResources { get; set; }
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[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")]
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public IEnumerable<string> MacBundleIgnore { get; set; }
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[Option('W', "win-arm", HelpText = "Bundle for windows arm")]
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public bool BuildWindowsArm { get; set; }
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[Option('L', "linux-arm", HelpText = "Bundle for linux arm")]
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public bool BuildLinuxArm { get; set; }
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[Option('M', "mac-arm", HelpText = "Bundle for mac arm")]
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public bool BuildMacArm { get; set; }
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[Option("win-arm-rid", Default = "win-arm64", HelpText = "The RID to use for windows arm builds")]
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public string WindowsArmRid { get; set; }
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[Option("linux-arm-rid", Default = "linux-arm64", HelpText = "The RID to use for linux arm builds")]
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public string LinuxArmRid { get; set; }
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[Option("mac-arm-rid", Default = "osx-arm64", HelpText = "The RID to use for mac arm builds")]
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public string MacArmRid { get; set; }
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[Option("skip-lib", HelpText = "When bundling, skip beautifying the output by moving files to the library folder")]
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public bool SkipLib { get; set; }
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[Option('e', "exclude", HelpText = "Files that should not be moved to the library folder")]
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public IEnumerable<string> ExcludedFiles { get; set; }
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[Option("lib-name", Default = "Lib", HelpText = "The name of the library folder that is created")]
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public string LibFolder { get; set; }
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[Option('z', "zip", HelpText = "Store the build results in zip files instead of folders")]
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public bool Zip { get; set; }
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[Option('b', "mac-bundle", HelpText = "Create an app bundle for mac")]
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public bool MacBundle { get; set; }
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[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")]
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public IEnumerable<string> MacBundleResources { get; set; }
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[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")]
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public IEnumerable<string> MacBundleIgnore { get; set; }
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[Option('t', "trim", HelpText = "Trim the application when publishing")]
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public bool Trim { get; set; }
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[Option('c', "config", Default = "Release", HelpText = "The build configuration to use")]
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public string BuildConfig { get; set; }
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[Option('a', "build-args", HelpText = "Additional arguments that should be passed to the dotnet publish command")]
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public string BuildArgs { get; set; }
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[Option('n', "name-builds", HelpText = "Name the build output directories by the name of the executable")]
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public bool NameBuilds { get; set; }
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[Option('N', "name-addition", HelpText = "An additional string of text that should be included in the names of the output directories")]
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public string NameAddition { get; set; }
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[Option("skip-lib", HelpText = "When bundling, skip beautifying the output by moving files to the library folder")]
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public bool SkipLib { get; set; }
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[Option('e', "exclude", HelpText = "Files that should not be moved to the library folder")]
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public IEnumerable<string> ExcludedFiles { get; set; }
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[Option("lib-name", Default = "Lib", HelpText = "The name of the library folder that is created")]
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public string LibFolder { get; set; }
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[Option('t', "trim", HelpText = "Trim the application when publishing")]
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public bool Trim { get; set; }
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[Option('c', "config", Default = "Release", HelpText = "The build configuration to use")]
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public string BuildConfig { get; set; }
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[Option('a', "build-args", HelpText = "Additional arguments that should be passed to the dotnet publish command")]
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public string BuildArgs { get; set; }
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[Option('n', "name-builds", HelpText = "Name the build output directories by the name of the executable")]
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public bool NameBuilds { get; set; }
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[Option('N', "name-addition", HelpText = "An additional string of text that should be included in the names of the output directories")]
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public string NameAddition { get; set; }
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}
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}
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@ -7,213 +7,213 @@ using System.Linq;
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using System.Text.RegularExpressions;
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using CommandLine;
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namespace GameBundle {
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internal static class Program {
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namespace GameBundle;
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private static int Main(string[] args) {
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return new Parser(c => {
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c.HelpWriter = Console.Error;
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c.EnableDashDash = true;
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}).ParseArguments<Options>(args).MapResult(Run, _ => -1);
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internal static class Program {
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private static int Main(string[] args) {
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return new Parser(c => {
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c.HelpWriter = Console.Error;
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c.EnableDashDash = true;
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}).ParseArguments<Options>(args).MapResult(Program.Run, _ => -1);
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}
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private static int Run(Options options) {
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// make sure all of the required tools are installed
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if (Program.RunProcess(options, "dotnet", "tool restore", AppDomain.CurrentDomain.BaseDirectory) != 0) {
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Console.WriteLine("dotnet tool restore failed, aborting");
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return -1;
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}
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private static int Run(Options options) {
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// make sure all of the required tools are installed
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if (RunProcess(options, "dotnet", "tool restore", AppDomain.CurrentDomain.BaseDirectory) != 0) {
