mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-12-24 01:09:23 +01:00
added MLEM.FNA
This commit is contained in:
parent
aff61508c4
commit
5d7d238630
90 changed files with 736 additions and 158 deletions
6
.gitmodules
vendored
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6
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vendored
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@ -0,0 +1,6 @@
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[submodule "FNA"]
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path = FNA
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url = https://github.com/FNA-XNA/FNA
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[submodule "FontStashSharp"]
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path = FontStashSharp
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url = https://github.com/FontStashSharp/FontStashSharp
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@ -18,6 +18,7 @@ Additions
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- Added an Enum constructor to GenericInput
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- Added RandomPitchModifier and GetRandomPitch to SoundEffectInfo
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- Added TextInput class, which is an isolated version of MLEM.Ui's TextField logic
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- Added MLEM.FNA, which is fully compatible with FNA
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Improvements
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- Allow comparing Keybind and Combination based on the amount of modifiers they have
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@ -31,6 +32,7 @@ Removals
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Additions
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- Added Element.AutoNavGroup which allows forming groups for auto-navigation
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- Added UiMarkdownParser
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- Added MLEM.Ui.FNA, which is fully compatible with FNA
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Improvements
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- Ensure that Element.IsMouseOver is always accurate by making it an auto-property
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@ -59,6 +61,7 @@ Removals
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### MLEM.Extended
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Additions
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- Added LayerPositionF
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- Added MLEM.Extended.FNA, which is fully compatible with FNA
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Improvements
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- Allow using a StaticSpriteBatch to render an IndividualTiledMapRenderer
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@ -67,6 +70,7 @@ Improvements
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Additions
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- Added the ability to add padding to RuntimeTexturePacker texture regions
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- Added the ability to pack UniformTextureAtlas and DataTextureAtlas using RuntimeTexturePacker
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- Added MLEM.Data.FNA, which is fully compatible with FNA
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Improvements
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- Premultiply textures when using RawContentManager
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@ -77,6 +81,10 @@ Improvements
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Fixes
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- Fixed SoundEffectReader incorrectly claiming it could read ogg and mp3 files
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### MLEM.Startup
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Additions
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- Added MLEM.Startup.FNA, which is fully compatible with FNA
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## 5.3.0
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### MLEM
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Additions
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@ -80,7 +80,7 @@
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<PackageReference Include="Coroutine" Version="2.1.3" />
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<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.0.1641" />
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<PackageReference Include="MonoGame.Framework.Android" Version="3.8.0.1641" />
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<PackageReference Include="TextCopy" Version="4.3.0" />
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<PackageReference Include="TextCopy" Version="6.1.0" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Demos\Demos.csproj">
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37
Demos.DesktopGL/Demos.DesktopGL.FNA.csproj
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37
Demos.DesktopGL/Demos.DesktopGL.FNA.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net5.0</TargetFramework>
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<ApplicationIcon>Icon.ico</ApplicationIcon>
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<AssemblyName>MLEM Desktop Demos</AssemblyName>
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<RootNamespace>Demos.DesktopGL</RootNamespace>
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<DefineConstants>$(DefineConstants);FNA</DefineConstants>
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<!-- We still use the MG content builder for ease of compatibility between the MG and FNA demo projects -->
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<MonoGamePlatform>DesktopGL</MonoGamePlatform>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\Demos\Demos.FNA.csproj" />
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<ProjectReference Include="..\MLEM.Startup\MLEM.Startup.FNA.csproj" />
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<ProjectReference Include="..\MLEM.Ui\MLEM.Ui.FNA.csproj" />
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<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
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</ItemGroup>
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<ItemGroup>
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<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.0.1641" />
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<ProjectReference Include="..\FNA\FNA.Core.csproj" />
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</ItemGroup>
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<ItemGroup>
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<MonoGameContentReference Include="..\Demos\Content\Content.mgcb" />
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<Content Include="..\Demos\Content\*\**" />
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<EmbeddedResource Include="Icon.ico" />
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<EmbeddedResource Include="Icon.bmp" />
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<Content Include="FNA/**">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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<Link>%(Filename)%(Extension)</Link>
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</Content>
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</ItemGroup>
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</Project>
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BIN
Demos.DesktopGL/FNA/FAudio.dll
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Demos.DesktopGL/FNA/FAudio.dll
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Demos.DesktopGL/FNA/FNA3D.dll
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Demos.DesktopGL/FNA/FNA3D.dll
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Demos.DesktopGL/FNA/SDL2.dll
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Demos.DesktopGL/FNA/SDL2.dll
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Demos.DesktopGL/FNA/libFAudio.0.dylib
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Demos.DesktopGL/FNA/libFAudio.0.dylib
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Demos.DesktopGL/FNA/libFAudio.so.0
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Demos.DesktopGL/FNA/libFAudio.so.0
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Demos.DesktopGL/FNA/libFNA3D.0.dylib
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Demos.DesktopGL/FNA/libFNA3D.0.dylib
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Demos.DesktopGL/FNA/libFNA3D.so.0
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Demos.DesktopGL/FNA/libFNA3D.so.0
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Demos.DesktopGL/FNA/libMoltenVK.dylib
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Demos.DesktopGL/FNA/libMoltenVK.dylib
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Demos.DesktopGL/FNA/libSDL2-2.0.0.dylib
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Demos.DesktopGL/FNA/libSDL2-2.0.0.dylib
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Demos.DesktopGL/FNA/libSDL2-2.0.so.0
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Demos.DesktopGL/FNA/libSDL2-2.0.so.0
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Demos.DesktopGL/FNA/libtheorafile.dll
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Demos.DesktopGL/FNA/libtheorafile.dll
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Demos.DesktopGL/FNA/libtheorafile.dylib
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Demos.DesktopGL/FNA/libtheorafile.dylib
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Demos.DesktopGL/FNA/libtheorafile.so
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Demos.DesktopGL/FNA/libtheorafile.so
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Demos.DesktopGL/FNA/libvulkan.1.dylib
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Demos.DesktopGL/FNA/libvulkan.1.dylib
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@ -1,11 +1,17 @@
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using Microsoft.Xna.Framework;
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Input;
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using MLEM.Misc;
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namespace Demos.DesktopGL {
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public static class Program {
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public static void Main() {
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#if FNA
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MlemPlatform.Current = new MlemPlatform.DesktopFna(a => TextInputEXT.TextInput += a);
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#else
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MlemPlatform.Current = new MlemPlatform.DesktopGl<TextInputEventArgs>((w, c) => w.TextInput += c);
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#endif
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using var game = new GameImpl();
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game.Run();
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}
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@ -90,7 +90,7 @@ namespace Demos {
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public override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.CornflowerBlue);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(10));
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// draw the group's current region
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// if not using a group, just draw the animation's CurrentRegion here
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this.SpriteBatch.Draw(this.group.CurrentRegion, new Vector2(10, 10), Color.White);
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@ -37,7 +37,7 @@ namespace Demos {
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this.GraphicsDevice.Clear(Color.Black);
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// drawing the auto tiles
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(10));
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(10));
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for (var x = 0; x < 6; x++) {
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for (var y = 0; y < 5; y++) {
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// don't draw non-grass tiles ( )
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21
Demos/Demos.FNA.csproj
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21
Demos/Demos.FNA.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.0</TargetFramework>
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<RootNamespace>Demos</RootNamespace>
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<DefineConstants>$(DefineConstants);FNA</DefineConstants>
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</PropertyGroup>
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<ItemGroup>
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<ProjectReference Include="..\MLEM.Startup\MLEM.Startup.FNA.csproj" />
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<ProjectReference Include="..\MLEM.Ui\MLEM.Ui.FNA.csproj" />
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<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\FNA\FNA.Core.csproj">
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<PrivateAssets>all</PrivateAssets>
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</ProjectReference>
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</ItemGroup>
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</Project>
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@ -43,7 +43,7 @@ namespace Demos {
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this.GraphicsDevice.Clear(Color.CornflowerBlue);
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base.DoDraw(time);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
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var view = this.GraphicsDevice.Viewport;
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// graph the easing function
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@ -9,7 +9,9 @@ using MLEM.Textures;
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using MLEM.Ui;
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using MLEM.Ui.Elements;
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using MLEM.Ui.Style;
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#if !FNA
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using MonoGame.Framework.Utilities;
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#endif
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namespace Demos {
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public class GameImpl : MlemGame {
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@ -47,11 +49,13 @@ namespace Demos {
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protected override void LoadContent() {
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// TODO remove with MonoGame 3.8.1 https://github.com/MonoGame/MonoGame/issues/7298
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#if !FNA
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if (PlatformInfo.MonoGamePlatform == MonoGamePlatform.DesktopGL) {
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this.GraphicsDeviceManager.PreferredBackBufferWidth = 1280;
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this.GraphicsDeviceManager.PreferredBackBufferHeight = 720;
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this.GraphicsDeviceManager.ApplyChanges();
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}
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#endif
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base.LoadContent();
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this.UiSystem.AutoScaleReferenceSize = new Point(1280, 720);
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@ -35,9 +35,9 @@ namespace Demos {
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// Create a cost function, which determines how expensive (or difficult) it should be to move from a given position
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// to the next, adjacent position. In our case, the only restriction should be walls and out-of-bounds positions, which
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// both have a cost of AStar2.InfiniteCost, meaning they are completely unwalkable.
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// both have a cost of AStar2.InfiniteCost, meaning they are completely unwalkable.
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// If your game contains harder-to-move-on areas like, say, a muddy pit, you can return a higher cost value for those
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// locations. If you want to scale your cost function differently, you can specify a different default cost in your
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// locations. If you want to scale your cost function differently, you can specify a different default cost in your
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// pathfinder's constructor
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float Cost(Point pos, Point nextPos) {
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if (nextPos.X < 0 || nextPos.Y < 0 || nextPos.X >= 50 || nextPos.Y >= 50)
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@ -73,7 +73,7 @@ namespace Demos {
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public override void DoDraw(GameTime gameTime) {
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this.GraphicsDevice.Clear(Color.White);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, transformMatrix: Matrix.CreateScale(14));
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null, null, Matrix.CreateScale(14));
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var tex = this.SpriteBatch.GetBlankTexture();
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// draw the world with simple shapes
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for (var x = 0; x < 50; x++) {
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@ -87,9 +87,9 @@ namespace Demos {
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// in a real game, you'd obviously make your characters walk along the path instead of drawing it
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if (this.path != null) {
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for (var i = 1; i < this.path.Count; i++) {
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var (firstX, firstY) = this.path[i - 1];
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var (secondX, secondY) = this.path[i];
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this.SpriteBatch.Draw(tex, RectangleF.FromCorners(new Vector2(firstX + 0.25F, firstY + 0.25F), new Vector2(secondX + 0.75F, secondY + 0.75F)), Color.Blue);
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var first = this.path[i - 1];
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var second = this.path[i];
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this.SpriteBatch.Draw(tex, RectangleF.FromCorners(new Vector2(first.X + 0.25F, first.Y + 0.25F), new Vector2(second.X + 0.75F, second.Y + 0.75F)), Color.Blue);
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}
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}
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this.SpriteBatch.End();
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@ -50,7 +50,7 @@ namespace Demos {
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public override void DoDraw(GameTime time) {
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this.GraphicsDevice.Clear(Color.DarkSlateGray);
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this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
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this.SpriteBatch.Begin(SpriteSortMode.Deferred, null, SamplerState.PointClamp, null, null);
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// we draw the tokenized text in the center of the screen
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// since the text is already center-aligned, we only need to align it on the y axis here
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@ -73,7 +73,7 @@ namespace Demos {
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// add the root to the demos' ui
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this.UiRoot.AddChild(this.root);
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this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a small demo for MLEM.Ui, a user interface library that is part of the MLEM Library for Extending MonoGame."));
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this.root.AddChild(new Paragraph(Anchor.AutoLeft, 1, "This is a small demo for MLEM.Ui, a user interface library that is part of the MLEM Library for Extending MonoGame and FNA."));
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var image = this.root.AddChild(new Image(Anchor.AutoCenter, new Vector2(50, 50), new TextureRegion(this.testTexture, 0, 0, 8, 8)) {IsHidden = true, Padding = new Padding(3)});
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// Setting the x or y coordinate of the size to 1 or a lower number causes the width or height to be a percentage of the parent's width or height
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// (for example, setting the size's x to 0.75 would make the element's width be 0.75*parentWidth)
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@ -1,6 +1,6 @@
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![The MLEM logo](https://raw.githubusercontent.com/Ellpeck/MLEM/release/Media/Banner.png)
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**MLEM Library for Extending MonoGame** is an addition to the game framework [MonoGame](https://www.monogame.net/) that provides extension methods, quality of life improvements and additional features like a ui system and easy input handling.
