Adding mono project
adding game services static class to make it easier to access graphics device adding axiosengine factory with extension to create texture from list of textures
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Game.Services.License.txt
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24
Game.Services.License.txt
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@ -0,0 +1,24 @@
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Original GameServices class written by Roy Triesscheijn
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http://roy-t.nl/index.php/about-2/
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http://roy-t.nl/index.php/2010/08/25/xna-accessing-contentmanager-and-graphicsdevice-anywhere-anytime-the-gameservicecontainer/
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This license governs use of the accompanying software. If you use the software, you
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accept this license. If you do not accept the license, do not use the software.
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1. Definitions
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The terms "reproduce," "reproduction," "derivative works," and "distribution" have the
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same meaning here as under U.S. copyright law.
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A "contribution" is the original software, or any additions or changes to the software.
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A "contributor" is any person that distributes its contribution under this license.
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"Licensed patents" are a contributor's patent claims that read directly on its contribution.
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2. Grant of Rights
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(A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution or any derivative works that you create.
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(B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution in the software or derivative works of the contribution in the software.
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3. Conditions and Limitations
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(A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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(B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your patent license from such contributor to the software ends automatically.
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(C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution notices that are present in the software.
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(D) If you distribute any portion of the software in source code form, you may do so only under this license by including a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or object code form, you may only do so under a license that complies with this license.
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(E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a particular purpose and non-infringement.
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5
README
5
README
@ -69,4 +69,9 @@ XNACC - See XNACC.License.txt
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Portions of this product are (C) 2009-2011 JRTwine Software, LLC
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Prompt Factory - By Blaze Phoenix
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http://stackoverflow.com/a/17260476/195722
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Game Services - See Game.Services.License.txt
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http://roy-t.nl/index.php/2010/08/25/xna-accessing-contentmanager-and-graphicsdevice-anywhere-anytime-the-gameservicecontainer/
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ProjectView>ShowAllFiles</ProjectView>
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<ProjectView>ProjectFiles</ProjectView>
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</PropertyGroup>
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</Project>
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302
axios/Axios_Windows_mono.csproj
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302
axios/Axios_Windows_mono.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectGuid>{A622337F-9AE6-492A-85D6-01CCE0D7F9B4}</ProjectGuid>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Axios</RootNamespace>
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<AssemblyName>Axios.Windows.Mono</AssemblyName>
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<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
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<TargetFrameworkProfile>Client</TargetFrameworkProfile>
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<XnaFrameworkVersion>v4.0</XnaFrameworkVersion>
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<XnaPlatform>Windows</XnaPlatform>
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<XnaProfile>HiDef</XnaProfile>
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<Optimize>false</Optimize>
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<OutputPath>bin\x86\Debug\</OutputPath>
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<DefineConstants>TRACE;DEBUG;WINDOWS</DefineConstants>
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<NoStdLib>true</NoStdLib>
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<PlatformTarget>x86</PlatformTarget>
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<RunCodeAnalysis>false</RunCodeAnalysis>
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<Optimize>true</Optimize>
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<DefineConstants>TRACE;WINDOWS</DefineConstants>
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<UseVSHostingProcess>false</UseVSHostingProcess>
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<PlatformTarget>x86</PlatformTarget>
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<XnaCompressContent>true</XnaCompressContent>
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<ItemGroup>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>c:\Program Files (x86)\MonoGame\v3.0\Assemblies\WindowsGL\Lidgren.Network.dll</HintPath>
