Files
Christopher WhitleyandGitHub 3a5269cfea Reorganization (#909)
* 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
2024-07-06 23:46:20 -04:00

61 lines
2.3 KiB
C#

using System;
using System.IO;
using System.Xml.Serialization;
using Microsoft.Xna.Framework.Content.Pipeline;
using MonoGame.Extended.Content.Tiled;
namespace MonoGame.Extended.Content.Pipeline.Tiled
{
[ContentImporter(".tsx", DefaultProcessor = "TiledMapTilesetProcessor", DisplayName = "Tiled Map Tileset Importer - MonoGame.Extended")]
public class TiledMapTilesetImporter : ContentImporter<TiledMapTilesetContentItem>
{
public override TiledMapTilesetContentItem Import(string filePath, ContentImporterContext context)
{
try
{
if (filePath == null)
throw new ArgumentNullException(nameof(filePath));
ContentLogger.Logger = context.Logger;
ContentLogger.Log($"Importing '{filePath}'");
var tileset = DeserializeTiledMapTilesetContent(filePath, context);
ContentLogger.Log($"Imported '{filePath}'");
return new TiledMapTilesetContentItem(tileset);
}
catch (Exception e)
{
context.Logger.LogImportantMessage(e.StackTrace);
throw;
}
}
private TiledMapTilesetContent DeserializeTiledMapTilesetContent(string filePath, ContentImporterContext context)
{
using (var reader = new StreamReader(filePath))
{
var tilesetSerializer = new XmlSerializer(typeof(TiledMapTilesetContent));
var tileset = (TiledMapTilesetContent)tilesetSerializer.Deserialize(reader);
if (tileset.Image is not null)
tileset.Image.Source = context.AddDependencyWithLogging(filePath, tileset.Image.Source);
foreach (var tile in tileset.Tiles)
{
foreach (var obj in tile.Objects)
{
if (!string.IsNullOrWhiteSpace(obj.TemplateSource))
obj.TemplateSource = context.AddDependencyWithLogging(filePath, obj.TemplateSource);
}
if (tile.Image is not null)
tile.Image.Source = context.AddDependencyWithLogging(filePath, tile.Image.Source);
}
return tileset;
}
}
}
}