Feature label styling (#454)

* Added some basic tests for the ECS

* Add test project for Nuclex Gui

* Nuclex Gui project update

* Added ability to style labels

* Removed Nuclex Gui Test project for lack of tests
This commit is contained in:
Jon Seaman
2018-01-09 22:36:20 -05:00
committed by Dylan Wilson
parent cf028ef2a9
commit eb5fd93e9f
19 changed files with 671 additions and 5 deletions
@@ -52,3 +52,31 @@
/processorParam:TextureFormat=Compressed
/build:TitleFont.spritefont
#begin Fonts/Heading1.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Fonts/Heading1.spritefont
#begin Fonts/Heading2.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Fonts/Heading2.spritefont
#begin Fonts/Heading3.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Fonts/Heading3.spritefont
#begin Fonts/Title.spritefont
/importer:FontDescriptionImporter
/processor:FontDescriptionProcessor
/processorParam:PremultiplyAlpha=True
/processorParam:TextureFormat=Compressed
/build:Fonts/Title.spritefont
@@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Corbel</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>16</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<DefaultCharacter>?</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
@@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Corbel</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>13</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<DefaultCharacter>?</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
@@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Corbel</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>12</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<DefaultCharacter>?</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
@@ -0,0 +1,60 @@
<?xml version="1.0" encoding="utf-8"?>
<!--
This file contains an xml description of a font, and will be read by the XNA
Framework Content Pipeline. Follow the comments to customize the appearance
of the font in your game, and to change the characters which are available to draw
with.
-->
<XnaContent xmlns:Graphics="Microsoft.Xna.Framework.Content.Pipeline.Graphics">
<Asset Type="Graphics:FontDescription">
<!--
Modify this string to change the font that will be imported.
-->
<FontName>Corbel</FontName>
<!--
Size is a float value, measured in points. Modify this value to change
the size of the font.
-->
<Size>28</Size>
<!--
Spacing is a float value, measured in pixels. Modify this value to change
the amount of spacing in between characters.
-->
<Spacing>0</Spacing>
<!--
UseKerning controls the layout of the font. If this value is true, kerning information
will be used when placing characters.
-->
<UseKerning>true</UseKerning>
<!--
Style controls the style of the font. Valid entries are "Regular", "Bold", "Italic",
and "Bold, Italic", and are case sensitive.
-->
<Style>Regular</Style>
<!--
If you uncomment this line, the default character will be substituted if you draw
or measure text that contains characters which were not included in the font.
-->
<DefaultCharacter>?</DefaultCharacter>
<!--
CharacterRegions control what letters are available in the font. Every
character from Start to End will be built and made available for drawing. The
default range is from 32, (ASCII space), to 126, ('~'), covering the basic Latin
character set. The characters are ordered according to the Unicode standard.
See the documentation for more information.
-->
<CharacterRegions>
<CharacterRegion>
<Start>&#32;</Start>
<End>&#126;</End>
</CharacterRegion>
</CharacterRegions>
</Asset>
</XnaContent>
@@ -95,6 +95,10 @@
<EmbeddedResource Include="Icon.bmp" />
<EmbeddedResource Include="Icon.ico" />
<None Include="app.config" />
<None Include="Content\Fonts\Title.spritefont" />
<None Include="Content\Fonts\Heading3.spritefont" />
<None Include="Content\Fonts\Heading2.spritefont" />
<None Include="Content\Fonts\Heading1.spritefont" />
<None Include="Content\DefaultFont.spritefont" />
<None Include="Content\logo-square-128.png" />
<None Include="Content\TitleFont.spritefont" />
@@ -132,4 +136,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>
+79 -1
View File
@@ -1,4 +1,5 @@
using System.Linq;
using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
@@ -7,6 +8,7 @@ using MonoGame.Extended.Input.InputListeners;
using MonoGame.Extended.Sprites;
using MonoGame.Extended.ViewportAdapters;
using MonoGame.Extended.NuclexGui;
using MonoGame.Extended.NuclexGui.Controls;
using MonoGame.Extended.NuclexGui.Controls.Desktop;
namespace Demo.NuclexGui
@@ -65,14 +67,90 @@ namespace Demo.NuclexGui
Bounds = new UniRectangle(new UniScalar(20), new UniScalar(80), new UniScalar(120), new UniScalar(50)),
Text = "Open Window"
};
var button3 = new GuiButtonControl()
{
Name = "button3",
Bounds = new UniRectangle(new UniScalar(20), new UniScalar(140), new UniScalar(120), new UniScalar(50)),
Text = "Show Labels",
};
// Attach relevant events
button.Pressed += Button_Pressed;
button2.Pressed += Button2_Pressed;
button3.Pressed += Button3_Pressed;
// And finally, attach controls to the parent control. In this case, desktop screen.