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<SpecificVersion>False</SpecificVersion>
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<HintPath>c:\Program Files (x86)\MonoGame\v3.0\Assemblies\WindowsGL\MonoGame.Framework.dll</HintPath>
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<Reference Include="mscorlib">
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<Private>False</Private>
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<HintPath>c:\Program Files (x86)\MonoGame\v3.0\Assemblies\WindowsGL\OpenTK.dll</HintPath>
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</Reference>
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<Reference Include="System">
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<Private>False</Private>
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</Reference>
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<Reference Include="System.Data" />
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<Reference Include="System.Data.Linq" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Xml">
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<Private>False</Private>
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<Private>False</Private>
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</Reference>
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<Reference Include="System.Xml.Linq">
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<RequiredTargetFramework>4.0</RequiredTargetFramework>
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<Private>False</Private>
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</Reference>
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<Reference Include="System.Net">
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<Private>False</Private>
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</Reference>
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<Reference Include="Tao.Sdl, Version=1.2.13.0, Culture=neutral, PublicKeyToken=9c7a200e36c0094e, processorArchitecture=MSIL">
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<HintPath>c:\Program Files (x86)\MonoGame\v3.0\Assemblies\WindowsGL\Tao.Sdl.dll</HintPath>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Engine\AxiosBreakableGameObject.cs" />
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<Compile Include="Engine\AxiosCommandConsole.cs" />
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<Compile Include="Engine\AxiosEvents.cs" />
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<Compile Include="Axios_settings.cs" />
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<Compile Include="Collision\Collision.cs" />
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<Compile Include="Collision\Distance.cs" />
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<Compile Include="Collision\DynamicTree.cs" />
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<Compile Include="Collision\DynamicTreeBroadPhase.cs" />
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<Compile Include="Collision\IBroadPhase.cs" />
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<Compile Include="Collision\QuadTree.cs" />
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<Compile Include="Collision\QuadTreeBroadPhase.cs" />
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<Compile Include="Collision\Shapes\CircleShape.cs" />
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<Compile Include="Collision\Shapes\EdgeShape.cs" />
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<Compile Include="Collision\Shapes\LoopShape.cs" />
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<Compile Include="Collision\Shapes\PolygonShape.cs" />
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<Compile Include="Collision\Shapes\Shape.cs" />
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<Compile Include="Collision\TimeOfImpact.cs" />
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<Compile Include="Common\ConvexHull\ChainHull.cs" />
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<Compile Include="Common\ConvexHull\GiftWrap.cs" />
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<Compile Include="Common\ConvexHull\Melkman.cs" />
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<Compile Include="Common\Decomposition\BayazitDecomposer.cs" />
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<Compile Include="Common\Decomposition\CDTDecomposer.cs" />
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<Compile Include="Common\Decomposition\CDT\Delaunay\DelaunayTriangle.cs" />
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<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\AdvancingFront.cs" />
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<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\AdvancingFrontNode.cs" />
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<Compile Include="Common\Decomposition\CDT\Delaunay\Sweep\DTSweep.cs" />
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<Compile Include="Common\Decomposition\CDT\ITriangulatable.cs" />
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<Compile Include="Common\Decomposition\CDT\Orientation.cs" />
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<Compile Include="Common\Decomposition\CDT\Polygon\Polygon.cs" />
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<Compile Include="Common\Decomposition\CDT\Polygon\PolygonPoint.cs" />
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<Compile Include="Common\Decomposition\CDT\Polygon\PolygonSet.cs" />
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<Compile Include="Common\Decomposition\CDT\Sets\ConstrainedPointSet.cs" />
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<Compile Include="Common\Decomposition\CDT\Sets\PointSet.cs" />
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<Compile Include="Common\Decomposition\CDT\TriangulationContext.cs" />
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<Compile Include="Common\Decomposition\CDT\TriangulationMode.cs" />
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<Compile Include="Common\Decomposition\CDT\TriangulationPoint.cs" />
