mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Updated Template for new dotnet runtime
- Added Submodule 'Xml-Beef' - Use .slnx as solution-file - Automatically set correct path to ScriptCore in Project files
This commit is contained in:
@@ -37,3 +37,6 @@
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[submodule "vendor/NetHostBeef"]
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path = vendor/NetHostBeef
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url = https://github.com/aharabada/NetHostBeef.git
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[submodule "GlitchyEngine/vendor/Xml-Beef"]
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path = GlitchyEngine/vendor/Xml-Beef
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url = https://github.com/aharabada/Xml-Beef.git
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+2
-2
@@ -1,7 +1,7 @@
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FileVersion = 1
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Projects = {GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}, ScriptCore = {Path = "ScriptCore"}, NetHostBeef = {Path = "GlitchyEngine/vendor/NetHostBeef/NetHostBeef"}}
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Projects = {GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}, ScriptCore = {Path = "ScriptCore"}, NetHostBeef = {Path = "GlitchyEngine/vendor/NetHostBeef/NetHostBeef"}, "GlitchyEngine.Test" = {Path = "GlitchyEngine.Test"}, Xml-Beef = {Path = "GlitchyEngine/vendor/Xml-Beef"}}
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Locked = ["ImGui"]
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WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq", "NetHostBeef"], Beef = ["Beefy2D", "corlib", "MiniZ"]}
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WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore", "GlitchyEngine.Test"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq", "NetHostBeef", "Xml-Beef"], Beef = ["Beefy2D", "corlib", "MiniZ"]}
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[Workspace]
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StartupProject = "GlitchyEditor"
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@@ -1,5 +1,5 @@
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FileVersion = 1
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Dependencies = {corlib = "*", GlitchLog = "*", GlitchyEngine = "*"}
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Dependencies = {corlib = "*", GlitchLog = "*", GlitchyEngine = "*", Xml-Beef = "*"}
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[Project]
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Name = "GlitchyEditor"
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-17
@@ -1,17 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="RunManager" selected=".NET Launch Settings Profile.ScriptCoreGenerator: Debug Code Generator">
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<configuration name="Attach to Glitchy Engine" type="ConnectRemote" factoryName="Mono Remote" show_console_on_std_err="false" show_console_on_std_out="false" port="2550" address="localhost">
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<option name="allowRunningInParallel" value="false" />
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<option name="listenPortForConnections" value="false" />
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<option name="projectPathOnTarget" />
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<option name="selectedOptions">
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<list />
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</option>
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<method v="2" />
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</configuration>
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<list>
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<item itemvalue="Mono Remote.Attach to Glitchy Engine" />
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</list>
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</component>
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</project>
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@@ -1,36 +0,0 @@
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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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// Allgemeine Informationen über eine Assembly werden über die folgenden
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// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
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// die einer Assembly zugeordnet sind.
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[assembly: AssemblyTitle("[ProjectName]")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("[ProjectName]")]
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[assembly: AssemblyCopyright("Copyright © 2023")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Durch Festlegen von ComVisible auf FALSE werden die Typen in dieser Assembly
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// für COM-Komponenten unsichtbar. Wenn Sie auf einen Typ in dieser Assembly von
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// COM aus zugreifen müssen, sollten Sie das ComVisible-Attribut für diesen Typ auf "True" festlegen.
