Added offset to be used instead of origin in spritebatch does things I don't want it to do. Also added a project to more easily test this library.
This commit is contained in:
parent
051f3b04b5
commit
f311cc38f3
@ -9,6 +9,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "RecrownedAthenaeum.Pipeline
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EndProject
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RecrownedAthenaeum.Tools", "RecrownedAthenaeum.Tools\RecrownedAthenaeum.Tools.csproj", "{51E77E29-AD31-449E-9C98-980E5C978EF9}"
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "RecrownedAthenaeum.Tools", "RecrownedAthenaeum.Tools\RecrownedAthenaeum.Tools.csproj", "{51E77E29-AD31-449E-9C98-980E5C978EF9}"
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EndProject
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TestGame", "TestGame\TestGame.csproj", "{BA487AFA-D973-4FC6-BA6D-D2E639AD3094}"
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EndProject
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Global
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|Any CPU = Debug|Any CPU
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@ -27,6 +29,10 @@ Global
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{51E77E29-AD31-449E-9C98-980E5C978EF9}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{51E77E29-AD31-449E-9C98-980E5C978EF9}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{51E77E29-AD31-449E-9C98-980E5C978EF9}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{51E77E29-AD31-449E-9C98-980E5C978EF9}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{51E77E29-AD31-449E-9C98-980E5C978EF9}.Release|Any CPU.Build.0 = Release|Any CPU
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{51E77E29-AD31-449E-9C98-980E5C978EF9}.Release|Any CPU.Build.0 = Release|Any CPU
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{BA487AFA-D973-4FC6-BA6D-D2E639AD3094}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{BA487AFA-D973-4FC6-BA6D-D2E639AD3094}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{BA487AFA-D973-4FC6-BA6D-D2E639AD3094}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{BA487AFA-D973-4FC6-BA6D-D2E639AD3094}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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HideSolutionNode = FALSE
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@ -106,5 +106,15 @@ namespace RecrownedAthenaeum.Render
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primitiveBatch.Flush();
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primitiveBatch.Flush();
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}
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}
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/// <summary>
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/// Draws the given rectangle.
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/// </summary>
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/// <param name="rectangle">Uses the x, y and dimensions to draw a rectangle.</param>
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/// <param name="color">The color of the rectangle.</param>
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public void Draw(Rectangle rectangle, Color color)
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{
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Draw(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height, color);
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}
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}
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}
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}
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}
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@ -18,17 +18,17 @@ namespace RecrownedAthenaeum.UI.Modular.Modules
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/// <summary>
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/// <summary>
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/// The texture to be rendered.
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/// The texture to be rendered.
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/// </summary>
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/// </summary>
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public Texture2D Texture { get; set; }
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public Texture2D texture;
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/// <summary>
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/// <summary>
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/// Scale of of the X axis.
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/// Scale of of the X axis.
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/// </summary>
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/// </summary>
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public float ScaleX { get { return (float)bounds.Width / Texture.Width; } set { bounds.Width = (int)(Texture.Width * value); } }
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public float ScaleX { get { return (float)bounds.Width / texture.Width; } set { bounds.Width = (int)(texture.Width * value); } }
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/// <summary>
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/// <summary>
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/// Scale of the Y axis.
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/// Scale of the Y axis.
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/// </summary>
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/// </summary>
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public float ScaleY { get { return (float)bounds.Height / Texture.Height; } set { bounds.Height = (int)(Texture.Height * value); } }
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public float ScaleY { get { return (float)bounds.Height / texture.Height; } set { bounds.Height = (int)(texture.Height * value); } }
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/// <summary>
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/// <summary>
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/// Sets scale of X and Y.
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/// Sets scale of X and Y.
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@ -41,7 +41,7 @@ namespace RecrownedAthenaeum.UI.Modular.Modules
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/// <param name="texture">Texture to use.</param>
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/// <param name="texture">Texture to use.</param>
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public Image(Texture2D texture)
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public Image(Texture2D texture)
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{
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{
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Texture = texture ?? throw new ArgumentException("Image requires a texture.");
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this.texture = texture ?? throw new ArgumentException("Image requires a texture.");
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bounds = texture.Bounds;
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bounds = texture.Bounds;
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}
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}
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@ -51,7 +51,7 @@ namespace RecrownedAthenaeum.UI.Modular.Modules
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/// <param name="batch">The batch to use.</param>
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/// <param name="batch">The batch to use.</param>
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public override void Draw(SpriteBatch batch)
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public override void Draw(SpriteBatch batch)
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{
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{
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batch.Draw(Texture, bounds, null, color, rotation, origin, SpriteEffects.None, 0f);
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batch.Draw(texture, bounds, null, color, rotation, origin, SpriteEffects.None, 0f);
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base.Draw(batch);
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base.Draw(batch);
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}
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}
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@ -67,7 +67,7 @@ namespace RecrownedAthenaeum.UI.Modular.Modules
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{
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{
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this.color = color;
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this.color = color;
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this.rotation = rotation;
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this.rotation = rotation;
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this.origin = origin;
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this.offset = origin;
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bounds = destination;
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bounds = destination;
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Draw(spriteBatch);
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Draw(spriteBatch);
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}
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}
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@ -24,11 +24,17 @@ namespace RecrownedAthenaeum.UI.Modular
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/// Bounds of this module.