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<Compile Include="Common\Decomposition\CDT\TriangulationUtil.cs" />
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<Compile Include="Common\Decomposition\CDT\Util\FixedBitArray3.cs" />
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<Compile Include="Common\Decomposition\CDT\Util\PointGenerator.cs" />
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<Compile Include="Common\Decomposition\CDT\Util\PolygonGenerator.cs" />
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<Compile Include="Common\Decomposition\EarclipDecomposer.cs" />
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<Compile Include="Common\Decomposition\FlipcodeDecomposer.cs" />
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<Compile Include="Common\FixedArray.cs" />
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<Compile Include="Common\HashSet.cs" />
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<Compile Include="Common\LineTools.cs" />
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<Compile Include="Common\Math.cs" />
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<Compile Include="Common\Path.cs" />
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<Compile Include="Common\PathManager.cs" />
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<Compile Include="Common\PhysicsLogic\Explosion.cs" />
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<Compile Include="Common\PhysicsLogic\PhysicsLogic.cs" />
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<Compile Include="Common\PolygonManipulation\CuttingTools.cs" />
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<Compile Include="Common\PolygonManipulation\SimplifyTools.cs" />
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<Compile Include="Common\PolygonManipulation\YuPengClipper.cs" />
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<Compile Include="Common\PolygonTools.cs" />
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<Compile Include="Common\Serialization.cs" />
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<Compile Include="Common\TextureTools\MarchingSquares.cs" />
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<Compile Include="Common\TextureTools\MSTerrain.cs" />
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<Compile Include="Common\TextureTools\TextureConverter.cs" />
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<Compile Include="Common\Vertices.cs" />
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<Compile Include="Controllers\AbstractForceController.cs" />
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<Compile Include="Controllers\BuoyancyController.cs" />
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<Compile Include="Controllers\Controller.cs" />
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<Compile Include="Controllers\GravityController.cs" />
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<Compile Include="Controllers\SimpleWindForce.cs" />
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<Compile Include="Controllers\VelocityLimitController.cs" />
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<Compile Include="DebugView.cs" />
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<Compile Include="DebugViewXNA.cs" />
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<Compile Include="DrawingSystem\AssetCreator.cs" />
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<Compile Include="DrawingSystem\LineBatch.cs" />
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<Compile Include="DrawingSystem\Sprite.cs" />
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<Compile Include="Dynamics\Body.cs" />
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<Compile Include="Dynamics\BreakableBody.cs" />
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<Compile Include="Dynamics\ContactManager.cs" />
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<Compile Include="Dynamics\Contacts\Contact.cs" />
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<Compile Include="Dynamics\Contacts\ContactSolver.cs" />
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<Compile Include="Dynamics\Fixture.cs" />
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<Compile Include="Dynamics\Island.cs" />
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<Compile Include="Dynamics\Joints\AngleJoint.cs" />
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<Compile Include="Dynamics\Joints\DistanceJoint.cs" />
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<Compile Include="Dynamics\Joints\FixedAngleJoint.cs" />
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<Compile Include="Dynamics\Joints\FixedDistanceJoint.cs" />
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<Compile Include="Dynamics\Joints\FixedFrictionJoint.cs" />
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<Compile Include="Dynamics\Joints\FixedLineJoint.cs" />
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<Compile Include="Dynamics\Joints\FixedMouseJoint.cs" />
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<Compile Include="Dynamics\Joints\FixedPrismaticJoint.cs" />
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<Compile Include="Dynamics\Joints\FixedRevoluteJoint.cs" />
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<Compile Include="Dynamics\Joints\FrictionJoint.cs" />
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<Compile Include="Dynamics\Joints\GearJoint.cs" />
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<Compile Include="Dynamics\Joints\Joint.cs" />
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<Compile Include="Dynamics\Joints\LineJoint.cs" />
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<Compile Include="Dynamics\Joints\PrismaticJoint.cs" />
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<Compile Include="Dynamics\Joints\PulleyJoint.cs" />
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<Compile Include="Dynamics\Joints\RevoluteJoint.cs" />
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<Compile Include="Dynamics\Joints\RopeJoint.cs" />
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<Compile Include="Dynamics\Joints\SliderJoint.cs" />
