fna-workbench

fna-workbench Commit Details


Date:2016-03-19 17:24:05 (8 years 9 months ago)
Author:Natalie Adams
Branch:master
Commit:4e35338d6c3dfb85752b4b94c6ced3223c8b35f5
Parents: 7062f2e34af9dab8fd501ecb93dd2bf5f359d02b
Message:updating README and adding templateproject

Changes:

File differences

README
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FNA Workbench
--------------
This repo is designed to be testbed/workbench in showing usage and intergration
example of libraries like Box2D.XNA and Farseer.
(Obviously Box2D.XNA and Farseer both provide an implmentation of Box2D -
but I think it would be useful to see examples of both)
Examples
========
Here is a list of examples and what they show. You will need the fnalibs
and extract to the binary directory otherwise an exception will get thrown
in Game.cs in its constructor.
TemplateProject
---------------
This is showing the absolute minimium to get a running game window with FNA.
The game window is merely the iconic cornflower blue background windowed.
FNA
---
This is FNA, an XNA4 reimplementation that focuses solely on developing a fully
accurate XNA4 runtime for the desktop.
TemplateProject/TemplateProject.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.24720.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "TemplateProject", "TemplateProject\TemplateProject.csproj", "{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Debug|Any CPU.Build.0 = Debug|Any CPU
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Debug|x86.ActiveCfg = Debug|x86
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Debug|x86.Build.0 = Debug|x86
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Release|Any CPU.ActiveCfg = Release|Any CPU
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Release|Any CPU.Build.0 = Release|Any CPU
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Release|x86.ActiveCfg = Release|x86
{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
TemplateProject/TemplateProject/App.config
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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
</startup>
</configuration>
TemplateProject/TemplateProject/Game1.cs
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace fna_test
{
class Game1 : Microsoft.Xna.Framework.Game
{
GraphicsDeviceManager graphics;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
}
}
}
TemplateProject/TemplateProject/Program.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace fna_test
{
class Program
{
static void Main(string[] args)
{
using (Game1 game = new Game1())
{
game.Run();
}
}
}
}
TemplateProject/TemplateProject/Properties/AssemblyInfo.cs
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("TemplateProject")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("TemplateProject")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("89645eac-adb9-4707-af21-038ef8aba2e4")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
TemplateProject/TemplateProject/TemplateProject.csproj
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{89645EAC-ADB9-4707-AF21-038EF8ABA2E4}</ProjectGuid>
<OutputType>Exe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>TemplateProject</RootNamespace>
<AssemblyName>fna-TemplateProject</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x86\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
<OutputPath>bin\x86\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<Reference Include="FNA">
<HintPath>..\..\bin\Debug\FNA.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Net.Http" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Game1.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.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>

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