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**MLEM Library for Extending MonoGame and FNA** is an addition to the game frameworks [MonoGame](https://www.monogame.net/) and [FNA](https://fna-xna.github.io/) that provides extension methods, quality of life improvements and additional features like a ui system and easy input handling.
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# What next?
|
||||
- Get it on [NuGet](https://www.nuget.org/packages?q=mlem)
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1
FNA
Submodule
1
FNA
Submodule
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@ -0,0 +1 @@
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Subproject commit e27bfb5a34112461a6bff960888c0cce2b0c5be2
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1
FontStashSharp
Submodule
1
FontStashSharp
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Subproject commit 460a60ca817e10b6c9bae3e3c05affd1b0bb4ba7
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@ -7,19 +7,22 @@ using Microsoft.Xna.Framework.Graphics;
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namespace MLEM.Data.Content {
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/// <summary>
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/// Represents a version of <see cref="ContentManager"/> that doesn't load content binary <c>xnb</c> files, but rather as their regular formats.
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/// Represents a version of <see cref="ContentManager"/> that doesn't load content binary <c>xnb</c> files, but rather as their regular formats.
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/// </summary>
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public class RawContentManager : ContentManager, IGameComponent {
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private static List<RawContentReader> readers;
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private readonly List<IDisposable> disposableAssets = new List<IDisposable>();
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/// <summary>
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/// The graphics device that this content manager uses
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/// </summary>
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public readonly GraphicsDevice GraphicsDevice;
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private readonly List<IDisposable> disposableAssets = new List<IDisposable>();
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#if FNA
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private Dictionary<string, object> LoadedAssets { get; } = new Dictionary<string, object>(StringComparer.OrdinalIgnoreCase);
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#endif
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/// <summary>
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/// Creates a new content manager with an optionally specified root directory.
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/// </summary>
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@ -50,7 +53,11 @@ namespace MLEM.Data.Content {
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/// <param name="originalAssetName">The original name of the asset.</param>
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/// <param name="currentAsset">The current asset instance.</param>
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/// <typeparam name="T">The asset's type.</typeparam>
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protected override void ReloadAsset<T>(string originalAssetName, T currentAsset) {
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protected
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#if !FNA
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override
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#endif
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void ReloadAsset<T>(string originalAssetName, T currentAsset) {
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this.Read(originalAssetName, currentAsset);
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}
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@ -9,10 +9,13 @@ namespace MLEM.Data.Content {
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/// <inheritdoc />
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protected override Texture2D Read(RawContentManager manager, string assetPath, Stream stream, Texture2D existing) {
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#if !FNA
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if (existing != null) {
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existing.Reload(stream);
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||||
return existing;
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} else {
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} else
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||||
#endif
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||||
{
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||||
// premultiply the texture's color to be in line with the pipeline's texture reader
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// TODO this can be converted to use https://github.com/MonoGame/MonoGame/pull/7369 in the future
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using (var texture = Texture2D.FromStream(manager.GraphicsDevice, stream)) {
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@ -5,12 +5,13 @@ using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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||||
using MLEM.Textures;
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||||
namespace MLEM.Data {
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/// <summary>
|
||||
/// <para>
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||||
/// This class represents an atlas of <see cref="TextureRegion"/> objects which are loaded from a special texture atlas file.
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||||
/// This class represents an atlas of <see cref="TextureRegion"/> objects which are loaded from a special texture atlas file.
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/// To load a data texture atlas, you can use <see cref="DataTextureAtlasExtensions.LoadTextureAtlas"/>.
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/// </para>
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/// <para>
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@ -95,7 +96,7 @@ namespace MLEM.Data {
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var loc = new Rectangle(
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int.Parse(match.Groups[2].Value), int.Parse(match.Groups[3].Value),
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||||
int.Parse(match.Groups[4].Value), int.Parse(match.Groups[5].Value));
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loc.Offset(off);
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||||
loc.Offset(off.ToPoint());
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// pivot
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||||
var piv = !match.Groups[6].Success ? Vector2.Zero : off + new Vector2(
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|
45
MLEM.Data/MLEM.Data.FNA.csproj
Normal file
45
MLEM.Data/MLEM.Data.FNA.csproj
Normal file
|
@ -0,0 +1,45 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<GenerateDocumentationFile>true</GenerateDocumentationFile>
|
||||
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
|
||||
<RootNamespace>MLEM.Data</RootNamespace>
|
||||
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
|
||||
<NoWarn>NU1701</NoWarn>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<Authors>Ellpeck</Authors>
|
||||
<Description>Simple loading and processing of textures and other data for FNA, including the ability to load non-XNB content files easily</Description>
|
||||
<PackageReleaseNotes>See the full changelog at https://mlem.ellpeck.de/CHANGELOG</PackageReleaseNotes>
|
||||
<PackageTags>fna ellpeck mlem utility extensions data serialize</PackageTags>
|
||||
<PackageProjectUrl>https://mlem.ellpeck.de/</PackageProjectUrl>
|
||||
<RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl>
|
||||
<PackageLicenseExpression>MIT</PackageLicenseExpression>
|
||||
<PackageIcon>Logo.png</PackageIcon>
|
||||
<PackageReadmeFile>README.md</PackageReadmeFile>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
|
||||
|
||||
<!--TODO remove lidgren support eventually (methods marked as obsolete since 5.2.0)-->
|
||||
<PackageReference Include="Lidgren.Network" Version="1.0.2">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="Newtonsoft.Json" Version="13.0.1">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="Newtonsoft.Json.Bson" Version="1.0.2">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="../Media/Logo.png" Pack="true" PackagePath="" />
|
||||
<None Include="../Docs/index.md" Pack="true" PackagePath="README.md" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -3,8 +3,9 @@
|
|||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<GenerateDocumentationFile>true</GenerateDocumentationFile>
|
||||
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
|
||||
<NoWarn>NU1701</NoWarn>
|
||||
</PropertyGroup>
|
||||
|
||||
|
||||
<PropertyGroup>
|
||||
<Authors>Ellpeck</Authors>
|
||||
<Description>Simple loading and processing of textures and other data for MonoGame, including the ability to load non-XNB content files easily</Description>
|
||||
|
@ -15,12 +16,11 @@
|
|||
<PackageLicenseExpression>MIT</PackageLicenseExpression>
|
||||
<PackageIcon>Logo.png</PackageIcon>
|
||||
<PackageReadmeFile>README.md</PackageReadmeFile>
|
||||
<NoWarn>NU1701</NoWarn>
|
||||
</PropertyGroup>
|
||||
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MLEM\MLEM.csproj" />
|
||||
|
||||
|
||||
<!--TODO remove lidgren support eventually (methods marked as obsolete since 5.2.0)-->
|
||||
<PackageReference Include="Lidgren.Network" Version="1.0.2">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
|
@ -35,9 +35,9 @@
|
|||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="../Media/Logo.png" Pack="true" PackagePath="" />
|
||||
<None Include="../Docs/index.md" Pack="true" PackagePath="README.md" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
|
|
@ -170,7 +170,7 @@ namespace MLEM.Data {
|
|||
foreach (var request in this.texturesToPack.OrderByDescending(t => t.Texture.Width * t.Texture.Height)) {
|
||||
request.PackedArea = this.FindFreeArea(request);
|
||||
// if this is the first position that this request fit in, no other requests of the same size will find a position before it
|
||||
this.firstPossiblePosForSizeCache[request.PackedArea.Size] = request.PackedArea.Location;
|
||||
this.firstPossiblePosForSizeCache[new Point(request.PackedArea.Width, request.PackedArea.Height)] = request.PackedArea.Location;
|
||||
this.alreadyPackedTextures.Add(request);
|
||||
}
|
||||
stopwatch.Stop();
|
||||
|
@ -198,7 +198,7 @@ namespace MLEM.Data {
|
|||
|
||||
// invoke callbacks
|
||||
foreach (var request in this.alreadyPackedTextures) {
|
||||
var packedArea = request.PackedArea.Shrink(new Point(request.Padding));
|
||||
var packedArea = request.PackedArea.Shrink(new Point(request.Padding, request.Padding));
|
||||
request.Result.Invoke(new TextureRegion(this.PackedTexture, packedArea));
|
||||
if (this.disposeTextures)
|
||||
request.Texture.Texture.Dispose();
|
||||
|
@ -232,7 +232,7 @@ namespace MLEM.Data {
|
|||
var lowestY = int.MaxValue;
|
||||
while (true) {
|
||||
var intersected = false;
|
||||
var area = new Rectangle(pos, size);
|
||||
var area = new Rectangle(pos.X, pos.Y, size.X, size.Y);
|
||||
foreach (var tex in this.alreadyPackedTextures) {
|
||||
if (tex.PackedArea.Intersects(area)) {
|
||||
pos.X = tex.PackedArea.Right;
|
||||
|
@ -255,7 +255,7 @@ namespace MLEM.Data {
|
|||
|
||||
private void CopyRegion(TextureData destination, Request request) {
|
||||
var data = this.GetCachedTextureData(request.Texture.Texture);
|
||||
var location = request.PackedArea.Location + new Point(request.Padding);
|
||||
var location = request.PackedArea.Location + new Point(request.Padding, request.Padding);
|
||||
for (var x = -request.Padding; x < request.Texture.Width + request.Padding; x++) {
|
||||
for (var y = -request.Padding; y < request.Texture.Height + request.Padding; y++) {
|
||||
Color srcColor;
|
||||
|
@ -264,7 +264,7 @@ namespace MLEM.Data {
|
|||
srcColor = Color.Transparent;
|
||||
} else {
|
||||
// otherwise, we just use the closest pixel that is actually in bounds, causing the border pixels to be doubled up
|
||||
var src = new Point(MathHelper.Clamp(x, 0, request.Texture.Width - 1), MathHelper.Clamp(y, 0, request.Texture.Height - 1));
|
||||
var src = new Point((int) MathHelper.Clamp(x, 0, request.Texture.Width - 1), (int) MathHelper.Clamp(y, 0, request.Texture.Height - 1));
|
||||
srcColor = data[request.Texture.Position + src];
|
||||
}
|
||||
destination[location + new Point(x, y)] = srcColor;
|
||||
|
|
42
MLEM.Extended/MLEM.Extended.FNA.csproj
Normal file
42
MLEM.Extended/MLEM.Extended.FNA.csproj
Normal file
|
@ -0,0 +1,42 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<GenerateDocumentationFile>true</GenerateDocumentationFile>
|
||||
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
|
||||
<RootNamespace>MLEM.Extended</RootNamespace>
|
||||
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
|
||||
<NoWarn>NU1702</NoWarn>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<Authors>Ellpeck</Authors>
|
||||
<Description>MLEM Library for Extending FNA extension that ties in with other FNA libraries</Description>