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<Compile Include="Dynamics\Joints\WeldJoint.cs" />
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<Compile Include="Dynamics\TimeStep.cs" />
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<Compile Include="Dynamics\World.cs" />
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<Compile Include="Dynamics\WorldCallbacks.cs" />
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<Compile Include="Engine\AxiosGameObject.cs" />
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<Compile Include="Engine\ComplexAxiosGameObject.cs" />
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<Compile Include="Engine\Data\AxiosCSV.cs" />
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<Compile Include="Engine\Data\AxiosDataTable.cs" />
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<Compile Include="Engine\Data\DataEvents.cs" />
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<Compile Include="Engine\DrawableAxiosGameObject.cs" />
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<Compile Include="Engine\DrawableBreakableAxiosGameObject.cs" />
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<Compile Include="Engine\Extensions\Bitmap.cs" />
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<Compile Include="Engine\Extensions\Contact.cs" />
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<Compile Include="Engine\Extensions\InputState.cs" />
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<Compile Include="Engine\Extensions\Double.cs" />
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<Compile Include="Engine\Extensions\MouseState.cs" />
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<Compile Include="Engine\Extensions\String.cs" />
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<Compile Include="Engine\Extensions\Texture2D.cs" />
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<Compile Include="Engine\File\AxiosFile.cs" />
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<Compile Include="Engine\File\AxiosIsolatedFile.cs" />
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<Compile Include="Engine\File\AxiosRegularFile.cs" />
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<Compile Include="Engine\File\AxiosTitleFile.cs" />
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<Compile Include="Engine\Gleed2D\Camera.cs" />
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<Compile Include="Engine\Gleed2D\CircleItem.cs" />
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<Compile Include="Engine\Gleed2D\Item.cs" />
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<Compile Include="Engine\Gleed2D\PathItem.cs" />
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<Compile Include="Engine\Gleed2D\RectangleItem.cs" />
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<Compile Include="Engine\Gleed2D\TextureItem.cs" />
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<Compile Include="Engine\Interfaces\IAxiosFile.cs" />
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<Compile Include="Engine\Interfaces\IAxiosGameObject.cs" />
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<Compile Include="Engine\Interfaces\IDrawableAxiosGameObject.cs" />
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<Compile Include="Engine\Log\AxiosLog.cs" />
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<Compile Include="Engine\Structures\AxiosPoint.cs" />
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<Compile Include="Engine\Structures\AxiosRectangle.cs" />
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<Compile Include="Engine\SimpleDrawableAxiosGameObject.cs" />
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<Compile Include="Engine\AxiosTimer.cs" />
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<Compile Include="Engine\Singleton.cs" />
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<Compile Include="Engine\UI\AxiosButton.cs" />
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<Compile Include="Engine\UI\AxiosUIObject.cs" />
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<Compile Include="Factories\BodyFactory.cs" />
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<Compile Include="Factories\FixtureFactory.cs" />
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<Compile Include="Factories\JointFactory.cs" />
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<Compile Include="Factories\LinkFactory.cs" />
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<Compile Include="ScreenSystem\BackgroundScreen.cs" />
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<Compile Include="ScreenSystem\Button.cs" />
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<Compile Include="ScreenSystem\Camera2D.cs" />
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<Compile Include="ScreenSystem\ConvertUnits.cs" />
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<Compile Include="ScreenSystem\FramerateCounterComponent.cs" />
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<Compile Include="ScreenSystem\GameplayScreen.cs" />
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<Compile Include="ScreenSystem\GameScreen.cs" />
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<Compile Include="ScreenSystem\IDemoScreen.cs" />
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<Compile Include="ScreenSystem\InputAction.cs" />
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<Compile Include="Engine\AxiosGameScreen.cs" />
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<Compile Include="ScreenSystem\InputState.cs" />
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<Compile Include="ScreenSystem\IScreenFactory.cs" />
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<Compile Include="ScreenSystem\LoadingScreen.cs" />
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<Compile Include="ScreenSystem\LogoScreen.cs" />
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<Compile Include="ScreenSystem\MainMenuScreen.cs" />
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<Compile Include="ScreenSystem\MenuButton.cs" />
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<Compile Include="ScreenSystem\MenuEntry.cs" />
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<Compile Include="ScreenSystem\MenuScreen.cs" />