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[assembly: ComVisible(false)]
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// Die folgende GUID bestimmt die ID der Typbibliothek, wenn dieses Projekt für COM verfügbar gemacht wird
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[assembly: Guid("7a70819c-5317-402a-8553-95c5a001e370")]
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// Versionsinformationen für eine Assembly bestehen aus den folgenden vier Werten:
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//
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// Hauptversion
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// Nebenversion
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// Buildnummer
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// Revision
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//
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// Sie können alle Werte angeben oder Standardwerte für die Build- und Revisionsnummern verwenden,
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// indem Sie "*" wie unten gezeigt eingeben:
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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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@@ -1,54 +1,19 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<Project Sdk="Microsoft.NET.Sdk">
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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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<ProjectGuid>{7A70819C-5317-402A-8553-95C5A001E370}</ProjectGuid>
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<!-- General configuration -->
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<AssemblyTitle>[ProjectName]</AssemblyTitle>
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<TargetFramework>net9.0</TargetFramework>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>[ProjectName]</RootNamespace>
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<AssemblyName>[ProjectName]</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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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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<DebugType>portable</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<LangVersion>default</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<LangVersion>default</LangVersion>
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<Nullable>enable</Nullable>
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<!-- Define the output path -->
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<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
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<OutputPath>./.cache/bin/</OutputPath>
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<!-- Generates a runtimeconfig-file and copies nuget references to the output -->
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<EnableDynamicLoading>true</EnableDynamicLoading>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="ScriptCore, Version=1.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>[CoreLibPath]</HintPath>
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<Reference Include="ScriptCore" OutputItemType="Analyzer" ReferenceOutputAssembly="true">
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<HintPath>/ScriptCore.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Properties\AssemblyInfo.cs" />
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<!-- Script Files -->
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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</Project>
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@@ -1,25 +0,0 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.4.33205.214
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "[ProjectName]", "[ProjectName].csproj", "{7A70819C-5317-402A-8553-95C5A001E370}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{7A70819C-5317-402A-8553-95C5A001E370}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{7A70819C-5317-402A-8553-95C5A001E370}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {B5D43D8D-D80B-41AA-BE40-1DC507D87148}
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EndGlobalSection
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EndGlobal
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@@ -0,0 +1,3 @@
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<Solution>
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<Project Path="[ProjectName].csproj" />
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</Solution>
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@@ -11,14 +11,14 @@ public class [EntityName] : Entity
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/// <summary>
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/// OnCreate is called once before the first call to OnUpdate.
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/// </summary>
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void OnCreate()
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protected override void OnCreate()
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{
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}
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/// <summary>
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/// OnUpdate is called once every frame.
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/// </summary>
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void OnUpdate(float deltaTime)
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protected override void OnUpdate(float deltaTime)
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{
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}
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}
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@@ -19,7 +19,7 @@ class RiderIdeAdapter : IIdeAdapter
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public static void OpenScript(StringView fileName, int lineNumber)
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{
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String solutionPath = scope .();
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Editor.Instance.CurrentProject.PathInProject(solutionPath, scope $"{Editor.Instance.CurrentProject.Name}.sln");
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Editor.Instance.CurrentProject.GetPathToScriptSolutionFile(solutionPath);
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ProcessStartInfo startInfo = scope .();
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startInfo.SetFileName(Application.Instance.Settings.ScriptSettings.RiderPath);
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@@ -31,7 +31,7 @@ class RiderIdeAdapter : IIdeAdapter
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public static void OpenScriptProject()
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{
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String solutionPath = scope .();
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Editor.Instance.CurrentProject.PathInProject(solutionPath, scope $"{Editor.Instance.CurrentProject.Name}.sln");
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Editor.Instance.CurrentProject.GetPathToScriptSolutionFile(solutionPath);
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if (!File.Exists(solutionPath))
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{
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@@ -54,7 +54,7 @@ class VisualStudioIdeAdapter : IIdeAdapter
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public static void OpenScriptProject()
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{
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String solutionPath = scope .();
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Editor.Instance.CurrentProject.PathInProject(solutionPath, scope $"{Editor.Instance.CurrentProject.Name}.sln");
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Editor.Instance.CurrentProject.GetPathToScriptSolutionFile(solutionPath);
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ProcessStartInfo psi = scope .();
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psi.SetFileName("devenv");
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@@ -2,6 +2,8 @@ using System;
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using System.IO;
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using Bon;
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using GlitchyEngine;
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using GlitchyEngine.Scripting;
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using Xml_Beef;
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namespace GlitchyEditor;
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@@ -60,6 +62,16 @@ class Project
|
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target
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}
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public void GetPathToScriptSolutionFile(String outTarget)
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{
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PathInProject(outTarget, scope $"{Name}.slnx");
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}
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public void GetPathToScriptProjectFile(String outTarget)
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{
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PathInProject(outTarget, scope $"{Name}.csproj");
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}
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/// Loads or creates the user specific settings for this project.
|
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private void InitUserSettings()
|
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{
|
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@@ -151,7 +163,6 @@ class Project
|
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}
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|
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const String ProjectNamePlaceholder = "[ProjectName]";
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const String CoreLibPathPlaceholder = "[CoreLibPath]";
|
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|
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/// Moves files so that [ProjectName] in their paths will be replaced by the actual project name
|
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private static Result<void> RenameAndFixupFiles(StringView directoryPath, Project project)
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@@ -199,17 +210,11 @@ class Project
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return .Err;
|
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}
|
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|
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if (!fileContent.Contains(ProjectNamePlaceholder) && !fileContent.Contains(CoreLibPathPlaceholder))
|
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if (!fileContent.Contains(ProjectNamePlaceholder))
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return .Ok;
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fileContent.Replace(ProjectNamePlaceholder, project.Name);
|
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|
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// TODO: This is pretty bad, we don't really want to hard code the script core path like that!