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Console.WriteLine("dotnet tool restore failed, aborting");
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var proj = Program.GetProjectFile(options);
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if (proj == null || !proj.Exists) {
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Console.WriteLine("Project file not found, aborting");
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return -1;
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}
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Console.WriteLine($"Bundling project {proj.FullName}");
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var builtAnything = false;
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var toBuild = new List<BuildConfig> {
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// regular builds
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new("windows", "win", options.WindowsRid, options.BuildWindows),
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new("linux", "linux", options.LinuxRid, options.BuildLinux),
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new("mac", "mac", options.MacRid, options.BuildMac, false, d => options.MacBundle ? Program.CreateMacBundle(options, d) : 0),
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// arm builds
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new("windows arm", "win-arm", options.WindowsArmRid, options.BuildWindowsArm, true),
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new("linux arm", "linux-arm", options.LinuxArmRid, options.BuildLinuxArm, true),
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new("mac arm", "mac-arm", options.MacArmRid, options.BuildMacArm, true, d => options.MacBundle ? Program.CreateMacBundle(options, d) : 0)
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};
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foreach (var config in toBuild) {
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if (config.ShouldBuild) {
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Console.WriteLine($"Bundling for {config.DisplayName}");
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var res = Program.Publish(options, proj, config);
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if (res != 0)
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return res;
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builtAnything = true;
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}
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}
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if (!builtAnything)
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Console.WriteLine("No build took place. Supply -w, -l or -m arguments or see available arguments using --help.");
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Console.WriteLine("Done");
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return 0;
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}
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private static int Publish(Options options, FileInfo proj, BuildConfig config) {
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var buildDir = Program.GetBuildDir(options, config.DirectoryName);
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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}");
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if (publishResult != 0)
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return publishResult;
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// Run beauty
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if (!options.SkipLib && !config.SkipLib) {
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var excludes = $"\"{string.Join(";", options.ExcludedFiles)}\"";
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var log = options.Verbose ? "Detail" : "Error";
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var beautyResult = Program.RunProcess(options, "dotnet", $"ncbeauty --loglevel={log} --force=True --noflag=True \"{buildDir.FullName}\" \"{options.LibFolder}\" {excludes}", AppDomain.CurrentDomain.BaseDirectory);
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if (beautyResult != 0)
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return beautyResult;
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}
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// Rename build folder if named builds are enabled
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if (options.NameBuilds) {
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var name = Program.GetBuildName(options, buildDir);
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if (name == null) {
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Console.WriteLine("Couldn't determine build name, aborting");
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return -1;
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}
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var proj = GetProjectFile(options);
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if (proj == null || !proj.Exists) {
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Console.WriteLine("Project file not found, aborting");
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return -1;
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}
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Console.WriteLine($"Bundling project {proj.FullName}");
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var builtAnything = false;
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var toBuild = new List<BuildConfig> {
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// regular builds
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new("windows", "win", options.WindowsRid, options.BuildWindows),
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new("linux", "linux", options.LinuxRid, options.BuildLinux),
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new("mac", "mac", options.MacRid, options.BuildMac, false, d => options.MacBundle ? CreateMacBundle(options, d) : 0),
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// arm builds
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new("windows arm", "win-arm", options.WindowsArmRid, options.BuildWindowsArm, true),
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new("linux arm", "linux-arm", options.LinuxArmRid, options.BuildLinuxArm, true),
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new("mac arm", "mac-arm", options.MacArmRid, options.BuildMacArm, true, d => options.MacBundle ? CreateMacBundle(options, d) : 0)
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};
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foreach (var config in toBuild) {
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if (config.ShouldBuild) {
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Console.WriteLine($"Bundling for {config.DisplayName}");
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var res = Publish(options, proj, config);
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if (res != 0)
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return res;
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builtAnything = true;
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}
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}
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if (!builtAnything)
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Console.WriteLine("No build took place. Supply -w, -l or -m arguments or see available arguments using --help.");
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Console.WriteLine("Done");
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return 0;
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}
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private static int Publish(Options options, FileInfo proj, BuildConfig config) {
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var buildDir = GetBuildDir(options, config.DirectoryName);
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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}");
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if (publishResult != 0)
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return publishResult;
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// Run beauty
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if (!options.SkipLib && !config.SkipLib) {
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var excludes = $"\"{string.Join(";", options.ExcludedFiles)}\"";
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var log = options.Verbose ? "Detail" : "Error";
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var beautyResult = RunProcess(options, "dotnet", $"ncbeauty --loglevel={log} --force=True --noflag=True \"{buildDir.FullName}\" \"{options.LibFolder}\" {excludes}", AppDomain.CurrentDomain.BaseDirectory);
