mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
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3a5269cfea
* Removed MonoGame.Extended.Animations This project was just a shell that referenced MonoGame.Extended.csproj. It added no additional functionality. * Rework BitmapFonts for new project organization. * Cleanup namespaces * Cleanup namespaces * Move MonoGame.Extended.Collision into base project * Moved MonoGame.Extended.Entities into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Graphics into base project * Moved MonoGame.Extended.Input into base project * Moved MonoGame.Extended.Particles into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tiled into base project * Moved MonoGame.Extended.Tweening into base project * Removing SpriteFactory support This will be added back in at a later date once the SpriteFactory application has been updated * Update TexturePacker content import support * Only needs to reference base project now * Moved to Serialization namespace * Moved Json serialization to Serialization.Json namespace * Moved TexturePacker content DTOs to the Content namespace * Renamed to Texture2DRegion.Extensions.cs * Cleaned up namespace * Moved ReadTiledMapProperties into the ContentReaderExtensions * Created an Extended content manager * Moved Tweening tests to base test project * Moved Tiled test to base test project * Moved Entities Tests to base test project * Moved Entities tests to base test project * Moved Collisions tests to base test project * Moved Pipeline Tiled test to Pipeline tests project * Use `var` instead of full type name * Add Tiled namespace * Correct `Metadata` property name to new `Meta` property name * Cleanup namespace * Add effects namespace * Add Content namespace * Update using statements to new namespaces * Move Pipeline Tiled tests to Pipeline test project * Use correct namespace * Use `var` instead of typing out nested types * Remove unused namespaces * Update to new namespaces * Remove unused namespaces * Update to new namespaces * Remove dependency on Particles csproj * Update included content on build * Add embedded resources * Merge multi csproj structure into single csproj structure * TexturePackerPoint properties should be `double` not `int` * Update csproj * Use dotnet tool to rebuild effects * Move effect compilation to targets file This will ensure the effects are always built * Fix workflow to build effects on linux * Set wine path * Export instead of using actions env section * Revert back to manual effect compile until automation can be solved on GitHub Ubuntu runner
55 lines
2.1 KiB
C#
55 lines
2.1 KiB
C#
using System;
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using System.IO;
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using System.Xml.Serialization;
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using Microsoft.Xna.Framework.Content.Pipeline;
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using MonoGame.Extended.Content.Tiled;
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namespace MonoGame.Extended.Content.Pipeline.Tiled
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{
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[ContentImporter(".tx", DefaultProcessor = "TiledMapObjectTemplateProcessor", DisplayName = "Tiled Map Object Template Importer - MonoGame.Extended")]
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public class TiledMapObjectTemplateImporter : ContentImporter<TiledMapObjectTemplateContent>
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{
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public override TiledMapObjectTemplateContent Import(string filePath, ContentImporterContext context)
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{
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try
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{
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if (filePath == null)
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throw new ArgumentNullException(nameof(filePath));
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ContentLogger.Logger = context.Logger;
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ContentLogger.Log($"Importing '{filePath}'");
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var template = DeserializeTileMapObjectTemplateContent(filePath, context);
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ContentLogger.Log($"Imported '{filePath}'");
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return template;
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}
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catch (Exception e)
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{
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context.Logger.LogImportantMessage(e.StackTrace);
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return null;
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}
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}
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private static TiledMapObjectTemplateContent DeserializeTileMapObjectTemplateContent(string filePath, ContentImporterContext context)
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{
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using (var reader = new StreamReader(filePath))
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{
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var templateSerializer = new XmlSerializer(typeof(TiledMapObjectTemplateContent));
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var template = (TiledMapObjectTemplateContent)templateSerializer.Deserialize(reader);
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if (!string.IsNullOrWhiteSpace(template.Tileset?.Source))
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{
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template.Tileset.Source = Path.Combine(Path.GetDirectoryName(filePath), template.Tileset.Source);
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ContentLogger.Log($"Adding dependency '{template.Tileset.Source}'");
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// We depend on this tileset.
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context.AddDependency(template.Tileset.Source);
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}
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return template;
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}
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}
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}
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}
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