|
||||
<PackageReleaseNotes>See the full changelog at https://mlem.ellpeck.de/CHANGELOG</PackageReleaseNotes>
|
||||
<PackageTags>fna ellpeck mlem utility extensions extended</PackageTags>
|
||||
<PackageProjectUrl>https://mlem.ellpeck.de/</PackageProjectUrl>
|
||||
<RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl>
|
||||
<PackageLicenseExpression>MIT</PackageLicenseExpression>
|
||||
<PackageIcon>Logo.png</PackageIcon>
|
||||
<PackageReadmeFile>README.md</PackageReadmeFile>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
|
||||
|
||||
<ProjectReference Include="..\FontStashSharp\src\XNA\FontStashSharp.FNA.csproj">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</ProjectReference>
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</ProjectReference>
|
||||
|
||||
<Compile Remove="Tiled/**" />
|
||||
<Compile Remove="Extensions/**" />
|
||||
<Compile Remove="Font/GenericBitmapFont.cs" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="../Media/Logo.png" Pack="true" PackagePath="" />
|
||||
<None Include="../Docs/index.md" Pack="true" PackagePath="README.md" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -26,7 +26,7 @@
|
|||
<PackageReference Include="MonoGame.Extended.Tiled" Version="3.8.0">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="FontStashSharp.MonoGame" Version="1.0.4">
|
||||
<PackageReference Include="FontStashSharp.MonoGame" Version="1.1.5">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641">
|
||||
|
|
76
MLEM.FNA.sln
Normal file
76
MLEM.FNA.sln
Normal file
|
@ -0,0 +1,76 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MLEM.FNA", "MLEM\MLEM.FNA.csproj", "{C2C88AE6-6274-4395-8B03-52AE898BA070}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MLEM.Ui.FNA", "MLEM.Ui\MLEM.Ui.FNA.csproj", "{1B47A40B-3BF6-4933-A7DB-57EADEBDFB61}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MLEM.Startup.FNA", "MLEM.Startup\MLEM.Startup.FNA.csproj", "{FBE2C9B5-293D-47A7-9BA1-5A4BD1C4E816}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MLEM.Data.FNA", "MLEM.Data\MLEM.Data.FNA.csproj", "{6587BC91-0640-43FB-988A-4F545B8ACFC5}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Demos.FNA", "Demos\Demos.FNA.csproj", "{D83D7D24-14CB-4A7C-A80B-BA4FEC66AB55}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Demos.DesktopGL.FNA", "Demos.DesktopGL\Demos.DesktopGL.FNA.csproj", "{AB08FEC7-3AC3-4FDE-B632-226FAAD7F73F}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Tests.FNA", "Tests\Tests.FNA.csproj", "{C74FC4C5-3BE0-42A7-8BA6-4A9AD438A9E2}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MLEM.Extended.FNA", "MLEM.Extended\MLEM.Extended.FNA.csproj", "{A5B22930-DF4B-4A62-93ED-A6549F7B666B}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FontStashSharp.FNA", "FontStashSharp\src\XNA\FontStashSharp.FNA.csproj", "{B805851C-9802-4239-AB16-AE77226771CA}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FNA", "FNA\FNA.csproj", "{35253CE1-C864-4CD3-8249-4D1319748E8F}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FNA.Core", "FNA\FNA.Core.csproj", "{06459F72-CEAA-4B45-B2B1-708FC28D04F8}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{C2C88AE6-6274-4395-8B03-52AE898BA070}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{C2C88AE6-6274-4395-8B03-52AE898BA070}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{C2C88AE6-6274-4395-8B03-52AE898BA070}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{C2C88AE6-6274-4395-8B03-52AE898BA070}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{1B47A40B-3BF6-4933-A7DB-57EADEBDFB61}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{1B47A40B-3BF6-4933-A7DB-57EADEBDFB61}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{1B47A40B-3BF6-4933-A7DB-57EADEBDFB61}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{1B47A40B-3BF6-4933-A7DB-57EADEBDFB61}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{FBE2C9B5-293D-47A7-9BA1-5A4BD1C4E816}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{FBE2C9B5-293D-47A7-9BA1-5A4BD1C4E816}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{FBE2C9B5-293D-47A7-9BA1-5A4BD1C4E816}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{FBE2C9B5-293D-47A7-9BA1-5A4BD1C4E816}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{6587BC91-0640-43FB-988A-4F545B8ACFC5}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{6587BC91-0640-43FB-988A-4F545B8ACFC5}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{6587BC91-0640-43FB-988A-4F545B8ACFC5}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{6587BC91-0640-43FB-988A-4F545B8ACFC5}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{D83D7D24-14CB-4A7C-A80B-BA4FEC66AB55}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{D83D7D24-14CB-4A7C-A80B-BA4FEC66AB55}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{D83D7D24-14CB-4A7C-A80B-BA4FEC66AB55}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{D83D7D24-14CB-4A7C-A80B-BA4FEC66AB55}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{AB08FEC7-3AC3-4FDE-B632-226FAAD7F73F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{AB08FEC7-3AC3-4FDE-B632-226FAAD7F73F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{AB08FEC7-3AC3-4FDE-B632-226FAAD7F73F}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{AB08FEC7-3AC3-4FDE-B632-226FAAD7F73F}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{C74FC4C5-3BE0-42A7-8BA6-4A9AD438A9E2}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{C74FC4C5-3BE0-42A7-8BA6-4A9AD438A9E2}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{C74FC4C5-3BE0-42A7-8BA6-4A9AD438A9E2}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{C74FC4C5-3BE0-42A7-8BA6-4A9AD438A9E2}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{A5B22930-DF4B-4A62-93ED-A6549F7B666B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{A5B22930-DF4B-4A62-93ED-A6549F7B666B}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{A5B22930-DF4B-4A62-93ED-A6549F7B666B}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{A5B22930-DF4B-4A62-93ED-A6549F7B666B}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{B805851C-9802-4239-AB16-AE77226771CA}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{B805851C-9802-4239-AB16-AE77226771CA}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{B805851C-9802-4239-AB16-AE77226771CA}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{B805851C-9802-4239-AB16-AE77226771CA}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{35253CE1-C864-4CD3-8249-4D1319748E8F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{35253CE1-C864-4CD3-8249-4D1319748E8F}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{35253CE1-C864-4CD3-8249-4D1319748E8F}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{35253CE1-C864-4CD3-8249-4D1319748E8F}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{06459F72-CEAA-4B45-B2B1-708FC28D04F8}.Debug|Any CPU.ActiveCfg = Debug|x64
|
||||
{06459F72-CEAA-4B45-B2B1-708FC28D04F8}.Debug|Any CPU.Build.0 = Debug|x64
|
||||
{06459F72-CEAA-4B45-B2B1-708FC28D04F8}.Release|Any CPU.ActiveCfg = Release|x64
|
||||
{06459F72-CEAA-4B45-B2B1-708FC28D04F8}.Release|Any CPU.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
EndGlobal
|
37
MLEM.Startup/MLEM.Startup.FNA.csproj
Normal file
37
MLEM.Startup/MLEM.Startup.FNA.csproj
Normal file
|
@ -0,0 +1,37 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<GenerateDocumentationFile>true</GenerateDocumentationFile>
|
||||
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
|
||||
<RootNamespace>MLEM.Startup</RootNamespace>
|
||||
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<Authors>Ellpeck</Authors>
|
||||
<Description>MLEM Library for Extending FNA combined with some other useful libraries into a quick Game startup class</Description>
|
||||
<PackageReleaseNotes>See the full changelog at https://mlem.ellpeck.de/CHANGELOG</PackageReleaseNotes>
|
||||
<PackageTags>fna ellpeck mlem utility extensions</PackageTags>
|
||||
<PackageProjectUrl>https://mlem.ellpeck.de/</PackageProjectUrl>
|
||||
<RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl>
|
||||
<PackageLicenseExpression>MIT</PackageLicenseExpression>
|
||||
<PackageIcon>Logo.png</PackageIcon>
|
||||
<PackageReadmeFile>README.md</PackageReadmeFile>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Coroutine" Version="2.1.3" />
|
||||
<ProjectReference Include="..\MLEM.Ui\MLEM.Ui.FNA.csproj" />
|
||||
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
|
||||
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="../Media/Logo.png" Pack="true" PackagePath="" />
|
||||
<None Include="../Docs/index.md" Pack="true" PackagePath="README.md" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -69,7 +69,9 @@ namespace MLEM.Startup {
|
|||
this.GraphicsDeviceManager = new GraphicsDeviceManager(this) {
|
||||
PreferredBackBufferWidth = windowWidth,
|
||||
PreferredBackBufferHeight = windowHeight,
|
||||
#if !FNA
|
||||
HardwareModeSwitch = false
|
||||
#endif
|
||||
};
|
||||
this.Window.AllowUserResizing = true;
|
||||
this.Content.RootDirectory = "Content";
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace MLEM.Ui.Elements {
|
|||
/// <summary>
|
||||
/// The size of this element, where X represents the width and Y represents the height.
|
||||
/// If the x or y value of the size is between 0 and 1, the size will be seen as a percentage of its parent's size rather than as an absolute value.
|
||||
/// If the x (or y) value of the size is negative, the width (or height) is seen as a percentage of the element's resulting height (or width).
|
||||
/// If the x (or y) value of the size is negative, the width (or height) is seen as a percentage of the element's resulting height (or width).
|
||||
/// </summary>
|
||||
/// <example>
|
||||
/// The following example combines both types of percentage-based sizing.
|
||||
|
@ -178,12 +178,12 @@ namespace MLEM.Ui.Elements {
|
|||
/// <summary>
|
||||
/// This element's transform matrix.
|
||||
/// Can easily be scaled using <see cref="ScaleTransform"/>.
|
||||
/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
|
||||
/// Note that, when this is non-null, a new <c>SpriteBatch.Begin</c> call is used for this element.
|
||||
/// </summary>
|
||||
public Matrix Transform = Matrix.Identity;
|
||||
/// <summary>
|
||||
/// The call that this element should make to <see cref="SpriteBatch"/> to begin drawing.
|
||||
/// Note that, when this is non-null, a new <see cref="SpriteBatch.Begin"/> call is used for this element.
|
||||
/// Note that, when this is non-null, a new <c>SpriteBatch.Begin</c> call is used for this element.
|
||||
/// </summary>
|
||||
#pragma warning disable CS0618
|
||||
[Obsolete("BeginImpl is deprecated. You can create a custom element class and override Draw instead.")]
|
||||
|
@ -927,7 +927,7 @@ namespace MLEM.Ui.Elements {
|
|||
|
||||
/// <summary>
|
||||
/// Draws this element by calling <see cref="Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,float,MLEM.Graphics.SpriteBatchContext)"/> internally.
|
||||
/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <see cref="SpriteBatch.Begin"/> call is also started.
|
||||
/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <c>SpriteBatch.Begin</c> call is also started.
|
||||
/// </summary>
|
||||
/// <param name="time">The game's time</param>
|
||||
/// <param name="batch">The sprite batch to use for drawing</param>
|
||||
|
@ -944,7 +944,7 @@ namespace MLEM.Ui.Elements {
|
|||
|
||||
/// <summary>
|
||||
/// Draws this element by calling <see cref="Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,float,MLEM.Graphics.SpriteBatchContext)"/> internally.
|
||||
/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <see cref="SpriteBatch.Begin"/> call is also started.
|
||||
/// If <see cref="Transform"/> or <see cref="BeginImpl"/> is set, a new <c>SpriteBatch.Begin</c> call is also started.
|
||||
/// </summary>
|
||||
/// <param name="time">The game's time</param>
|
||||
/// <param name="batch">The sprite batch to use for drawing</param>
|
||||
|
@ -981,7 +981,7 @@ namespace MLEM.Ui.Elements {
|
|||
|
||||
/// <summary>
|
||||
/// Draws this element and all of its children. Override this method to draw the content of custom elements.
|
||||
/// Note that, when this is called, <see cref="SpriteBatch.Begin"/> has already been called with custom <see cref="Transform"/> etc. applied.
|
||||
/// Note that, when this is called, <c>SpriteBatch.Begin</c> has already been called with custom <see cref="Transform"/> etc. applied.
|
||||
/// </summary>
|
||||
/// <param name="time">The game's time</param>
|
||||
/// <param name="batch">The sprite batch to use for drawing</param>
|
||||
|
@ -998,7 +998,7 @@ namespace MLEM.Ui.Elements {
|
|||
|
||||
/// <summary>
|
||||
/// Draws this element and all of its children. Override this method to draw the content of custom elements.
|
||||
/// Note that, when this is called, <see cref="SpriteBatch.Begin"/> has already been called with custom <see cref="Transform"/> etc. applied.
|
||||
/// Note that, when this is called, <c>SpriteBatch.Begin</c> has already been called with custom <see cref="Transform"/> etc. applied.
|
||||
/// </summary>
|
||||
/// <param name="time">The game's time</param>
|
||||
/// <param name="batch">The sprite batch to use for drawing</param>
|
||||
|
@ -1021,7 +1021,7 @@ namespace MLEM.Ui.Elements {
|
|||
/// <summary>
|
||||
/// Draws this element and all of its <see cref="GetRelevantChildren"/> early.
|
||||
/// Drawing early involves drawing onto <see cref="RenderTarget2D"/> instances rather than onto the screen.
|
||||
/// Note that, when this is called, <see cref="SpriteBatch.Begin"/> has not yet been called.
|
||||
/// Note that, when this is called, <c>SpriteBatch.Begin</c> has not yet been called.