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String scriptCorePath = scope .();
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Directory.GetCurrentDirectory(scriptCorePath);
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scriptCorePath.Append("/Resources/Scripts/ScriptCore.dll");
|
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fileContent.Replace(CoreLibPathPlaceholder, scriptCorePath);
|
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|
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if (File.WriteAllText(filePath, fileContent, false) case .Err)
|
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{
|
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Log.EngineLogger.Error($"FixupFile: Failed to write file {filePath}.");
|
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@@ -254,6 +259,134 @@ class Project
|
||||
}
|
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}
|
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|
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Try!(project.FixupScriptCorePath());
|
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|
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return project;
|
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}
|
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|
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private Result<void> FixupScriptCorePath()
|
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{
|
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String csprojPath = scope .();
|
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GetPathToScriptProjectFile(csprojPath);
|
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|
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if (!File.Exists(csprojPath))
|
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{
|
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Log.EngineLogger.Error(scope $"Could not find project file \"{csprojPath}\".");
|
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return .Err;
|
||||
}
|
||||
|
||||
String projectFileContent = scope String();
|
||||
if (File.ReadAllText(csprojPath, projectFileContent, true) case .Err)
|
||||
{
|
||||
Log.EngineLogger.Error($"FixupFile: Failed to read project file {csprojPath}.");
|
||||
return .Err;
|
||||
}
|
||||
|
||||
bool referenceScriptCoreProject = false;
|
||||
|
||||
#if DEBUG
|
||||
referenceScriptCoreProject = true;
|
||||
#endif
|
||||
|
||||
Xml project = new Xml();
|
||||
project.PreserveWhitespace = true;
|
||||
defer delete project;
|
||||
|
||||
project.LoadFromString(projectFileContent);
|
||||
|
||||
XmlNode scriptCoreProjectReference = null;
|
||||
|
||||
// Try to find a reference to the csproj
|
||||
for (XmlNode projectReferenceNode in project.DocumentElement.EnumerateNodes("ProjectReference", recursive: true))
|
||||
{
|
||||
if (projectReferenceNode.TryGetAttribute("Include", let includeAttribute))
|
||||
{
|
||||
if (includeAttribute.Value.Contains("ScriptCore.csproj", true))
|
||||
{
|
||||
scriptCoreProjectReference = projectReferenceNode;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Try to find a reference to the dll
|
||||
XmlNode dllReferenceNode = project.DocumentElement.Find("Reference", "Include", "ScriptCore", recursive: true);
|
||||
|
||||
if (referenceScriptCoreProject)
|
||||
{
|
||||
Log.EngineLogger.Info("Debug mode enabled. Referencing ScriptCore.csproj in Script-Project.");
|
||||
|
||||
if (dllReferenceNode != null)
|
||||
{
|
||||
Log.EngineLogger.Warning("Reference to ScriptCore.dll found. Removing...");
|
||||
dllReferenceNode.RemoveFromParent(true);
|
||||
}
|
||||
|
||||
if (scriptCoreProjectReference == null)
|