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/// Bounds of this module.
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/// </summary>
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/// </summary>
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public Rectangle bounds;
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public Rectangle bounds;
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/// <summary>
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/// The how much of the entire boundary to offset when drawing.
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/// </summary>
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public Vector2 offset;
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/// <summary>
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/// <summary>
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/// Origin of this module.
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/// Origin of this module.
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/// </summary>
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/// </summary>
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public Vector2 origin;
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public Vector2 origin;
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/// <summary>
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/// <summary>
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/// The parent of this module. May be null.
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/// The parent of this module. May be null.
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/// </summary>
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/// </summary>
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@ -59,7 +65,12 @@ namespace RecrownedAthenaeum.UI.Modular
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/// <param name="batch">Batch used to draw.</param>
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/// <param name="batch">Batch used to draw.</param>
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public virtual void Draw(SpriteBatch batch)
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public virtual void Draw(SpriteBatch batch)
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{
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{
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if (Debugging) { rectangleRenderer.Draw(bounds.X, bounds.Y, bounds.Width, bounds.Height, Color.Red); }
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if (Debugging)
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{
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rectangleRenderer.Begin();
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rectangleRenderer.Draw(bounds.X, bounds.Y, bounds.Width, bounds.Height, Color.Red);
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rectangleRenderer.End();
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}
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}
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}
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/// <summary>
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/// <summary>
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@ -115,8 +126,8 @@ namespace RecrownedAthenaeum.UI.Modular
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/// </summary>
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/// </summary>
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public void CenterOrigin()
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public void CenterOrigin()
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{
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{
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origin.X = bounds.Width / 2f;
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offset.X = bounds.Width / 2f;
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origin.Y = bounds.Height / 2f;
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offset.Y = bounds.Height / 2f;
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}
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}
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}
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}
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}
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}
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@ -61,8 +61,8 @@ namespace RecrownedAthenaeum.UI.Modular
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{
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{
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int offsetX = module.bounds.X;
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int offsetX = module.bounds.X;
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int offsetY = module.bounds.Y;
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int offsetY = module.bounds.Y;
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module.bounds.X = bounds.X + offsetX - (int)module.origin.X;
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module.bounds.X = bounds.X + offsetX - (int)module.offset.X;
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module.bounds.Y = bounds.Y + offsetY - (int)module.origin.Y;
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module.bounds.Y = bounds.Y + offsetY - (int)module.offset.Y;
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module.Draw(batch);
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module.Draw(batch);
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module.bounds.X = offsetX;
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module.bounds.X = offsetX;
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module.bounds.Y = offsetY;
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module.bounds.Y = offsetY;
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15
TestGame/Content/Content.mgcb
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15
TestGame/Content/Content.mgcb
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/$(Platform)
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/intermediateDir:obj/$(Platform)
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/platform:DesktopGL
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/config:
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/profile:Reach
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/compress:False
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#-------------------------------- References --------------------------------#
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#---------------------------------- Content ---------------------------------#
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BIN
TestGame/Icon.bmp
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BIN
TestGame/Icon.bmp
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Binary file not shown.
After Width: | Height: | Size: 256 KiB |
BIN
TestGame/Icon.ico
Normal file
BIN
TestGame/Icon.ico
Normal file
Binary file not shown.
After Width: | Height: | Size: 144 KiB |
20
TestGame/Program.cs
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20
TestGame/Program.cs
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using System;
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namespace TestGame
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{
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/// <summary>
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/// The main class.