|
||||
/// </summary>
|
||||
/// <param name="time">The game's time</param>
|
||||
/// <param name="batch">The sprite batch to use for drawing</param>
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using MLEM.Extensions;
|
||||
using MLEM.Graphics;
|
||||
using MLEM.Misc;
|
||||
using MLEM.Textures;
|
||||
|
|
|
@ -135,8 +135,8 @@ namespace MLEM.Ui.Elements {
|
|||
protected override Vector2 CalcActualSize(RectangleF parentArea) {
|
||||
var size = base.CalcActualSize(parentArea);
|
||||
this.ParseText(size);
|
||||
var (w, h) = this.TokenizedText.Measure(this.RegularFont) * this.TextScale * this.TextScaleMultiplier * this.Scale;
|
||||
return new Vector2(this.AutoAdjustWidth ? w + this.ScaledPadding.Width : size.X, h + this.ScaledPadding.Height);
|
||||
var textSize = this.TokenizedText.Measure(this.RegularFont) * this.TextScale * this.TextScaleMultiplier * this.Scale;
|
||||
return new Vector2(this.AutoAdjustWidth ? textSize.X + this.ScaledPadding.Width : size.X, textSize.Y + this.ScaledPadding.Height);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
|
|
|
@ -3,6 +3,7 @@ using System.Linq;
|
|||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input.Touch;
|
||||
using MLEM.Extensions;
|
||||
using MLEM.Graphics;
|
||||
using MLEM.Input;
|
||||
using MLEM.Misc;
|
||||
|
@ -195,13 +196,13 @@ namespace MLEM.Ui.Elements {
|
|||
}
|
||||
|
||||
private void ScrollToPos(Vector2 position) {
|
||||
var (width, height) = this.ScrollerSize * this.Scale;
|
||||
var size = this.ScrollerSize * this.Scale;
|
||||
if (this.Horizontal) {
|
||||
var offset = this.scrollStartOffset.X >= 0 && this.scrollStartOffset.X <= width ? this.scrollStartOffset.X : width / 2;
|
||||
this.CurrentValue = (position.X - this.Area.X - offset) / (this.Area.Width - width) * this.MaxValue;
|
||||
var offset = this.scrollStartOffset.X >= 0 && this.scrollStartOffset.X <= size.X ? this.scrollStartOffset.X : size.X / 2;
|
||||
this.CurrentValue = (position.X - this.Area.X - offset) / (this.Area.Width - size.X) * this.MaxValue;
|
||||
} else {
|
||||
var offset = this.scrollStartOffset.Y >= 0 && this.scrollStartOffset.Y <= height ? this.scrollStartOffset.Y : height / 2;
|
||||
this.CurrentValue = (position.Y - this.Area.Y - offset) / (this.Area.Height - height) * this.MaxValue;
|
||||
var offset = this.scrollStartOffset.Y >= 0 && this.scrollStartOffset.Y <= size.Y ? this.scrollStartOffset.Y : size.Y / 2;
|
||||
this.CurrentValue = (position.Y - this.Area.Y - offset) / (this.Area.Height - size.Y) * this.MaxValue;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,3 +1,4 @@
|
|||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using MLEM.Font;
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Microsoft.Xna.Framework;
|
||||
using MLEM.Extensions;
|
||||
using MLEM.Input;
|
||||
using MLEM.Ui.Style;
|
||||
|
||||
|
|
35
MLEM.Ui/MLEM.Ui.FNA.csproj
Normal file
35
MLEM.Ui/MLEM.Ui.FNA.csproj
Normal file
|
@ -0,0 +1,35 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<GenerateDocumentationFile>true</GenerateDocumentationFile>
|
||||
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
|
||||
<RootNamespace>MLEM.Ui</RootNamespace>
|
||||
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<Authors>Ellpeck</Authors>
|
||||
<Description>A mouse, keyboard, gamepad and touch ready Ui system for FNA that features automatic anchoring, sizing and several ready-to-use element types</Description>
|
||||
<PackageReleaseNotes>See the full changelog at https://mlem.ellpeck.de/CHANGELOG</PackageReleaseNotes>
|
||||
<PackageTags>fna ellpeck mlem ui user interface graphical gui system mouse keyboard gamepad touch</PackageTags>
|
||||
<PackageProjectUrl>https://mlem.ellpeck.de/</PackageProjectUrl>
|
||||
<RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl>
|
||||
<PackageLicenseExpression>MIT</PackageLicenseExpression>
|
||||
<PackageIcon>Logo.png</PackageIcon>
|
||||
<PackageReadmeFile>README.md</PackageReadmeFile>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="TextCopy" Version="6.1.0" />
|
||||
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
|
||||
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="../Media/Logo.png" Pack="true" PackagePath="" />
|
||||
<None Include="../Docs/index.md" Pack="true" PackagePath="README.md" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -18,7 +18,7 @@
|
|||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="TextCopy" Version="4.3.1" />
|
||||
<PackageReference Include="TextCopy" Version="6.1.0" />
|
||||
<ProjectReference Include="..\MLEM\MLEM.csproj" />
|
||||
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641">
|
||||
|
|
|
@ -170,8 +170,13 @@ namespace MLEM.Ui.Parsers {
|
|||
Texture2D tex;
|
||||
if (loc.StartsWith("http")) {
|
||||
using (var client = new HttpClient()) {
|
||||
using (var src = await client.GetStreamAsync(loc))
|
||||
tex = Texture2D.FromStream(this.GraphicsDevice, src);
|
||||
using (var src = await client.GetStreamAsync(loc)) {
|
||||
using (var memory = new MemoryStream()) {
|
||||
// download the full stream before passing it to texture
|
||||
await src.CopyToAsync(memory);
|
||||
tex = Texture2D.FromStream(this.GraphicsDevice, memory);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
using (var stream = Path.IsPathRooted(loc) ? File.OpenRead(loc) : TitleContainer.OpenStream(loc))
|
||||
|
|
|
@ -159,7 +159,7 @@ namespace MLEM.Ui {
|
|||
|
||||
// MOUSE INPUT
|
||||
if (this.HandleMouse) {
|
||||
var mousedNow = this.GetElementUnderPos(this.Input.ViewportMousePosition.ToVector2());
|
||||
var mousedNow = this.GetElementUnderPos(new Vector2(this.Input.ViewportMousePosition.X, this.Input.ViewportMousePosition.Y));
|
||||
this.SetMousedElement(mousedNow);
|
||||
|
||||
if (this.Input.IsMouseButtonPressedAvailable(MouseButton.Left)) {
|
||||
|
@ -414,8 +414,8 @@ namespace MLEM.Ui {
|
|||
foreach (var child in children) {
|
||||
if (child == this.SelectedElement)
|
||||
continue;
|
||||
var (xOffset, yOffset) = child.Area.Center - this.SelectedElement.Area.Center;
|
||||
var angle = Math.Abs(MathHelper.WrapAngle(direction.Angle() - (float) Math.Atan2(yOffset, xOffset)));
|
||||
var offset = child.Area.Center - this.SelectedElement.Area.Center;
|
||||
var angle = Math.Abs(MathHelper.WrapAngle(direction.Angle() - (float) Math.Atan2(offset.Y, offset.X)));
|
||||
if (angle >= MathHelper.PiOver2 - Element.Epsilon)
|
||||
continue;
|
||||
var distSq = child.Area.DistanceSquared(this.SelectedElement.Area);
|
||||
|
|
|
@ -5,7 +5,6 @@ using MLEM.Ui.Elements;
|
|||
namespace MLEM.Ui {
|
||||
/// <summary>
|
||||
/// A snapshot of update and rendering statistics from <see cref="UiSystem.Metrics"/> to be used for runtime debugging and profiling.
|
||||
/// This metrics struct works similarly to <see cref="GraphicsMetrics"/>.
|
||||
/// </summary>
|
||||
public struct UiMetrics {
|
||||
|
||||
|
|
|
@ -88,7 +88,7 @@ namespace MLEM.Ui {
|
|||
public SamplerState SamplerState;
|
||||
/// <summary>
|
||||
/// The depth stencil state that this ui system and all of its elements draw with.
|
||||
/// The default is <see cref="Microsoft.Xna.Framework.Graphics.DepthStencilState.None"/>, which is also the default for <see cref="SpriteBatch.Begin"/>.
|
||||
/// The default is <see cref="Microsoft.Xna.Framework.Graphics.DepthStencilState.None"/>, which is also the default for <c>SpriteBatch.Begin</c>.
|
||||
/// </summary>
|
||||
[Obsolete("Set this through SpriteBatchContext instead")]
|
||||
public DepthStencilState DepthStencilState;
|
||||
|
@ -241,10 +241,10 @@ namespace MLEM.Ui {
|
|||
MlemPlatform.Current?.AddTextInputListener(game.Window, (sender, key, character) => this.ApplyToAll(e => e.OnTextInput?.Invoke(e, key, character)));
|
||||
|
||||
if (automaticViewport) {
|
||||
this.Viewport = new Rectangle(Point.Zero, game.Window.ClientBounds.Size);
|
||||
this.AutoScaleReferenceSize = this.Viewport.Size;
|
||||
this.Viewport = new Rectangle(0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height);
|
||||
this.AutoScaleReferenceSize = new Point(this.Viewport.X, this.Viewport.Y);
|
||||
game.Window.ClientSizeChanged += (sender, args) => {
|
||||
this.Viewport = new Rectangle(Point.Zero, game.Window.ClientBounds.Size);
|
||||
this.Viewport = new Rectangle(0, 0, game.Window.ClientBounds.Width, game.Window.ClientBounds.Height);
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -570,11 +570,11 @@ namespace MLEM.Ui {
|
|||
/// </summary>
|
||||
public event Element.GenericCallback OnElementRemoved;
|
||||
/// <summary>
|
||||
/// Event that is invoked when this <see cref="RootElement"/> gets added to a <see cref="UiSystem"/> in <see cref="UiSystem.Add"/>
|
||||
/// Event that is invoked when this <see cref="RootElement"/> gets added to a <see cref="UiSystem"/> in <see cref="UiSystem.Add"/>
|
||||
/// </summary>
|
||||
public event Action<UiSystem> OnAddedToUi;
|
||||
/// <summary>
|
||||
/// Event that is invoked when this <see cref="RootElement"/> gets removed from a <see cref="UiSystem"/> in <see cref="UiSystem.Remove"/>
|
||||
/// Event that is invoked when this <see cref="RootElement"/> gets removed from a <see cref="UiSystem"/> in <see cref="UiSystem.Remove"/>
|
||||
/// </summary>
|
||||
public event Action<UiSystem> OnRemovedFromUi;
|
||||
|
||||
|
|
|
@ -58,7 +58,7 @@ namespace MLEM.Cameras {
|
|||
}
|
||||
/// <summary>
|
||||
/// The matrix that this camera "sees", based on its position and scale.
|
||||
/// Use this in your <see cref="SpriteBatch.Begin"/> calls to render based on the camera's viewport.
|
||||
/// Use this in your <c>SpriteBatch.Begin</c> calls to render based on the camera's viewport.