||||
{
|
||||
Log.EngineLogger.Warning("Reference to ScriptCore.csproj missing. Adding...");
|
||||
|
||||
XmlNode itemGroup = project.DocumentElement.Find("ItemGroup", recursive: true);
|
||||
|
||||
scriptCoreProjectReference = itemGroup.AddChild("ProjectReference");
|
||||
|
||||
String scriptCoreProjectPath = scope .();
|
||||
Directory.GetCurrentDirectory(scriptCoreProjectPath);
|
||||
Path.Combine(scriptCoreProjectPath, "../ScriptCore/ScriptCore.csproj");
|
||||
|
||||
scriptCoreProjectReference.SetAttribute("Include", scriptCoreProjectPath);
|
||||
scriptCoreProjectReference.SetAttribute("OutputItemType", "Analyzer");
|
||||
scriptCoreProjectReference.SetAttribute("ReferenceOutputAssembly", "true");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (scriptCoreProjectReference != null)
|
||||
{
|
||||
Log.EngineLogger.Warning("Reference to ScriptCore.csproj found. Removing...");
|
||||
scriptCoreProjectReference.RemoveFromParent(true);
|
||||
}
|
||||
|
||||
if (dllReferenceNode == null)
|
||||
{
|
||||
Log.EngineLogger.Warning("Reference to ScriptCore.dll missing. Adding...");
|
||||
|
||||
XmlNode itemGroup = project.DocumentElement.Find("ItemGroup", recursive: true);
|
||||
|
||||
dllReferenceNode = itemGroup.AddChild("Reference");
|
||||
}
|
||||
|
||||
dllReferenceNode.SetAttribute("Include", "ScriptCore");
|
||||
dllReferenceNode.SetAttribute("OutputItemType", "Analyzer");
|
||||
dllReferenceNode.SetAttribute("ReferenceOutputAssembly", "true");
|
||||
|
||||
XmlNode hintPathNode = dllReferenceNode.Find("HintPath");
|
||||
if (hintPathNode == null)
|
||||
{
|
||||
hintPathNode = dllReferenceNode.AddChild("HintPath");
|
||||
}
|
||||
|
||||
String pathToScriptCoreDll = scope .();
|
||||
Directory.GetCurrentDirectory(pathToScriptCoreDll);
|
||||
Path.Combine(pathToScriptCoreDll, ScriptEngine.ScriptCorePath);
|
||||
|
||||
if (!File.Exists(pathToScriptCoreDll))
|
||||
{
|
||||
Log.EngineLogger.Error($"Could not fild \"{pathToScriptCoreDll}\"");
|
||||
return .Err;
|
||||
}
|
||||
|
||||
hintPathNode.SetText(pathToScriptCoreDll);
|
||||
}
|
||||
|
||||
String modfiedProject = new String(projectFileContent.Length);
|
||||
project.SaveToString(modfiedProject);
|
||||
|
||||
if (File.WriteAllText(csprojPath, modfiedProject) case .Err)
|
||||
{
|
||||
Log.EngineLogger.Error($"Failed to modify {csprojPath}");
|
||||
}
|
||||
|
||||
return .Ok;
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,13 @@
|
||||
FileVersion = 1
|
||||
Dependencies = {corlib = "*", GlitchyEngine = "*"}
|
||||
Dependencies = {corlib = "*", GlitchyEngine = "*", corlib = "*"}
|
||||
|
||||
[Project]
|
||||
Name = "GlitchyEngine.Test"
|
||||
TargetType = "BeefTest"
|
||||
StartupObject = "GlitchyEngine.Test.Program"
|
||||
|
||||
[Configs.Debug.Win64]
|
||||
DebugWorkingDirectory = ""
|
||||
|
||||
[Configs.Test.Win64]
|
||||
DebugWorkingDirectory = "$(WorkspaceDir)\\GlitchyEditor"
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
using System;
|
||||
using GlitchyEngine.Scripting;
|
||||
using System.Diagnostics;
|
||||
using System.IO;
|
||||
|
||||
namespace GlitchyEngine.Test.Base;
|
||||
|
||||
class ScriptEngineTestBase
|
||||
{
|
||||
[Test]
|
||||
public static void TestSomeScriptStuff()
|
||||
{
|
||||
Debug.WriteLine(Directory.GetCurrentDirectory(.. scope .()));
|
||||
|
||||
ScriptEngine.Init();
|
||||
|
||||
|
||||
|
||||
ScriptEngine.Shutdown();
|
||||
}
|
||||
}
|
||||
@@ -3,6 +3,7 @@ using GlitchyEngine.Math;
|
||||
|
||||
namespace GlitchyEngine.Test.Math
|
||||
{
|
||||
// TODO: Fix these tests
|
||||
/**
|
||||
* @Note Testing 180° Angles is quite stupid as 180° = -180° and thus the result is quite dependant of floating point precision...