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if (beautyResult != 0)
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return beautyResult;
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}
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// Rename build folder if named builds are enabled
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if (options.NameBuilds) {
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var name = GetBuildName(options, buildDir);
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if (name == null) {
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Console.WriteLine("Couldn't determine build name, aborting");
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return -1;
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}
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var dest = Path.Combine(buildDir.Parent.FullName, $"{name}-{buildDir.Name}");
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if (Directory.Exists(dest))
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Directory.Delete(dest, true);
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buildDir.MoveTo(dest);
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if (options.Verbose)
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Console.WriteLine($"Moved build directory to {buildDir.FullName}");
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}
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// Run any additional actions like creating the mac bundle
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if (config.AdditionalAction != null) {
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var result = config.AdditionalAction.Invoke(buildDir);
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if (result != 0)
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return result;
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}
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// Zip the output if required
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if (options.Zip) {
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var zipLocation = Path.Combine(buildDir.Parent.FullName, $"{buildDir.Name}.zip");
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if (File.Exists(zipLocation))
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File.Delete(zipLocation);
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ZipFile.CreateFromDirectory(buildDir.FullName, zipLocation, CompressionLevel.Optimal, true);
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buildDir.Delete(true);
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if (options.Verbose)
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Console.WriteLine($"Zipped build to {zipLocation}");
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}
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return 0;
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}
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private static int RunProcess(Options options, string program, string args, string workingDir = "") {
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var dest = Path.Combine(buildDir.Parent.FullName, $"{name}-{buildDir.Name}");
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if (Directory.Exists(dest))
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Directory.Delete(dest, true);
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buildDir.MoveTo(dest);
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if (options.Verbose)
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Console.WriteLine($"> {program} {args}");
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var info = new ProcessStartInfo(program, args) {WorkingDirectory = workingDir};
|
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if (!options.Verbose)
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info.CreateNoWindow = true;
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var process = Process.Start(info);
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process.WaitForExit();
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Console.WriteLine($"Moved build directory to {buildDir.FullName}");
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}
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|
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// Run any additional actions like creating the mac bundle
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if (config.AdditionalAction != null) {
|
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var result = config.AdditionalAction.Invoke(buildDir);
|
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if (result != 0)
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return result;
|
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}
|
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|
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// Zip the output if required
|
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if (options.Zip) {
|
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var zipLocation = Path.Combine(buildDir.Parent.FullName, $"{buildDir.Name}.zip");
|
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if (File.Exists(zipLocation))
|
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File.Delete(zipLocation);
|
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ZipFile.CreateFromDirectory(buildDir.FullName, zipLocation, CompressionLevel.Optimal, true);
|
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buildDir.Delete(true);
|
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if (options.Verbose)
|
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Console.WriteLine($"{program} finished with exit code {process.ExitCode}");
|
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return process.ExitCode;
|
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Console.WriteLine($"Zipped build to {zipLocation}");
|
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}
|
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return 0;
|
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}
|
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|
||||
private static int RunProcess(Options options, string program, string args, string workingDir = "") {
|
||||
if (options.Verbose)
|
||||
Console.WriteLine($"> {program} {args}");
|
||||
var info = new ProcessStartInfo(program, args) {WorkingDirectory = workingDir};
|
||||
if (!options.Verbose)
|
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info.CreateNoWindow = true;
|
||||
var process = Process.Start(info);
|
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process.WaitForExit();
|
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if (options.Verbose)
|
||||
Console.WriteLine($"{program} finished with exit code {process.ExitCode}");
|
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return process.ExitCode;
|
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}
|
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|
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private static FileInfo GetProjectFile(Options options) {
|
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if (!string.IsNullOrEmpty(options.SourceFile))
|
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return new FileInfo(options.SourceFile);
|
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var dir = new DirectoryInfo(".");
|
||||
foreach (var file in dir.EnumerateFiles()) {
|
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if (Path.GetExtension(file.FullName).Contains("proj"))
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return file;
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}
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return null;
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}
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|
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private static int CreateMacBundle(Options options, DirectoryInfo buildDir) {
|
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var buildName = Program.GetBuildName(options, buildDir);
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var app = buildDir.CreateSubdirectory($"{buildName}.app");
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var contents = app.CreateSubdirectory("Contents");
|
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var resources = contents.CreateSubdirectory("Resources");
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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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -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();
|
||||
}
|
||||
|
||||
}
|
|
@ -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();
|
||||
}
|
||||
|
||||
}
|
|
@ -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>
|
Loading…
Reference in a new issue