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<Compile Include="ScreenSystem\MessageBoxScreen.cs" />
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<Compile Include="ScreenSystem\OptionsMenuScreen.cs" />
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<Compile Include="ScreenSystem\PauseMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMainMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhoneMenuScreen.cs" />
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<Compile Include="ScreenSystem\PhonePauseScreen.cs" />
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<Compile Include="ScreenSystem\PhysicsGameScreen.cs" />
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<Compile Include="ScreenSystem\PlayerIndexEventArgs.cs" />
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<Compile Include="ScreenSystem\ScreenManager.cs" />
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<Compile Include="ScreenSystem\ScreenManagerComponent.cs" />
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<Compile Include="ScreenSystem\SpriteFonts.cs" />
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<Compile Include="ScreenSystem\VirtualButton.cs" />
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<Compile Include="ScreenSystem\VirtualStick.cs" />
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<Compile Include="Settings.cs" />
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<Compile Include="XNACC\CommandConsoleBase.cs" />
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<Compile Include="XNACC\CommandConsoleBaseSharedTypes.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="AxiosEngine.cd" />
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</ItemGroup>
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<ItemGroup />
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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
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<Target Name="MonoGame_RemoveXnaAssemblies" AfterTargets="ImplicitlyExpandTargetFramework">
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<Message Text="MonoGame - Removing XNA Assembly references!" Importance="normal" />
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<ItemGroup>
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<ReferencePath Remove="@(ReferencePath)" Condition="'%(Filename)%(Extension)'=='Microsoft.Xna.Framework.dll'" />
|
||||
<ReferencePath Remove="@(ReferencePath)" Condition="'%(Filename)%(Extension)'=='Microsoft.Xna.Framework.GamerServices.dll'" />
|
||||
<ReferencePath Remove="@(ReferencePath)" Condition="'%(Filename)%(Extension)'=='Microsoft.Xna.Framework.GamerServicesExtensions.dll'" />
|
||||
<ReferencePath Remove="@(ReferencePath)" Condition="'%(Filename)%(Extension)'=='Microsoft.Xna.Framework.Input.Touch.dll'" />
|
||||
<ReferencePath Remove="@(ReferencePath)" Condition="'%(Filename)%(Extension)'=='Microsoft.Xna.Framework.MediaLibraryExtensions.dll'" />
|
||||
</ItemGroup>
|
||||
</Target>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\Microsoft.Xna.GameStudio.targets" />
|
||||
<PropertyGroup>
|
||||
<PostBuildEvent>if not exist "$(TargeDir)"..\..\Combined mkdir "$(TargetDir)"..\..\Combined
|
||||
copy "$(TargetPath)" ..\..\Combined</PostBuildEvent>
|
||||
</PropertyGroup>
|
||||
<!--
|
||||
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>
|
@ -129,6 +129,9 @@
|
||||
* - Adding prompt factory class to generate a Final Fantasy type text prompt
|
||||
* - Updating Gleed2D support to work with latest version of Gleed2D
|
||||
*
|
||||
* 1.0.1.11 -
|
||||
* - Adding game services static class
|
||||
*
|
||||
*/
|
||||
#endregion
|
||||
|
||||
|
32
axios/Engine/AxiosEngineFactory.cs
Normal file
32
axios/Engine/AxiosEngineFactory.cs
Normal file
@ -0,0 +1,32 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Axios.Engine.Factories
|
||||
{
|
||||
public class Texture2DFactory
|
||||
{
|
||||
public static Texture2D CreateFromList(List<Texture2D> textures, int width, int height)
|
||||
{
|
||||
if (textures.Count <= 0)
|
||||
return (Texture2D)null;
|
||||
Texture2D texture2D1 = new Texture2D(textures[0].GraphicsDevice, width, height);
|
||||
Color[] data1 = new Color[width * height];
|
||||
texture2D1.GetData<Color>(data1);
|
||||
Rectangle rectangle = new Rectangle(0, 0, textures[0].Width, textures[0].Height);
|
||||
foreach (Texture2D texture2D2 in textures)
|
||||
{
|
||||
Color[] data2 = new Color[texture2D2.Width * texture2D2.Height];
|
||||
texture2D2.GetData<Color>(data2);
|
||||
texture2D1.SetData<Color>(0, new Rectangle?(rectangle), data2, 0, texture2D2.Width * texture2D2.Height);
|
||||
rectangle.X += texture2D2.Width;
|
||||
if (rectangle.X >= width)
|
||||
{
|
||||
rectangle.X = 0;
|
||||
rectangle.Y += texture2D2.Height;
|
||||
}
|
||||
}
|
||||
return texture2D1;
|
||||
}
|
||||
}
|
||||
}
|
@ -78,7 +78,8 @@ namespace Axios.Engine
|
||||
this._uiobjects = new List<AxiosUIObject>();
|
||||
prevuiobj = null;
|
||||
prevuifocusobj = null;
|
||||
|
||||
GameServices.AddService<GraphicsDevice>(this.ScreenManager.GraphicsDevice);
|
||||
GameServices.AddService<ContentManager>(this.ScreenManager.Game.Content);
|
||||
}
|
||||
|
||||
public void LoadLevelFromStream(Stream s)
|
||||
|
39
axios/Engine/GameServices.cs
Normal file
39
axios/Engine/GameServices.cs
Normal file
@ -0,0 +1,39 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
|
||||
namespace Axios.Engine
|
||||
{
|
||||
public static class GameServices
|
||||
{
|
||||
private static GameServiceContainer container;
|
||||
private static object lockobj;
|
||||
public static GameServiceContainer Instance
|
||||
{
|
||||
get
|
||||
{
|
||||
lock (GameServices.lockobj)
|
||||
{
|
||||
if (container == null)
|
||||
{
|
||||
container = new GameServiceContainer();
|
||||
}
|
||||
}
|
||||
return container;
|
||||
}
|
||||
}
|
||||
|
||||
public static T GetService<T>()
|
||||
{
|
||||
return (T)Instance.GetService(typeof(T));
|
||||
}
|
||||
|
||||
public static void AddService<T>(T service)
|
||||
{
|
||||
Instance.AddService(typeof(T), service);
|
||||
}
|
||||
|
||||
public static void RemoveService<T>()
|
||||
{
|
||||
Instance.RemoveService(typeof(T));
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user