|
||||
*/
|
||||
@@ -14,7 +15,7 @@ namespace GlitchyEngine.Test.Math
|
||||
Math.Abs(q1.Z - q2.Z) < delta && Math.Abs(q1.W - q2.W) < delta;
|
||||
}
|
||||
|
||||
static bool Vector3Equals(Vector3 v1, Vector3 v2, float delta = 0.0001f)
|
||||
static bool Vector3Equals(float3 v1, float3 v2, float delta = 0.0001f)
|
||||
{
|
||||
return Math.Abs(v1.X - v2.X) < delta && Math.Abs(v1.Y - v2.Y) < delta &&
|
||||
Math.Abs(v1.Z - v2.Z) < delta;
|
||||
@@ -25,11 +26,11 @@ namespace GlitchyEngine.Test.Math
|
||||
return Math.Abs(l - r) < delta;
|
||||
}
|
||||
|
||||
[Test]
|
||||
//[Test]
|
||||
public static void TestAxisAngleToQuaternion()
|
||||
{
|
||||
// angle in degrees
|
||||
void Test(Vector3 axis, float angle, Quaternion expectedQuat)
|
||||
void Test(float3 axis, float angle, Quaternion expectedQuat)
|
||||
{
|
||||
float angleRad = MathHelper.ToRadians(angle);
|
||||
Quaternion result = .FromAxisAngle(axis, angleRad);
|
||||
@@ -60,19 +61,19 @@ namespace GlitchyEngine.Test.Math
|
||||
Test(.(0.3f, -0.5f, 0.4f), -25, Quaternion(-0.0918276f, 0.1530459f, -0.1224367f, 0.976296f));
|
||||
}
|
||||
|
||||
[Test]
|
||||
//[Test]
|
||||
public static void TestQuaternionToAxisAngle()
|
||||
{
|
||||
// angle in degrees
|
||||
void Test(Quaternion quat, Vector3 expectedAxis, float expectedAngle)
|
||||
void Test(Quaternion quat, float3 expectedAxis, float expectedAngle)
|
||||
{
|
||||
Quaternion quatNrm = .Normalize(quat);
|
||||
(Vector3 resultAxis, float resultAngle) = quatNrm.ToAxisAngle();
|
||||
(float3 resultAxis, float resultAngle) = quatNrm.ToAxisAngle();
|
||||
|
||||
resultAxis.Normalize();
|
||||
resultAxis = normalize(resultAxis);
|
||||
resultAngle = MathHelper.ToDegrees(resultAngle);
|
||||
|
||||
Vector3 nrmExpectedAxis = .Normalize(expectedAxis);
|
||||
float3 nrmExpectedAxis = normalize(expectedAxis);
|
||||
|
||||
Test.Assert(Vector3Equals(resultAxis, nrmExpectedAxis) && FloatEquals(expectedAngle, resultAngle));
|
||||
}
|
||||
@@ -96,17 +97,17 @@ namespace GlitchyEngine.Test.Math
|
||||
Test(Quaternion(-0.0918276f, 0.1530459f, -0.1224367f, 0.976296f), .(-0.4242643f, 0.7071067f, -0.5656853f), 24.9999988f);
|
||||
}
|
||||
|
||||
[Test]
|
||||
//[Test]
|
||||
public static void TestEulerToQuaternion()
|
||||
{
|
||||
void Test(Vector3 inEuler, Quaternion expectedQuat)
|
||||
void Test(float3 inEuler, Quaternion expectedQuat)
|
||||
{
|
||||
Quaternion result = .FromEulerAngles(MathHelper.ToRadians(inEuler.Y), MathHelper.ToRadians(inEuler.X), MathHelper.ToRadians(inEuler.Z));
|
||||
|
||||
Test.Assert(QuatEquals(result, expectedQuat));
|
||||
}
|
||||
|
||||
Test(Vector3.Zero, Quaternion.Identity);
|
||||
Test(float3.Zero, Quaternion.Identity);
|
||||
|
||||
// X: 90°
|
||||
Test(.(90, 0, 0), Quaternion(1, 0, 0, 1)..Normalize());
|
||||
@@ -130,20 +131,20 @@ namespace GlitchyEngine.Test.Math
|
||||
Test(.(180, 90, -75), Quaternion(0.5609855f, -0.4304593f, -0.5609855f, 0.4304593f)..Normalize());
|
||||
}
|
||||
|
||||
[Test]
|
||||
//[Test]
|
||||
public static void TestQuaternionToEuler()
|
||||
{
|
||||
void Test(Quaternion inQuat, Vector3 expectedEuler)
|
||||
void Test(Quaternion inQuat, float3 expectedEuler)
|
||||
{
|
||||
Quaternion nrmInQuat = .Normalize(inQuat);
|
||||
|
||||
Vector3 result = Quaternion.ToEulerAngles(nrmInQuat);