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/// </summary>
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public static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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using (var game = new TestGame())
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game.Run();
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}
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}
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}
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36
TestGame/Properties/AssemblyInfo.cs
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36
TestGame/Properties/AssemblyInfo.cs
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@ -0,0 +1,36 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("TestGame")]
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[assembly: AssemblyProduct("TestGame")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyCopyright("Copyright © 2019")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("7e819304-4003-4dfd-a017-31ff408f5736")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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83
TestGame/TestGame.cs
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83
TestGame/TestGame.cs
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace TestGame
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class TestGame : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public TestGame()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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}
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}
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117
TestGame/TestGame.csproj
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117
TestGame/TestGame.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProductVersion>8.0.30703</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{BA487AFA-D973-4FC6-BA6D-D2E639AD3094}</ProjectGuid>
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<OutputType>WinExe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>TestGame</RootNamespace>
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<AssemblyName>TestGame</AssemblyName>
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<FileAlignment>512</FileAlignment>
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<MonoGamePlatform>DesktopGL</MonoGamePlatform>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
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<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
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<DefineConstants>DEBUG;TRACE;LINUX</DefineConstants>
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<DebugType>full</DebugType>
|
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|
<PlatformTarget>AnyCPU</PlatformTarget>
|
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<ErrorReport>prompt</ErrorReport>
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<Prefer32Bit>false</Prefer32Bit>
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<WarningLevel>4</WarningLevel>
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|
</PropertyGroup>
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|
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
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<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
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<DefineConstants>TRACE;LINUX</DefineConstants>
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<Optimize>true</Optimize>
|
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<DebugType>pdbonly</DebugType>
|
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<PlatformTarget>AnyCPU</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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||||||
|
<Prefer32Bit>false</Prefer32Bit>
|
||||||
|
<WarningLevel>4</WarningLevel>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup>
|
||||||
|
<ApplicationIcon>Icon.ico</ApplicationIcon>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup>
|
||||||
|
<ApplicationManifest>app.manifest</ApplicationManifest>
|
||||||
|
</PropertyGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<Compile Include="TestGame.cs" />
|
||||||
|
<Compile Include="Program.cs" />
|
||||||
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<Reference Include="MonoGame.Framework">
|
||||||
|
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="System" />
|
||||||
|
<Reference Include="System.Xml" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<EmbeddedResource Include="Icon.ico" />
|
||||||
|
<EmbeddedResource Include="Icon.bmp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\SDL2.dll">
|
||||||
|
<Link>x86\SDL2.dll</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\SDL2.dll">
|
||||||
|
<Link>x64\SDL2.dll</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\soft_oal.dll">
|
||||||
|
<Link>x86\soft_oal.dll</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\soft_oal.dll">
|
||||||
|
<Link>x64\soft_oal.dll</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libSDL2-2.0.so.0">
|
||||||
|
<Link>x86\libSDL2-2.0.so.0</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libSDL2-2.0.so.0">
|
||||||
|
<Link>x64\libSDL2-2.0.so.0</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libopenal.so.1">
|
||||||
|
<Link>x86\libopenal.so.1</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libopenal.so.1">
|
||||||
|
<Link>x64\libopenal.so.1</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libSDL2-2.0.0.dylib">
|
||||||
|
<Link>libSDL2-2.0.0.dylib</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libopenal.1.dylib">
|
||||||
|
<Link>libopenal.1.dylib</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll.config">
|
||||||
|
<Link>MonoGame.Framework.dll.config</Link>
|
||||||
|
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||||
|
</None>
|
||||||
|
<None Include="app.manifest" />
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
|
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||||
|
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||||
|
Other similar extension points exist, see Microsoft.Common.targets.
|
||||||
|
<Target Name="BeforeBuild">
|
||||||
|
</Target>
|
||||||
|
<Target Name="AfterBuild">
|
||||||
|
</Target>
|
||||||
|
-->
|
||||||
|
</Project>
|
42
TestGame/app.manifest
Normal file
42
TestGame/app.manifest
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
|
||||||
|
<assemblyIdentity version="1.0.0.0" name="TestGame"/>
|
||||||
|
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
|
||||||
|
<security>
|
||||||
|
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||||
|
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
|
||||||
|
</requestedPrivileges>
|
||||||
|
</security>
|
||||||
|
</trustInfo>
|
||||||
|
|
||||||
|
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
|
||||||
|
<application>
|
||||||
|
<!-- A list of the Windows versions that this application has been tested on and is
|
||||||
|
is designed to work with. Uncomment the appropriate elements and Windows will
|
||||||
|
automatically selected the most compatible environment. -->
|
||||||
|
|
||||||
|
<!-- Windows Vista -->
|
||||||
|
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
|
||||||
|
|
||||||
|
<!-- Windows 7 -->
|
||||||
|
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
|
||||||
|
|
||||||
|
<!-- Windows 8 -->
|
||||||
|
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
|
||||||
|
|
||||||
|
<!-- Windows 8.1 -->
|
||||||
|
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
|
||||||
|
|
||||||
|
<!-- Windows 10 -->
|
||||||
|
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
|
||||||
|
|
||||||
|
</application>
|
||||||
|
</compatibility>
|
||||||
|
|
||||||
|
<application xmlns="urn:schemas-microsoft-com:asm.v3">
|
||||||
|
<windowsSettings>
|
||||||
|
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
|
||||||
|
</windowsSettings>
|
||||||
|
</application>
|
||||||
|
|
||||||
|
</assembly>
|
Loading…
Reference in New Issue
Block a user