_gui.Screen.Desktop.Children.Add(button);
_gui.Screen.Desktop.Children.Add(button2);
_gui.Screen.Desktop.Children.Add(button3);
}
private void Button3_Pressed(object sender, EventArgs e)
{
if (_gui.Screen.Desktop.Children.Any(i => i.Name == "window"))
return;
var window = new GuiWindowControl
{
Name = "window",
Bounds = new UniRectangle(new UniVector(new UniScalar(0.5f, -100), new UniScalar(0.5f, -60)), new UniVector(new UniScalar(200), new UniScalar(160))),
Title = "Labels with Styles",
EnableDragging = true
};
var labelTitle = new GuiLabelControl
{
Name = "label-title",
Bounds = new UniRectangle(new UniScalar(10), new UniScalar(45), new UniScalar(10), new UniScalar(10)),
Text = "Title",
Style = "label-title"
};
var label1 = new GuiLabelControl
{
Name = "label1",
Bounds = new UniRectangle(new UniScalar(0.0f, 10), new UniScalar(0.0f, 70), new UniScalar(10), new UniScalar(10)),
Text = "Heading 1",
Style = "label-h1",
};
var label2 = new GuiLabelControl
{
Name = "label2",
Bounds = new UniRectangle(new UniScalar(0.0f, 10), new UniScalar(0.0f, 90), new UniScalar(10), new UniScalar(10)),
Text = "Heading 2",
Style = "label-h2",
};
var label3 = new GuiLabelControl
{
Name = "label3",
Bounds = new UniRectangle(new UniScalar(0.0f, 10), new UniScalar(0.0f, 105), new UniScalar(10), new UniScalar(10)),
Text = "Heading 3",
Style = "label-h3"
};
var button1 = new GuiButtonControl
{
Name = "confirm",
Bounds = new UniRectangle(new UniScalar(0.0f, 10), new UniScalar(1.0f, -40), new UniScalar(0f, 80), new UniScalar(0f, 30)),
Text = "Confirm"
};
var button2 = new GuiButtonControl
{
Name = "cancel",
Bounds = new UniRectangle(new UniScalar(1.0f, -90), new UniScalar(1.0f, -40), new UniScalar(0f, 80), new UniScalar(0f, 30)),
Text = "Cancel"
};
button1.Pressed += DialogueConfirm_Pressed;
button2.Pressed += DialogueCancel_Pressed;
window.Children.Add(labelTitle);
window.Children.Add(label1);
window.Children.Add(label2);
window.Children.Add(label3);
window.Children.Add(button1);
window.Children.Add(button2);
_gui.Screen.Desktop.Children.Add(window);
}
private void Button2_Pressed(object sender, System.EventArgs e)
@@ -6,6 +6,19 @@
/// <summary>Text to be rendered in the control's frame</summary>
public string Text;
/// <summary>
/// Gets or sets the style to be used with this label when drawing.
/// </summary>
/// <remarks>
/// <para>
/// If you are using the FlatGuiVisualizer, this style
/// corresponds to the 'Frames' used in
/// <see cref="MonoGame.Extended.NuclexGui.Visuals.Flat.FlatGuiGraphics"/>
/// The style can be customized in the skin's json file.