|
||||
/// </summary>
|
||||
public Matrix ViewMatrix {
|
||||
get {
|
||||
|
@ -105,7 +105,7 @@ namespace MLEM.Cameras {
|
|||
/// <param name="roundPosition">Whether the camera's <see cref="Position"/> should be rounded to full integers when calculating the <see cref="ViewMatrix"/></param>
|
||||
public Camera(GraphicsDevice graphicsDevice, bool roundPosition = true) {
|
||||
this.graphicsDevice = graphicsDevice;
|
||||
this.AutoScaleReferenceSize = this.Viewport.Size;
|
||||
this.AutoScaleReferenceSize = new Point(this.Viewport.Width, this.Viewport.Height);
|
||||
this.RoundPosition = roundPosition;
|
||||
}
|
||||
|
||||
|
@ -173,7 +173,7 @@ namespace MLEM.Cameras {
|
|||
/// <param name="delta">The amount to zoom in or out by</param>
|
||||
/// <param name="zoomCenter">The position that should be regarded as the zoom's center, in screen space. The default value is the center.</param>
|
||||
public void Zoom(float delta, Vector2? zoomCenter = null) {
|
||||
var center = (zoomCenter ?? this.Viewport.Size.ToVector2() / 2) / this.ActualScale;
|
||||
var center = (zoomCenter ?? new Vector2(this.Viewport.Width, this.Viewport.Height) / 2) / this.ActualScale;
|
||||
var lastScale = this.Scale;
|
||||
this.Scale += delta;
|
||||
this.Position += center * ((this.Scale - lastScale) / this.Scale);
|
||||
|
|
|
@ -57,7 +57,7 @@ namespace MLEM.Extensions {
|
|||
/// <param name="manager">The graphics device manager</param>
|
||||
/// <param name="window">The window whose bounds to use</param>
|
||||
public static void ResetWidthAndHeight(this GraphicsDeviceManager manager, GameWindow window) {
|
||||
var (_, _, width, height) = window.ClientBounds;
|
||||
var (width, height) = (window.ClientBounds.Width, window.ClientBounds.Height);
|
||||
manager.PreferredBackBufferWidth = Math.Max(height, width);
|
||||
manager.PreferredBackBufferHeight = Math.Min(height, width);
|
||||
manager.ApplyChanges();
|
||||
|
@ -90,7 +90,12 @@ namespace MLEM.Extensions {
|
|||
/// <param name="target">The target to apply</param>
|
||||
public TargetContext(GraphicsDevice device, RenderTarget2D target) {
|
||||
this.device = device;
|
||||
#if FNA
|
||||
// RenderTargetCount doesn't exist in FNA but we still want the optimization in MG
|
||||
this.lastTargets = device.GetRenderTargets();
|
||||
#else
|
||||
this.lastTargets = device.RenderTargetCount <= 0 ? null : device.GetRenderTargets();
|
||||
#endif
|
||||
device.SetRenderTarget(target);
|
||||
}
|
||||
|
||||
|
|
|
@ -223,13 +223,13 @@ namespace MLEM.Extensions {
|
|||
/// <param name="matrix">The matrix</param>
|
||||
/// <returns>The rotation of the matrix</returns>
|
||||
public static Quaternion Rotation(this Matrix matrix) {
|
||||
var (scX, scY, scZ) = matrix.Scale();
|
||||
if (scX == 0 || scY == 0 || scZ == 0)
|
||||
var sc = matrix.Scale();
|
||||
if (sc.X == 0 || sc.Y == 0 || sc.Z == 0)
|
||||
return Quaternion.Identity;
|
||||
return Quaternion.CreateFromRotationMatrix(new Matrix(
|
||||
matrix.M11 / scX, matrix.M12 / scX, matrix.M13 / scX, 0,
|
||||
matrix.M21 / scY, matrix.M22 / scY, matrix.M23 / scY, 0,
|
||||
matrix.M31 / scZ, matrix.M32 / scZ, matrix.M33 / scZ, 0,
|
||||
matrix.M11 / sc.X, matrix.M12 / sc.X, matrix.M13 / sc.X, 0,
|
||||
matrix.M21 / sc.Y, matrix.M22 / sc.Y, matrix.M23 / sc.Y, 0,
|
||||
matrix.M31 / sc.Z, matrix.M32 / sc.Z, matrix.M33 / sc.Z, 0,
|
||||
0, 0, 0, 1));
|
||||
}
|
||||
|
||||
|
@ -250,7 +250,7 @@ namespace MLEM.Extensions {
|
|||
/// <param name="quaternion">The quaternion</param>
|
||||
/// <returns>The rotation of the quaternion</returns>
|
||||
public static Vector3 RotationVector(this Quaternion quaternion) {
|
||||
var (x, y, z, w) = quaternion;
|
||||
var (x, y, z, w) = (quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
|
||||
return new Vector3(
|
||||
(float) Math.Atan2(2 * (w * x + y * z), 1 - 2 * (x * x + y * y)),
|
||||
(float) Math.Asin(MathHelper.Clamp(2 * (w * y - z * x), -1, 1)),
|
||||
|
@ -268,16 +268,16 @@ namespace MLEM.Extensions {
|
|||
/// <param name="penetration">The amount that the penetration occured by, in the direction of <paramref name="normal"/></param>
|
||||
/// <returns>Whether or not a penetration occured</returns>
|
||||
public static bool Penetrate(this RectangleF rect, RectangleF other, out Vector2 normal, out float penetration) {
|
||||
var (offsetX, offsetY) = other.Center - rect.Center;
|
||||
var overlapX = rect.Width / 2 + other.Width / 2 - Math.Abs(offsetX);
|
||||
var offset = other.Center - rect.Center;
|
||||
var overlapX = rect.Width / 2 + other.Width / 2 - Math.Abs(offset.X);
|
||||
if (overlapX > 0) {
|
||||
var overlapY = rect.Height / 2 + other.Height / 2 - Math.Abs(offsetY);
|
||||
var overlapY = rect.Height / 2 + other.Height / 2 - Math.Abs(offset.Y);
|
||||
if (overlapY > 0) {
|
||||
if (overlapX < overlapY) {
|
||||
normal = new Vector2(offsetX < 0 ? -1 : 1, 0);
|
||||
normal = new Vector2(offset.X < 0 ? -1 : 1, 0);
|
||||
penetration = overlapX;
|
||||
} else {
|
||||
normal = new Vector2(0, offsetY < 0 ? -1 : 1);
|
||||
normal = new Vector2(0, offset.Y < 0 ? -1 : 1);
|
||||
penetration = overlapY;
|
||||
}
|
||||
return true;
|
||||
|
@ -288,5 +288,23 @@ namespace MLEM.Extensions {
|
|||
return false;
|
||||
}
|
||||
|
||||
#if FNA
|
||||
/// <summary>
|
||||
/// Gets a <see cref="Point"/> representation for this object.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Point"/> representation for this object.</returns>
|
||||
public static Point ToPoint(this Vector2 vector) {
|
||||
return new Point((int) vector.X, (int) vector.Y);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a <see cref="Vector2"/> representation for this object.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="Vector2"/> representation for this object.</returns>
|
||||
public static Vector2 ToVector2(this Point point) {
|
||||
return new Vector2(point.X, point.Y);
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -285,18 +285,18 @@ namespace MLEM.Font {
|
|||
}
|
||||
|
||||
private void DrawString(SpriteBatch batch, CharSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth) {
|
||||
var (flipX, flipY) = Vector2.Zero;
|
||||
var (flipX, flipY) = (0F, 0F);
|
||||
var flippedV = (effects & SpriteEffects.FlipVertically) != 0;
|
||||
var flippedH = (effects & SpriteEffects.FlipHorizontally) != 0;
|
||||
if (flippedV || flippedH) {
|
||||
var (w, h) = this.MeasureString(text, false, null);
|
||||
var size = this.MeasureString(text, false, null);
|
||||
if (flippedH) {
|
||||
origin.X *= -1;
|
||||
flipX = -w;
|
||||
flipX = -size.X;
|
||||
}
|
||||
if (flippedV) {
|
||||
origin.Y *= -1;
|
||||
flipY = this.LineHeight - h;
|
||||
flipY = this.LineHeight - size.Y;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -327,17 +327,17 @@ namespace MLEM.Font {
|
|||
}
|
||||
|
||||
var cString = c.ToCachedString();
|
||||
var (cW, cH) = this.MeasureString(cString);
|
||||
var cSize = this.MeasureString(cString);
|
||||
|
||||
var charPos = offset;
|
||||
if (flippedH)
|
||||
charPos.X += cW;
|
||||
charPos.X += cSize.X;
|
||||
if (flippedV)
|
||||
charPos.Y += cH - this.LineHeight;
|
||||
charPos.Y += cSize.Y - this.LineHeight;
|
||||
Vector2.Transform(ref charPos, ref trans, out charPos);
|
||||
|
||||
this.DrawChar(batch, cString, charPos, color, rotation, scale, effects, layerDepth);
|
||||
offset.X += cW;
|
||||
offset.X += cSize.X;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -42,6 +42,10 @@ namespace MLEM.Font {
|
|||
}
|
||||
|
||||
private static SpriteFont SetDefaults(SpriteFont font) {
|
||||
#if FNA
|
||||
// none of the copying is available with FNA
|
||||
return font;
|
||||
#else
|
||||
// we copy the font here to set the default character to a space
|
||||
return new SpriteFont(
|
||||
font.Texture,
|
||||
|
@ -52,6 +56,7 @@ namespace MLEM.Font {
|
|||
font.Spacing,
|
||||
font.Glyphs.Select(g => new Vector3(g.LeftSideBearing, g.Width, g.RightSideBearing)).ToList(),
|
||||
' ');
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -23,9 +23,9 @@ namespace MLEM.Formatting.Codes {
|
|||
// don't underline spaces at the end of lines
|
||||
if (c == ' ' && token.DisplayString.Length > indexInToken + 1 && token.DisplayString[indexInToken + 1] == '\n')
|
||||
return false;
|
||||
var (w, h) = font.MeasureString(cString) * scale;
|
||||
var t = h * this.thickness;
|
||||
batch.Draw(batch.GetBlankTexture(), new RectangleF(pos.X, pos.Y + this.yOffset * h - t, w, t), color);
|
||||
var size = font.MeasureString(cString) * scale;
|
||||
var t = size.Y * this.thickness;
|
||||
batch.Draw(batch.GetBlankTexture(), new RectangleF(pos.X, pos.Y + this.yOffset * size.Y - t, size.X, t), color);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -62,8 +62,8 @@ namespace MLEM.Graphics {
|
|||
/// <summary>
|
||||
/// This method allows for a tiled texture to be drawn in an auto-tiling mode.
|
||||
/// This allows, for example, a grass patch on a tilemap to have nice looking edges that transfer over into a path without any hard edges between tiles.
|
||||
///
|
||||
/// This method is a more complex version of <see cref="DrawAutoTile"/> that overlays separate border textures on a background texture region, which also allows for non-rectangular texture areas to be used easily.
|
||||
///
|
||||
/// This method is a more complex version of <see cref="DrawAutoTile"/> that overlays separate border textures on a background texture region, which also allows for non-rectangular texture areas to be used easily.
|
||||
/// For auto-tiling in this way to work, the overlay sections have to be laid out as follows: 16 sections aligned horizontally within the texture file, with the following information:
|
||||
/// <list type="number">
|
||||
/// <item><description>The texture used for straight, horizontal borders, with the borders facing away from the center, split up into four parts: top left, then top right, then bottom left, then bottom right</description></item>
|
||||
|
@ -138,8 +138,8 @@ namespace MLEM.Graphics {
|
|||
var xUr = up && right ? connectsTo(1, -1) ? 0 : 4 : right ? 1 : up ? 3 : 2;
|
||||
var xDl = down && left ? connectsTo(-1, 1) ? 0 : 4 : left ? 1 : down ? 3 : 2;
|
||||
var xDr = down && right ? connectsTo(1, 1) ? 0 : 4 : right ? 1 : down ? 3 : 2;
|
||||
var (w, h) = textureRegion.Size;
|
||||
var (w2, h2) = new Point(w / 2, h / 2);
|
||||
var (w, h) = (textureRegion.Width, textureRegion.Height);
|
||||
var (w2, h2) = (w / 2, h / 2);
|
||||
return (
|
||||
new Vector2(pos.X, pos.Y), new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w2, h2),
|
||||
new Vector2(pos.X + w2 * scale.X, pos.Y), new Rectangle(textureRegion.X + w2 + xUr * w, textureRegion.Y, w2, h2),
|
||||
|
@ -156,7 +156,7 @@ namespace MLEM.Graphics {
|
|||
var xUr = up && right ? connectsTo(1, -1) ? -1 : 13 : right ? 1 : up ? 9 : 5;
|
||||
var xDl = down && left ? connectsTo(-1, 1) ? -1 : 14 : left ? 2 : down ? 10 : 6;
|
||||
var xDr = down && right ? connectsTo(1, 1) ? -1 : 15 : right ? 3 : down ? 11 : 7;
|
||||
var (w, h) = textureRegion.Size;
|
||||
var (w, h) = (textureRegion.Width, textureRegion.Height);
|
||||
return (
|
||||
xUl < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUl * w, textureRegion.Y, w, h),
|
||||
xUr < 0 ? Rectangle.Empty : new Rectangle(textureRegion.X + xUr * w, textureRegion.Y, w, h),
|
||||
|
|
|
@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
|
|||
|
||||
namespace MLEM.Graphics {
|
||||
/// <summary>
|
||||
/// A sprite batch context is a set of information for a <see cref="SpriteBatch"/> to use, which encapsulates all of the information usually passed directly to <see cref="SpriteBatch.Begin"/>.
|
||||
/// A sprite batch context is a set of information for a <see cref="SpriteBatch"/> to use, which encapsulates all of the information usually passed directly to <c>SpriteBatch.Begin</c>.
|
||||
/// To use a sprite batch context effectively, the extension methods in <see cref="SpriteBatchContextExtensions"/> should be used.
|
||||
/// </summary>
|
||||
public struct SpriteBatchContext {
|
||||
|
@ -17,7 +17,7 @@ namespace MLEM.Graphics {
|
|||
/// </summary>
|
||||
public BlendState BlendState;
|
||||
/// <summary>
|
||||
/// State of the sampler.
|
||||
/// State of the sampler.