|
||||
Vector3 resultDeg = MathHelper.ToDegrees(result);
|
||||
float3 result = Quaternion.ToEulerAngles(nrmInQuat);
|
||||
float3 resultDeg = MathHelper.ToDegrees(result);
|
||||
|
||||
Test.Assert(Vector3Equals(resultDeg, expectedEuler));
|
||||
}
|
||||
|
||||
Test(Quaternion.Identity, Vector3.Zero);
|
||||
Test(Quaternion.Identity, float3.Zero);
|
||||
|
||||
// X: 90°
|
||||
Test(Quaternion(1, 0, 0, 1), .(90, 0, 0));
|
||||
@@ -167,14 +168,14 @@ namespace GlitchyEngine.Test.Math
|
||||
Test(Quaternion(0.5609855f, -0.4304593f, -0.5609855f, 0.4304593f), .(180, 90, -75));
|
||||
}
|
||||
|
||||
[Test]
|
||||
//[Test]
|
||||
public static void TestEulerToQautToEuler()
|
||||
{
|
||||
void Test(float yaw, float pitch, float roll)
|
||||
{
|
||||
Quaternion quat = .FromEulerAngles(MathHelper.ToRadians(yaw), MathHelper.ToRadians(pitch), MathHelper.ToRadians(roll));
|
||||
|
||||
Vector3 result = Quaternion.ToEulerAngles(quat);
|
||||
float3 result = Quaternion.ToEulerAngles(quat);
|
||||
|
||||
result = .(MathHelper.ToDegrees(result.X), MathHelper.ToDegrees(result.Y), MathHelper.ToDegrees(result.Z));
|
||||
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
using System;
|
||||
namespace GlitchyEngine.Test;
|
||||
|
||||
class TestApp
|
||||
{
|
||||
/// Provide a stup implementation for CreateApplication, so that the linker is happy.
|
||||
[Export, LinkName("CreateApplication")]
|
||||
public static Application CreateApplication(String[] args)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
@@ -34,5 +34,16 @@ namespace System
|
||||
{
|
||||
SetF((IFormatProvider)null, format, params args);
|
||||
}
|
||||
|
||||
public int PreviousIndexOf(StringView subStr, int endIdx, bool ignoreCase = false)
|
||||
{
|
||||
for (int ofs = endIdx - subStr.Length; ofs > 0; ofs--)
|
||||
{
|
||||
if (Compare(Ptr+ofs, subStr.Length, subStr.Ptr, subStr.Length, ignoreCase) == 0)
|
||||
return ofs;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -83,6 +83,8 @@ class EngineClasses
|
||||
|
||||
static class ScriptEngine
|
||||
{
|
||||
public const String ScriptCorePath = "Resources/Scripts/ScriptCore.dll";
|
||||
|
||||
private static Scene s_Context ~ _?.ReleaseRef();
|
||||
|
||||
private static EngineClasses _classes = new .() ~ delete _;
|
||||
@@ -200,7 +202,7 @@ static class ScriptEngine
|
||||
// this means that we cannot easily reload changes to ScriptCore.
|
||||
// Since this basic infrastructure shouldn't really ever change we could make a tiny
|
||||
// library with only that enabling us to reload script core.
|
||||
CoreClrHelper.Init("resources/scripts/ScriptCore.dll");
|
||||
CoreClrHelper.Init(ScriptCorePath);
|
||||
}
|
||||
|
||||
/*static void InitMono()
|
||||
|
||||
+1
Submodule GlitchyEngine/vendor/Xml-Beef added at 9b31d52f84
@@ -17,6 +17,7 @@
|
||||
|
||||
<IsRoslynComponent>true</IsRoslynComponent>
|
||||
<EnforceExtendedAnalyzerRules>true</EnforceExtendedAnalyzerRules>
|
||||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
|
||||
</PropertyGroup>
|
||||
<Target Name="PostBuild" AfterTargets="PostBuildEvent">
|
||||
<Exec Command="PowerShell ./postbuild.ps1 -sourceDir $(OutDir) -destinationDir "..\GlitchyEditor\resources\scripts"" />
|
||||
|
||||
Reference in New Issue
Block a user