/// </para>
/// </remarks>
public string Style { get; set; }
/// <summary>Initializes a new label control with an empty string</summary>
public GuiLabelControl() : this(string.Empty)
{
@@ -9,6 +9,22 @@
{
"name": "default",
"contentPath": "DefaultFont"
},
{
"name": "heading1",
"contentPath": "Fonts/Heading1"
},
{
"name": "heading2",
"contentPath": "Fonts/Heading2"
},
{
"name": "heading3",
"contentPath": "Fonts/Heading3"
},
{
"name": "label-title",
"contentPath": "Fonts/Title"
}
],
"bitmap": [
@@ -133,6 +149,54 @@
}
]
},
{
"name": "label-h1",
"text": [
{
"font": "heading1",
"hplacement": "left",
"vplacement": "center",
"yoffset": 0,
"color": "#3F3F3F"
}
]
},
{
"name": "label-h2",
"text": [
{
"font": "heading2",
"hplacement": "left",
"vplacement": "center",
"yoffset": 0,
"color": "#3F3F3F"
}
]
},
{
"name": "label-h3",
"text": [
{
"font": "heading3",
"hplacement": "left",
"vplacement": "center",
"yoffset": 0,
"color": "#3F3F3F"
}
]
},
{
"name": "label-title",
"text": [
{
"font": "label-title",
"hplacement": "left",
"vplacement": "center",
"yoffset": 0,
"color": "#3F3F3F"
}
]
},
{
"name": "progress",
"region": [
@@ -1,4 +1,5 @@
using MonoGame.Extended.NuclexGui.Controls;
using System;
using MonoGame.Extended.NuclexGui.Controls;
namespace MonoGame.Extended.NuclexGui.Visuals.Flat.Renderers
{
@@ -14,7 +15,10 @@ namespace MonoGame.Extended.NuclexGui.Visuals.Flat.Renderers
/// </param>
public void Render(GuiLabelControl control, IFlatGuiGraphics graphics)
{
graphics.DrawString("label", control.GetAbsoluteBounds(), control.Text);
var frameName = "label";
if (control.Style != null) frameName = control.Style;
graphics.DrawString(frameName, control.GetAbsoluteBounds(), control.Text);
}
}
}
+15 -1
View File
@@ -1,6 +1,6 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.26430.12
VisualStudioVersion = 15.0.27130.2010
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MonoGame.Extended", "MonoGame.Extended\MonoGame.Extended.csproj", "{41724C52-3D50-45BB-81EB-3C8A247EAFD1}"
EndProject
@@ -107,6 +107,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Sandbox", "Tests\Sandbox\Sa
{28CD24BD-432C-4987-9E9D-65CFCF120EA0} = {28CD24BD-432C-4987-9E9D-65CFCF120EA0}
EndProjectSection
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "MonoGame.Extended.Entities.Tests", "Tests\MonoGame.Extended.Entities.Tests\MonoGame.Extended.Entities.Tests.csproj", "{5B993DD9-A9B8-434C-B444-F1CFFB947F79}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
@@ -323,6 +325,14 @@ Global
{9A920A4D-3794-4AB4-9A76-3C19407A1C5F}.Release|Any CPU.Build.0 = Release|Any CPU
{9A920A4D-3794-4AB4-9A76-3C19407A1C5F}.Release|x86.ActiveCfg = Release|Any CPU
{9A920A4D-3794-4AB4-9A76-3C19407A1C5F}.Release|x86.Build.0 = Release|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Debug|Any CPU.Build.0 = Debug|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Debug|x86.ActiveCfg = Debug|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Debug|x86.Build.0 = Debug|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Release|Any CPU.ActiveCfg = Release|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Release|Any CPU.Build.0 = Release|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Release|x86.ActiveCfg = Release|Any CPU
{5B993DD9-A9B8-434C-B444-F1CFFB947F79}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -342,5 +352,9 @@ Global
{57C47653-BC51-43BA-98F4-1D0EEE78782D} = {932F8931-4A8D-4205-BFCF-98E794207786}
{BDAEDFAF-2EDA-4BCA-9675-3625456FAB78} = {932F8931-4A8D-4205-BFCF-98E794207786}
{9A920A4D-3794-4AB4-9A76-3C19407A1C5F} = {E5A148A1-DE7B-4D17-ABE8-831B9673B863}
{5B993DD9-A9B8-434C-B444-F1CFFB947F79} = {E5A148A1-DE7B-4D17-ABE8-831B9673B863}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {8ED5A62D-25EC-4331-9F99-BDD1E10C02A0}
EndGlobalSection
EndGlobal
@@ -0,0 +1,54 @@
using System;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Entities;
using MonoGame.Extended.Gui.Tests.Implementation;
using NUnit.Framework;
namespace MonoGame.Extended.Gui.Tests
{
[TestFixture]
public class EntityTemplateTests
{
[Test]
public void ECS_CreateEntityFromTemplate_Basic_Test()
{
// Seems to work with null.