|
||||
/// </summary>
|
||||
public SamplerState SamplerState;
|
||||
/// <summary>
|
||||
|
|
|
@ -1,8 +1,10 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using MLEM.Extensions;
|
||||
|
||||
namespace MLEM.Graphics {
|
||||
/// <summary>
|
||||
|
@ -174,18 +176,18 @@ namespace MLEM.Graphics {
|
|||
for (var i = 0; i < this.FilledBuffers; i++) {
|
||||
var buffer = this.vertexBuffers[i];
|
||||
var texture = this.textures[i];
|
||||
var tris = Math.Min(this.items.Count * 4 - totalIndex, buffer.VertexCount) / 4 * 2;
|
||||
var verts = Math.Min(this.items.Count * 4 - totalIndex, buffer.VertexCount);
|
||||
|
||||
this.graphicsDevice.SetVertexBuffer(buffer);
|
||||
if (effect != null) {
|
||||
foreach (var pass in effect.CurrentTechnique.Passes) {
|
||||
pass.Apply();
|
||||
this.graphicsDevice.Textures[0] = texture;
|
||||
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, tris);
|
||||
this.DrawPrimitives(verts);
|
||||
}
|
||||
} else {
|
||||
this.graphicsDevice.Textures[0] = texture;
|
||||
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, tris);
|
||||
this.DrawPrimitives(verts);
|
||||
}
|
||||
|
||||
totalIndex += buffer.VertexCount;
|
||||
|
@ -290,10 +292,11 @@ namespace MLEM.Graphics {
|
|||
if ((effects & SpriteEffects.FlipHorizontally) != 0)
|
||||
(texBr.X, texTl.X) = (texTl.X, texBr.X);
|
||||
|
||||
var destSize = new Vector2(destinationRectangle.Width, destinationRectangle.Height);
|
||||
if (rotation == 0) {
|
||||
return this.Add(texture, destinationRectangle.Location.ToVector2() - origin, destinationRectangle.Size.ToVector2(), color, texTl, texBr, layerDepth);
|
||||
return this.Add(texture, destinationRectangle.Location.ToVector2() - origin, destSize, color, texTl, texBr, layerDepth);
|
||||
} else {
|
||||
return this.Add(texture, destinationRectangle.Location.ToVector2(), -origin, destinationRectangle.Size.ToVector2(), (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
|
||||
return this.Add(texture, destinationRectangle.Location.ToVector2(), -origin, destSize, (float) Math.Sin(rotation), (float) Math.Cos(rotation), color, texTl, texBr, layerDepth);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -439,6 +442,14 @@ namespace MLEM.Graphics {
|
|||
this.textures.Insert(index, texture);
|
||||
}
|
||||
|
||||
private void DrawPrimitives(int vertices) {
|
||||
#if FNA
|
||||
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices, 0, vertices / 4 * 2);
|
||||
#else
|
||||
this.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices / 4 * 2);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A struct that represents an item added to a <see cref="StaticSpriteBatch"/> using <c>Add</c> or any of its overloads.
|
||||
/// An item returned after adding can be removed using <see cref="Remove"/>.
|
||||
|
@ -463,5 +474,58 @@ namespace MLEM.Graphics {
|
|||
|
||||
}
|
||||
|
||||
#if FNA
|
||||
private class SpriteEffect : Effect {
|
||||
|
||||
private EffectParameter matrixParam;
|
||||
private Viewport lastViewport;
|
||||
private Matrix projection;
|
||||
|
||||
public Matrix? TransformMatrix { get; set; }
|
||||
|
||||
public SpriteEffect(GraphicsDevice device) : base(device, SpriteEffect.LoadEffectCode()) {
|
||||
this.CacheEffectParameters();
|
||||
}
|
||||
|
||||
private SpriteEffect(SpriteEffect cloneSource) : base(cloneSource) {
|
||||
this.CacheEffectParameters();
|
||||
}
|
||||
|
||||
public override Effect Clone() {
|
||||
return new SpriteEffect(this);
|
||||
}
|
||||
|
||||
private void CacheEffectParameters() {
|
||||
this.matrixParam = this.Parameters["MatrixTransform"];
|
||||
}
|
||||
|
||||
protected override void OnApply() {
|
||||
var vp = this.GraphicsDevice.Viewport;
|
||||
if (vp.Width != this.lastViewport.Width || vp.Height != this.lastViewport.Height) {
|
||||
Matrix.CreateOrthographicOffCenter(0, vp.Width, vp.Height, 0, 0, -1, out this.projection);
|
||||
this.projection.M41 += -0.5f * this.projection.M11;
|
||||
this.projection.M42 += -0.5f * this.projection.M22;
|
||||
this.lastViewport = vp;
|
||||
}
|
||||
|
||||
if (this.TransformMatrix.HasValue) {
|
||||
this.matrixParam.SetValue(this.TransformMatrix.GetValueOrDefault() * this.projection);
|
||||
} else {
|
||||
this.matrixParam.SetValue(this.projection);
|
||||
}
|
||||
}
|
||||
|
||||
private static byte[] LoadEffectCode() {
|
||||
using (var stream = typeof(Effect).Assembly.GetManifestResourceStream("Microsoft.Xna.Framework.Graphics.Effect.Resources.SpriteEffect.fxb")) {
|
||||
using (var memory = new MemoryStream()) {
|
||||
stream.CopyTo(memory);
|
||||
return memory.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,6 +15,12 @@ namespace MLEM.Input {
|
|||
/// </summary>
|
||||
public class InputHandler : GameComponent {
|
||||
|
||||
#if FNA
|
||||
private const int MaximumGamePadCount = 4;
|
||||
#else
|
||||
private static readonly int MaximumGamePadCount = GamePad.MaximumGamePadCount;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Contains all of the gestures that have finished during the last update call.
|
||||
/// To easily query these gestures, use <see cref="GetGesture"/> or <see cref="GetViewportGesture"/>.
|
||||
|
@ -80,11 +86,11 @@ namespace MLEM.Input {
|
|||
/// <summary>
|
||||
/// Contains the touch state from the last update call
|
||||
/// </summary>
|
||||
public TouchCollection LastTouchState { get; private set; }
|
||||
public TouchCollection LastTouchState { get; private set; } = new TouchCollection(Array.Empty<TouchLocation>());
|
||||
/// <summary>
|
||||
/// Contains the current touch state
|
||||
/// </summary>
|
||||
public TouchCollection TouchState { get; private set; }
|
||||
public TouchCollection TouchState { get; private set; } = new TouchCollection(Array.Empty<TouchLocation>());
|
||||
/// <summary>
|
||||
/// Contains the <see cref="LastTouchState"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
|
||||
/// </summary>
|
||||
|
@ -109,7 +115,7 @@ namespace MLEM.Input {
|
|||
/// <summary>
|
||||
/// Contains the position of the mouse from the last update call, extracted from <see cref="LastMouseState"/>
|
||||
/// </summary>
|
||||
public Point LastMousePosition => this.LastMouseState.Position;
|
||||
public Point LastMousePosition => new Point(this.LastMouseState.X, this.LastMouseState.Y);
|
||||
/// <summary>
|
||||
/// Contains the <see cref="LastMousePosition"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
|
||||
/// </summary>
|
||||
|
@ -117,7 +123,7 @@ namespace MLEM.Input {
|
|||
/// <summary>
|
||||
/// Contains the current position of the mouse, extracted from <see cref="MouseState"/>
|
||||
/// </summary>
|
||||
public Point MousePosition => this.MouseState.Position;
|
||||
public Point MousePosition => new Point(this.MouseState.X, this.MouseState.Y);
|
||||
/// <summary>
|
||||
/// Contains the <see cref="MousePosition"/>, but with the <see cref="GraphicsDevice.Viewport"/> taken into account.
|
||||
/// </summary>
|
||||
|
@ -139,11 +145,11 @@ namespace MLEM.Input {
|
|||
/// </summary>
|
||||
public KeyboardState KeyboardState { get; private set; }
|
||||
|
||||
private readonly GamePadState[] lastGamepads = new GamePadState[GamePad.MaximumGamePadCount];
|
||||
private readonly GamePadState[] gamepads = new GamePadState[GamePad.MaximumGamePadCount];
|
||||
private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[GamePad.MaximumGamePadCount];
|
||||
private readonly bool[] triggerGamepadButtonRepeat = new bool[GamePad.MaximumGamePadCount];
|
||||
private readonly Buttons?[] heldGamepadButtons = new Buttons?[GamePad.MaximumGamePadCount];
|
||||
private readonly GamePadState[] lastGamepads = new GamePadState[MaximumGamePadCount];
|
||||
private readonly GamePadState[] gamepads = new GamePadState[MaximumGamePadCount];
|
||||
private readonly DateTime[] lastGamepadButtonRepeats = new DateTime[MaximumGamePadCount];
|
||||
private readonly bool[] triggerGamepadButtonRepeat = new bool[MaximumGamePadCount];
|
||||
private readonly Buttons?[] heldGamepadButtons = new Buttons?[MaximumGamePadCount];
|
||||
private readonly List<GestureSample> gestures = new List<GestureSample>();
|
||||
private readonly HashSet<(GenericInput, int)> consumedPresses = new HashSet<(GenericInput, int)>();
|
||||
|
||||
|
@ -209,7 +215,7 @@ namespace MLEM.Input {
|
|||
if (this.HandleMouse) {
|
||||
this.LastMouseState = this.MouseState;
|
||||
var state = Mouse.GetState();
|
||||
if (active && this.Game.GraphicsDevice.Viewport.Bounds.Contains(state.Position)) {
|
||||
if (active && this.Game.GraphicsDevice.Viewport.Bounds.Contains(state.X, state.Y)) {
|
||||
this.MouseState = state;
|
||||
foreach (var button in MouseExtensions.MouseButtons) {
|
||||
if (state.GetState(button) == ButtonState.Pressed)
|
||||
|
@ -217,18 +223,22 @@ namespace MLEM.Input {
|
|||
}
|
||||
} else {
|
||||
// mouse position and scroll wheel value should be preserved when the mouse is out of bounds
|
||||
#if FNA
|
||||
this.MouseState = new MouseState(state.X, state.Y, state.ScrollWheelValue, 0, 0, 0, 0, 0);
|
||||
#else
|
||||
this.MouseState = new MouseState(state.X, state.Y, state.ScrollWheelValue, 0, 0, 0, 0, 0, state.HorizontalScrollWheelValue);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
if (this.HandleGamepads) {
|
||||
this.ConnectedGamepads = GamePad.MaximumGamePadCount;
|
||||
for (var i = 0; i < GamePad.MaximumGamePadCount; i++) {
|
||||
this.ConnectedGamepads = MaximumGamePadCount;
|
||||
for (var i = 0; i < MaximumGamePadCount; i++) {
|
||||
this.lastGamepads[i] = this.gamepads[i];
|
||||
this.gamepads[i] = GamePadState.Default;
|
||||
if (GamePad.GetCapabilities(i).IsConnected) {
|
||||
this.gamepads[i] = default;
|
||||
if (GamePad.GetCapabilities((PlayerIndex) i).IsConnected) {
|
||||
if (active) {
|
||||
this.gamepads[i] = GamePad.GetState(i);
|
||||
this.gamepads[i] = GamePad.GetState((PlayerIndex) i);
|
||||
foreach (var button in EnumHelper.Buttons) {
|
||||
if (this.IsGamepadButtonDown(button, i))
|
||||
this.AccumulateDown(button, i);
|
||||
|
@ -263,12 +273,13 @@ namespace MLEM.Input {
|
|||
this.LastTouchState = this.TouchState;
|
||||
this.LastViewportTouchState = this.ViewportTouchState;
|
||||
|
||||
this.TouchState = active ? TouchPanel.GetState() : default;
|
||||
this.TouchState = active ? TouchPanel.GetState() : new TouchCollection(Array.Empty<TouchLocation>());
|
||||
if (this.TouchState.Count > 0 && this.ViewportOffset != Point.Zero) {
|
||||
this.ViewportTouchState = new List<TouchLocation>();
|
||||
foreach (var touch in this.TouchState) {
|
||||
touch.TryGetPreviousLocation(out var previous);
|
||||
this.ViewportTouchState.Add(new TouchLocation(touch.Id, touch.State, touch.Position + this.ViewportOffset.ToVector2(), previous.State, previous.Position + this.ViewportOffset.ToVector2()));
|
||||
var offset = new Vector2(this.ViewportOffset.X, this.ViewportOffset.Y);
|
||||
this.ViewportTouchState.Add(new TouchLocation(touch.Id, touch.State, touch.Position + offset, previous.State, previous.Position + offset));
|
||||
}
|
||||
} else {
|
||||
this.ViewportTouchState = this.TouchState;
|
||||
|
@ -548,7 +559,7 @@ namespace MLEM.Input {
|
|||
/// <summary>
|
||||
/// Returns whether the given key is considered pressed.
|
||||
/// A gamepad button is considered pressed if it was down the last update call, and is up the current update call. If <see cref="InvertPressBehavior"/> is true, this behavior is inverted.
|
||||
/// This has the same behavior as <see cref="IsGamepadButtonPressed"/>, but ignores gamepad repeat events.
|
||||
/// This has the same behavior as <see cref="IsGamepadButtonPressed"/>, but ignores gamepad repeat events.