var ecs = new EntityComponentSystem(null);
ecs.Scan(typeof(EntityTemplateBasic).Assembly);
var manager = ecs.EntityManager;
Entity entity = null;
try
{
entity = manager.CreateEntityFromTemplate(EntityTemplateBasic.Name);
}
catch (Exception e)
{
Assert.Fail("Failed to create entity from template.\n" + e.StackTrace);
}
Assert.NotNull(entity);
Assert.NotNull(entity.Get<EntityComponentBasic>());
}
[Test]
public void ECS_CreateEntityFromTemplate_UsingManager_Test()
{
// Seems to work with null.
var ecs = new EntityComponentSystem(null);
ecs.Scan(typeof(EntityTemplateUsingManager).Assembly);
var manager = ecs.EntityManager;
Entity entity = null;
try
{
entity = manager.CreateEntityFromTemplate(EntityTemplateUsingManager.Name);
}
catch (Exception e)
{
Assert.Fail("Failed to create entity from template.\n" + e.StackTrace);
}
Assert.NotNull(entity);
Assert.NotNull(entity.Get<EntityComponentBasic>());
}
}
}
@@ -0,0 +1,10 @@
using MonoGame.Extended.Entities;
namespace MonoGame.Extended.Gui.Tests.Implementation
{
[EntityComponent]
public class EntityComponentBasic : TransformComponent2D
{
public int Number { get; set; }
}
}
@@ -0,0 +1,15 @@
using MonoGame.Extended.Entities;
namespace MonoGame.Extended.Gui.Tests.Implementation
{
[EntityTemplate(Name)]
public class EntityTemplateBasic : EntityTemplate
{
public const string Name = nameof(EntityTemplateBasic);
protected override void Build(Entity entity)
{
entity.Attach<EntityComponentBasic>();
}
}
}
@@ -0,0 +1,16 @@
using MonoGame.Extended.Entities;
namespace MonoGame.Extended.Gui.Tests.Implementation
{
[EntityTemplate(Name)]
public class EntityTemplateUsingManager : EntityTemplate
{
public const string Name = nameof(EntityTemplateUsingManager);
protected override void Build(Entity entity)
{
var num = Manager.EntityManager.TotalEntitiesCount;
entity.Attach<EntityComponentBasic>(c => c.Number = num);
}
}
}
@@ -0,0 +1,5 @@
# Implementation
This folder is for making a testable implementation using the ECS library.
This implementation is used in the unit tests in this project.
@@ -0,0 +1,79 @@
<?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>{5B993DD9-A9B8-434C-B444-F1CFFB947F79}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>MonoGame.Extended.Gui.Tests</RootNamespace>
<AssemblyName>MonoGame.Extended.Gui.Tests</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework, Version=3.6.0.1625, Culture=neutral, processorArchitecture=MSIL">
<HintPath>..\..\packages\MonoGame.Framework.WindowsDX.3.6.0.1625\lib\net40\MonoGame.Framework.dll</HintPath>
<Private>True</Private>
</Reference>
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<Private>True</Private>
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<Reference Include="nunit.framework, Version=2.6.4.14350, Culture=neutral, PublicKeyToken=96d09a1eb7f44a77, processorArchitecture=MSIL">
<HintPath>..\..\packages\NUnit.2.6.4\lib\nunit.framework.dll</HintPath>
<Private>True</Private>
</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="EntityTemplateTests.cs" />
<Compile Include="Implementation\EntityComponentBasic.cs" />
<Compile Include="Implementation\EntityTemplateBasic.cs" />
<Compile Include="Implementation\EntityTemplateUsingManager.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Implementation\README.md" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\MonoGame.Extended.Entities\MonoGame.Extended.Entities.csproj">
<Project>{35fd1f05-af04-469a-b37a-f9b36c34401c}</Project>
<Name>MonoGame.Extended.Entities</Name>
</ProjectReference>
</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>
@@ -0,0 +1,36 @@
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("MonoGame.Extended.Entities.Tests")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("MonoGame.Extended.Entities.Tests")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[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("EFE3C251-67A7-4BBF-A4B8-A7659F460920")]
// 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")]
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<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="MonoGame.Framework.WindowsDX" version="3.6.0.1625" targetFramework="net452" />
<package id="NSubstitute" version="1.10.0.0" targetFramework="net452" />
<package id="NUnit" version="2.6.4" targetFramework="net452" />
</packages>