|
||||
/// If <see cref="HandleGamepadRepeats"/> is false, this method does the same as <see cref="IsGamepadButtonPressed"/>.
|
||||
/// </summary>
|
||||
/// <param name="button">The button to query</param>
|
||||
|
@ -613,7 +624,8 @@ namespace MLEM.Input {
|
|||
/// <returns>True if a gesture of the type was found, otherwise false</returns>
|
||||
public bool GetViewportGesture(GestureType type, out GestureSample sample) {
|
||||
if (this.GetGesture(type, out var original)) {
|
||||
sample = new GestureSample(original.GestureType, original.Timestamp, original.Position + this.ViewportOffset.ToVector2(), original.Position2 + this.ViewportOffset.ToVector2(), original.Delta, original.Delta2);
|
||||
var offset = new Vector2(this.ViewportOffset.X, this.ViewportOffset.Y);
|
||||
sample = new GestureSample(original.GestureType, original.Timestamp, original.Position + offset, original.Position2 + offset, original.Delta, original.Delta2);
|
||||
return true;
|
||||
}
|
||||
sample = default;
|
||||
|
|
|
@ -91,7 +91,7 @@ namespace MLEM.Input {
|
|||
public int CaretPos {
|
||||
get => this.caretPos;
|
||||
set {
|
||||
var val = MathHelper.Clamp(value, 0, this.text.Length);
|
||||
var val = (int) MathHelper.Clamp(value, 0F, this.text.Length);
|
||||
if (this.caretPos != val) {
|
||||
this.caretPos = val;
|
||||
this.caretBlinkTimer = 0;
|
||||
|
@ -226,12 +226,14 @@ namespace MLEM.Input {
|
|||
|
||||
/// <summary>
|
||||
/// A method that should be called when the given text should be entered into this text input.
|
||||
/// This method is designed to be used with the <see cref="GameWindow.TextInput"/> event.
|
||||
/// This method is designed to be used with <see cref="MlemPlatform.AddTextInputListener"/> or the TextInput event provided by MonoGame and FNA.
|
||||
/// </summary>
|
||||
/// <param name="key">The key that was pressed.</param>
|
||||
/// <param name="character">The character that the <paramref name="key"/> represents.</param>
|
||||
/// <returns>Whether text was successfully input.</returns>
|
||||
public bool OnTextInput(Keys key, char character) {
|
||||
// FNA's text input event doesn't supply keys, so we handle this in Update
|
||||
#if !FNA
|
||||
if (key == Keys.Back) {
|
||||
if (this.CaretPos > 0) {
|
||||
this.CaretPos--;
|
||||
|
@ -246,6 +248,9 @@ namespace MLEM.Input {
|
|||
return this.InsertText(character);
|
||||
}
|
||||
return false;
|
||||
#else
|
||||
return this.InsertText(character);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -254,26 +259,37 @@ namespace MLEM.Input {
|
|||
/// <param name="time">The current game time.</param>
|
||||
/// <param name="input">The input handler to use for input querying.</param>
|
||||
public void Update(GameTime time, InputHandler input) {
|
||||
// FNA's text input event doesn't supply keys, so we handle this here
|
||||
#if FNA
|
||||
if (this.CaretPos > 0 && input.TryConsumePressed(Keys.Back)) {
|
||||
this.CaretPos--;
|
||||
this.RemoveText(this.CaretPos, 1);
|
||||
} else if (this.CaretPos < this.text.Length && input.TryConsumePressed(Keys.Delete)) {
|
||||
this.RemoveText(this.CaretPos, 1);
|
||||
} else if (this.Multiline && input.TryConsumePressed(Keys.Enter)) {
|
||||
this.InsertText('\n');
|
||||
} else
|
||||
#endif
|
||||
if (this.CaretPos > 0 && input.TryConsumePressed(Keys.Left)) {
|
||||
this.CaretPos--;
|
||||
} else if (this.CaretPos < this.text.Length && input.TryConsumePressed(Keys.Right)) {
|
||||
this.CaretPos++;
|
||||
} else if (this.Multiline && input.IsKeyPressedAvailable(Keys.Up) && this.MoveCaretToLine(this.CaretLine - 1)) {
|
||||
input.TryConsumeKeyPressed(Keys.Up);
|
||||
input.TryConsumePressed(Keys.Up);
|
||||
} else if (this.Multiline && input.IsKeyPressedAvailable(Keys.Down) && this.MoveCaretToLine(this.CaretLine + 1)) {
|
||||
input.TryConsumeKeyPressed(Keys.Down);
|
||||
} else if (this.CaretPos != 0 && input.TryConsumeKeyPressed(Keys.Home)) {
|
||||
input.TryConsumePressed(Keys.Down);
|
||||
} else if (this.CaretPos != 0 && input.TryConsumePressed(Keys.Home)) {
|
||||
this.CaretPos = 0;
|
||||
} else if (this.CaretPos != this.text.Length && input.TryConsumeKeyPressed(Keys.End)) {
|
||||
} else if (this.CaretPos != this.text.Length && input.TryConsumePressed(Keys.End)) {
|
||||
this.CaretPos = this.text.Length;
|
||||
} else if (input.IsModifierKeyDown(ModifierKey.Control)) {
|
||||
if (input.IsKeyPressedAvailable(Keys.V)) {
|
||||
var clip = this.PasteFromClipboardFunction?.Invoke();
|
||||
if (clip != null) {
|
||||
this.InsertText(clip, true);
|
||||
input.TryConsumeKeyPressed(Keys.V);
|
||||
input.TryConsumePressed(Keys.V);
|
||||
}
|
||||
} else if (input.TryConsumeKeyPressed(Keys.C)) {
|
||||
} else if (input.TryConsumePressed(Keys.C)) {
|
||||
// until there is text selection, just copy the whole content
|
||||
this.CopyToClipboardFunction?.Invoke(this.Text);
|
||||
}
|
||||
|
|
32
MLEM/MLEM.FNA.csproj
Normal file
32
MLEM/MLEM.FNA.csproj
Normal file
|
@ -0,0 +1,32 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>netstandard2.0</TargetFramework>
|
||||
<GenerateDocumentationFile>true</GenerateDocumentationFile>
|
||||
<ProduceReferenceAssembly>true</ProduceReferenceAssembly>
|
||||
<RootNamespace>MLEM</RootNamespace>
|
||||
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
<Authors>Ellpeck</Authors>
|
||||
<Description>MLEM Library for Extending FNA provides extension methods and additional features for FNA</Description>
|
||||
<PackageReleaseNotes>See the full changelog at https://mlem.ellpeck.de/CHANGELOG</PackageReleaseNotes>
|
||||
<PackageTags>fna ellpeck mlem utility extensions</PackageTags>
|
||||
<PackageProjectUrl>https://mlem.ellpeck.de/</PackageProjectUrl>
|
||||
<RepositoryUrl>https://github.com/Ellpeck/MLEM</RepositoryUrl>
|
||||
<PackageLicenseExpression>MIT</PackageLicenseExpression>
|
||||
<PackageIcon>Logo.png</PackageIcon>
|
||||
<PackageReadmeFile>README.md</PackageReadmeFile>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Include="../Media/Logo.png" Pack="true" PackagePath="" />
|
||||
<None Include="../Docs/index.md" Pack="true" PackagePath="README.md" />
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -182,8 +182,8 @@ namespace MLEM.Misc {
|
|||
/// <param name="dir">The direction whose angle to get</param>
|
||||
/// <returns>The direction's angle</returns>
|
||||
public static float Angle(this Direction2 dir) {
|
||||
var (x, y) = dir.Offset();
|
||||
return (float) Math.Atan2(y, x);
|
||||
var off = dir.Offset();
|
||||
return (float) Math.Atan2(off.Y, off.X);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -57,9 +57,9 @@ namespace MLEM.Misc {
|
|||
/// <summary>
|
||||
/// A delegate method that can be used for <see cref="MlemPlatform.AddTextInputListener"/>
|
||||
/// </summary>
|
||||
/// <param name="sender">The object that sent the event. The <see cref="MlemPlatform"/> used in most cases.</param>
|
||||
/// <param name="key">The key that was pressed</param>
|
||||
/// <param name="character">The character that corresponds to that key</param>
|
||||
/// <param name="sender">The object that sent the event. The <see cref="GameWindow"/> or <see cref="MlemPlatform"/> used in most cases.</param>
|
||||
/// <param name="key">The key that was pressed. Note that this is always <see cref="Keys.None"/> on FNA.</param>
|
||||
/// <param name="character">The character that corresponds to that key.</param>
|
||||
public delegate void TextInputCallback(object sender, Keys key, char character);
|
||||
|
||||
/// <summary>
|
||||
|
@ -78,10 +78,10 @@ namespace MLEM.Misc {
|
|||
private readonly Action<GameWindow, EventHandler<T>> addListener;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new DesktopGL-based platform
|
||||
/// Creates a new DesktopGL-based platform.
|
||||
/// See <see cref="MlemPlatform.DesktopGl{T}"/> class documentation for more detailed information.
|
||||
/// </summary>
|
||||
/// <param name="addListener">The function that is used to add a text input listener</param>
|
||||
/// <param name="addListener">The function that is used to add a text input listener.</param>
|
||||
public DesktopGl(Action<GameWindow, EventHandler<T>> addListener) {
|
||||
this.addListener = addListener;
|
||||
}
|
||||
|
@ -109,6 +109,44 @@ namespace MLEM.Misc {
|
|||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The MLEM Desktop platform for FNA.
|
||||
/// This platform uses the built-in FNA TextInputEXT event, which makes this listener work with any keyboard localization natively.
|
||||
/// This platform is initialized as follows:
|
||||
/// <code>
|
||||
/// MlemPlatform.Current = new MlemPlatform.DesktopFna(a => TextInputEXT.TextInput += a);
|
||||
/// </code>
|
||||
/// </summary>
|
||||
public class DesktopFna : MlemPlatform {
|
||||
|
||||
private readonly Action<Action<char>> addListener;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new Desktop for FNA platform.
|
||||
/// See <see cref="MlemPlatform.DesktopFna"/> class documentation for more detailed information.
|
||||
/// </summary>
|
||||
/// <param name="addListener">The function that is used to add a text input listener.</param>
|
||||
public DesktopFna(Action<Action<char>> addListener) {
|
||||
this.addListener = addListener;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override Task<string> OpenOnScreenKeyboard(string title, string description, string defaultText, bool usePasswordMode) {
|
||||
return Task.FromResult<string>(null);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void AddTextInputListener(GameWindow window, TextInputCallback callback) {
|
||||
this.addListener(c => callback(this, Keys.None, c));
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OpenLinkOrFile(string link) {
|
||||
Process.Start(new ProcessStartInfo(link) {UseShellExecute = true});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The MLEM platform for mobile platforms as well as consoles.
|
||||
/// This platform opens an on-screen keyboard using the <see cref="Microsoft.Xna.Framework.Input"/> <c>KeyboardInput</c> class on mobile devices.
|
||||
|
|
|
@ -105,12 +105,12 @@ namespace MLEM.Misc {
|
|||
this.Height = size.Y;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="Rectangle.Contains(float, float)"/>
|
||||
/// <inheritdoc cref="Rectangle.Contains(int, int)"/>
|
||||
public bool Contains(float x, float y) {
|
||||
return this.X <= x && x < this.X + this.Width && this.Y <= y && y < this.Y + this.Height;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="Rectangle.Contains(Vector2)"/>
|
||||
/// <inheritdoc cref="Rectangle.Contains(Point)"/>
|
||||
public bool Contains(Vector2 value) {
|
||||
return this.Contains(value.X, value.Y);
|
||||
}
|
||||
|
@ -140,7 +140,7 @@ namespace MLEM.Misc {
|
|||
return (((17 * 23 + this.X.GetHashCode()) * 23 + this.Y.GetHashCode()) * 23 + this.Width.GetHashCode()) * 23 + this.Height.GetHashCode();
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="Rectangle.Inflate(float,float)"/>
|
||||
/// <inheritdoc cref="Rectangle.Inflate(int,int)"/>
|
||||
public void Inflate(float horizontalAmount, float verticalAmount) {
|
||||
this.X -= horizontalAmount;
|
||||
this.Y -= verticalAmount;
|
||||
|
@ -153,13 +153,13 @@ namespace MLEM.Misc {
|
|||
return value.Left < this.Right && this.Left < value.Right && value.Top < this.Bottom && this.Top < value.Bottom;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="Rectangle.Offset(float, float)"/>
|
||||
/// <inheritdoc cref="Rectangle.Offset(int, int)"/>
|
||||
public void Offset(float offsetX, float offsetY) {
|
||||
this.X += offsetX;
|
||||
this.Y += offsetY;
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="Rectangle.Offset(Vector2)"/>
|
||||
/// <inheritdoc cref="Rectangle.Offset(Point)"/>
|
||||
public void Offset(Vector2 amount) {
|
||||
this.X += amount.X;
|
||||
this.Y += amount.Y;
|
||||
|
@ -173,7 +173,7 @@ namespace MLEM.Misc {
|
|||
/// <returns>The squared distance between the two rectangles.</returns>
|
||||
public float DistanceSquared(RectangleF value) {
|
||||
// we calculate the distance based on the quadrants that the other rectangle is in using 8 cases:
|
||||
// 1 7 4
|
||||
// 1 7 4
|
||||
// 3 T 6
|
||||
// 2 8 5
|
||||
var valueIsAbove = value.Bottom < this.Top;
|
||||
|
@ -215,7 +215,13 @@ namespace MLEM.Misc {
|
|||
return "{X:" + this.X + " Y:" + this.Y + " Width:" + this.Width + " Height:" + this.Height + "}";
|
||||
}
|
||||
|
||||
/// <inheritdoc cref="Rectangle.Deconstruct"/>
|
||||
/// <summary>
|
||||
/// Deconstruction method for <see cref="RectangleF"/>.
|
||||
/// </summary>
|
||||
/// <param name="x"></param>
|
||||
/// <param name="y"></param>
|
||||
/// <param name="width"></param>
|
||||
/// <param name="height"></param>
|
||||
public void Deconstruct(out float x, out float y, out float width, out float height) {
|
||||
x = this.X;
|
||||
y = this.Y;
|
||||
|
|
|
@ -158,7 +158,8 @@ namespace MLEM.Textures {
|
|||
for (var x = 0F; x < rect.Width; x += width) {
|
||||
for (var y = 0F; y < rect.Height; y += height) {
|
||||
var size = new Vector2(Math.Min(rect.Width - x, width), Math.Min(rect.Height - y, height));
|
||||
batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.Location, (size / patchScale).CeilCopy().ToPoint()), color, rotation, origin, effects, layerDepth);
|
||||
var srcSize = (size / patchScale).CeilCopy().ToPoint();
|
||||
batch.Draw(texture.Region.Texture, new RectangleF(rect.Location + new Vector2(x, y), size), new Rectangle(src.X, src.Y, srcSize.X, srcSize.Y), color, rotation, origin, effects, layerDepth);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace MLEM.Textures {
|
|||
/// <summary>
|
||||
/// The size of this texture region
|
||||
/// </summary>
|
||||
public Point Size => this.Area.Size;
|
||||
public Point Size => new Point(this.Area.Width, this.Area.Height);
|
||||
/// <summary>
|
||||
/// The width of this texture region
|
||||
/// </summary>
|
||||
|
@ -51,8 +51,8 @@ namespace MLEM.Textures {
|
|||
/// The <see cref="Pivot"/> of this texture region, but in absolute pixels rather than percentage.
|
||||
/// </summary>
|
||||
public Vector2 PivotPixels {
|
||||
get => this.Pivot * this.Size.ToVector2();
|
||||
set => this.Pivot = value / this.Size.ToVector2();
|
||||
get => this.Pivot * new Vector2(this.Size.X, this.Size.Y);
|
||||
set => this.Pivot = value / new Vector2(this.Size.X, this.Size.Y);
|
||||
}
|
||||
/// <summary>
|
||||
/// The name of this texture region. By default, this name is <see cref="string.Empty"/>.
|
||||
|
@ -91,14 +91,14 @@ namespace MLEM.Textures {
|
|||
/// <param name="texture">The texture to use</param>
|
||||
/// <param name="uv">The top left corner of this area</param>
|
||||
/// <param name="size">The size of this area</param>
|
||||
public TextureRegion(Texture2D texture, Point uv, Point size) : this(texture, new Rectangle(uv, size)) {}
|
||||
public TextureRegion(Texture2D texture, Point uv, Point size) : this(texture, new Rectangle(uv.X, uv.Y, size.X, size.Y)) {}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new texture region which is a sub-region of the given texture region
|
||||
/// </summary>
|
||||
/// <param name="region">The texture region to create a sub-region of</param>
|
||||
/// <param name="area">The new texture region area</param>
|
||||
public TextureRegion(TextureRegion region, Rectangle area) : this(region, area.Location, area.Size) {}
|
||||
public TextureRegion(TextureRegion region, Rectangle area) : this(region, area.Location, new Point(area.Width, area.Height)) {}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new texture region which is a sub-region of the given texture region
|
||||
|
|
|
@ -47,7 +47,7 @@ namespace MLEM.Textures {
|
|||
/// Returns the <see cref="TextureRegion"/> at this texture atlas' given region position
|
||||
/// </summary>
|
||||
/// <param name="point">The region's x and y location</param>
|
||||
public TextureRegion this[Point point] => this[new Rectangle(point, new Point(1, 1))];
|
||||
public TextureRegion this[Point point] => this[new Rectangle(point.X, point.Y, 1, 1)];
|
||||
/// <inheritdoc cref="this[Point]"/>
|
||||
public TextureRegion this[int x, int y] => this[new Point(x, y)];
|
||||
/// <summary>
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
![The MLEM logo](https://raw.githubusercontent.com/Ellpeck/MLEM/main/Media/Banner.png)
|
||||
|
||||
**MLEM Library for Extending MonoGame** is an addition to the game framework [MonoGame](https://www.monogame.net/) that provides extension methods, quality of life improvements and additional features like a ui system and easy input handling.
|
||||
**MLEM Library for Extending MonoGame and FNA** is an addition to the game frameworks [MonoGame](https://www.monogame.net/) and [FNA](https://fna-xna.github.io/) that provides extension methods, quality of life improvements and additional features like a ui system and easy input handling.
|
||||
|
||||
# What next?
|
||||
- Get it on [NuGet](https://www.nuget.org/packages?q=mlem)
|
||||
|
|
|
@ -18,7 +18,7 @@
|
|||
<PackageReference Include="MonoGame.Extended.Content.Pipeline" Version="3.8.0" />
|
||||
<PackageReference Include="MonoGame.Extended.Tiled" Version="3.8.0" />
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
|
||||
<PackageReference Include="FontStashSharp.MonoGame" Version="1.0.4" />
|
||||
<PackageReference Include="FontStashSharp.MonoGame" Version="1.1.5" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
|
||||
</ItemGroup>
|
||||
|
||||
|
|
BIN
Tests/FNA/FAudio.dll
Normal file
BIN
Tests/FNA/FAudio.dll
Normal file
Binary file not shown.
BIN
Tests/FNA/FNA3D.dll
Normal file
BIN
Tests/FNA/FNA3D.dll
Normal file
Binary file not shown.
BIN
Tests/FNA/SDL2.dll
Normal file
BIN
Tests/FNA/SDL2.dll
Normal file
Binary file not shown.
BIN
Tests/FNA/libFAudio.0.dylib
Normal file
BIN
Tests/FNA/libFAudio.0.dylib
Normal file
Binary file not shown.
BIN
Tests/FNA/libFAudio.so.0
Normal file
BIN
Tests/FNA/libFAudio.so.0
Normal file
Binary file not shown.
BIN
Tests/FNA/libFNA3D.0.dylib
Normal file
BIN
Tests/FNA/libFNA3D.0.dylib
Normal file
Binary file not shown.
BIN
Tests/FNA/libFNA3D.so.0
Normal file
BIN
Tests/FNA/libFNA3D.so.0
Normal file
Binary file not shown.
BIN
Tests/FNA/libMoltenVK.dylib
Normal file
BIN
Tests/FNA/libMoltenVK.dylib
Normal file
Binary file not shown.
BIN
Tests/FNA/libSDL2-2.0.0.dylib
Normal file
BIN
Tests/FNA/libSDL2-2.0.0.dylib
Normal file
Binary file not shown.
BIN
Tests/FNA/libSDL2-2.0.so.0
Normal file
BIN
Tests/FNA/libSDL2-2.0.so.0
Normal file
Binary file not shown.
BIN
Tests/FNA/libtheorafile.dll
Normal file
BIN
Tests/FNA/libtheorafile.dll
Normal file
Binary file not shown.
BIN
Tests/FNA/libtheorafile.dylib
Normal file
BIN
Tests/FNA/libtheorafile.dylib
Normal file
Binary file not shown.
BIN
Tests/FNA/libtheorafile.so
Normal file
BIN
Tests/FNA/libtheorafile.so
Normal file
Binary file not shown.
BIN
Tests/FNA/libvulkan.1.dylib
Normal file
BIN
Tests/FNA/libvulkan.1.dylib
Normal file
Binary file not shown.
38
Tests/Tests.FNA.csproj
Normal file
38
Tests/Tests.FNA.csproj
Normal file
|
@ -0,0 +1,38 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net5.0</TargetFramework>
|
||||
<VSTestLogger>nunit</VSTestLogger>
|
||||
<RootNamespace>Tests</RootNamespace>
|
||||
<DefineConstants>$(DefineConstants);FNA</DefineConstants>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\MLEM.Startup\MLEM.Startup.FNA.csproj" />
|
||||
<ProjectReference Include="..\MLEM.Data\MLEM.Data.FNA.csproj" />
|
||||
<ProjectReference Include="..\MLEM.Ui\MLEM.Ui.FNA.csproj" />
|
||||
<ProjectReference Include="..\MLEM\MLEM.FNA.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\FNA\FNA.Core.csproj" />
|
||||
<PackageReference Include="coverlet.collector" Version="3.1.2">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.2.0" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
|
||||
<PackageReference Include="NUnit" Version="3.13.3" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.2.1" />
|
||||
<PackageReference Include="NunitXml.TestLogger" Version="3.0.117" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Content Include="Content/**">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
<Content Include="FNA/**">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
<Link>%(Filename)%(Extension)</Link>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
</Project>
|
|
@ -13,14 +13,14 @@
|
|||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
|
||||
<PackageReference Include="coverlet.collector" Version="3.1.0">
|
||||
<PackageReference Include="coverlet.collector" Version="3.1.2">
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.0.0" />
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.2.0" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
|
||||
<PackageReference Include="NUnit" Version="3.13.2" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.2.0" />
|
||||
<PackageReference Include="NUnit" Version="3.13.3" />
|
||||
<PackageReference Include="NUnit3TestAdapter" Version="4.2.1" />
|
||||
<PackageReference Include="NunitXml.TestLogger" Version="3.0.117" />
|
||||
</ItemGroup>
|
||||
|
||||
|
|
13
build.cake
13
build.cake
|
@ -9,13 +9,13 @@ var config = Argument("configuration", "Release");
|
|||
|
||||
Task("Prepare").Does(() => {
|
||||
DotNetCoreRestore("MLEM.sln");
|
||||
|
||||
|
||||
if (branch != "release") {
|
||||
var buildNum = EnvironmentVariable("BUILD_NUMBER");
|
||||
if (buildNum != null)
|
||||
version += "-" + buildNum;
|
||||
}
|
||||
|
||||
|
||||
DeleteFiles("**/*.nupkg");
|
||||
});
|
||||
|
||||
|
@ -27,13 +27,16 @@ Task("Build").IsDependentOn("Prepare").Does(() =>{
|
|||
foreach (var project in GetFiles("**/MLEM*.csproj"))
|
||||
DotNetCoreBuild(project.FullPath, settings);
|
||||
DotNetCoreBuild("Demos/Demos.csproj", settings);
|
||||
DotNetCoreBuild("Demos/Demos.FNA.csproj", settings);
|
||||
});
|
||||
|
||||
Task("Test").IsDependentOn("Build").Does(() => {
|
||||
DotNetCoreTest("Tests/Tests.csproj", new DotNetCoreTestSettings {
|
||||
var settings = new DotNetCoreTestSettings {
|
||||
Configuration = config,
|
||||
Collectors = {"XPlat Code Coverage"}
|
||||
});
|
||||
};
|
||||
DotNetCoreTest("Tests/Tests.csproj", settings);
|
||||
DotNetCoreTest("Tests/Tests.FNA.csproj", settings);
|
||||
});
|
||||
|
||||
Task("Pack").IsDependentOn("Test").Does(() => {
|
||||
|
@ -71,4 +74,4 @@ Task("Document").Does(() => {
|
|||
Task("Default").IsDependentOn("Pack");
|
||||
Task("Publish").IsDependentOn("Push");
|
||||
|
||||
RunTarget(target);
|
||||
RunTarget(target);
|
||||
|
|
Loading…
Reference in a new issue