Ajout de OpenGL multi-plateforme
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/$(Platform)
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/intermediateDir:obj/$(Platform)
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/platform:DesktopGL
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/config:
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/profile:Reach
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/compress:False
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#-------------------------------- References --------------------------------#
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#---------------------------------- Content ---------------------------------#
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
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<ProductVersion>8.0.30703</ProductVersion>
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<SchemaVersion>2.0</SchemaVersion>
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<ProjectGuid>{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}</ProjectGuid>
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<OutputType>WinExe</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>Galactic_Colors_Control_GUI</RootNamespace>
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<AssemblyName>Galactic Colors Control GUI</AssemblyName>
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<FileAlignment>512</FileAlignment>
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<MonoGamePlatform>DesktopGL</MonoGamePlatform>
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<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
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<PlatformTarget>x86</PlatformTarget>
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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\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
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<DefineConstants>DEBUG;TRACE;LINUX</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
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<PlatformTarget>x86</PlatformTarget>
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<DebugType>pdbonly</DebugType>
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<Optimize>true</Optimize>
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<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
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<DefineConstants>TRACE;LINUX</DefineConstants>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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</PropertyGroup>
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<PropertyGroup>
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<ApplicationIcon>Icon.ico</ApplicationIcon>
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</PropertyGroup>
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<ItemGroup>
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<Compile Include="Game1.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<Reference Include="OpenTK">
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<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\OpenTK.dll</HintPath>
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</Reference>
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<Reference Include="NVorbis">
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<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\NVorbis.dll</HintPath>
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</Reference>
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<Reference Include="MonoGame.Framework">
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<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Icon.ico" />
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<Content Include="OpenTK.dll.config">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</Content>
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</ItemGroup>
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<ItemGroup>
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<MonoGameContentReference Include="Content\Content.mgcb" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.
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<Target Name="BeforeBuild">
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</Target>
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<Target Name="AfterBuild">
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</Target>
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-->
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</Project>
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace Galactic_Colors_Control_GUI
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class Game1 : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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}
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}
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After Width: | Height: | Size: 144 KiB |
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<configuration>
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<dllmap os="linux" dll="opengl32.dll" target="libGL.so.1"/>
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<dllmap os="linux" dll="glu32.dll" target="libGLU.so.1"/>
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<dllmap os="linux" dll="openal32.dll" target="libopenal.so.1"/>
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<dllmap os="linux" dll="alut.dll" target="libalut.so.0"/>
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<dllmap os="linux" dll="opencl.dll" target="libOpenCL.so"/>
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<dllmap os="linux" dll="libX11" target="libX11.so.6"/>
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<dllmap os="linux" dll="libXi" target="libXi.so.6"/>
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<dllmap os="linux" dll="SDL2.dll" target="libSDL2-2.0.so.0.disabled"/>
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<dllmap os="osx" dll="opengl32.dll" target="/System/Library/Frameworks/OpenGL.framework/OpenGL"/>
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<dllmap os="osx" dll="openal32.dll" target="/System/Library/Frameworks/OpenAL.framework/OpenAL" />
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<dllmap os="osx" dll="alut.dll" target="/System/Library/Frameworks/OpenAL.framework/OpenAL" />
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<dllmap os="osx" dll="libGLES.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
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<dllmap os="osx" dll="libGLESv1_CM.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
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<dllmap os="osx" dll="libGLESv2.dll" target="/System/Library/Frameworks/OpenGLES.framework/OpenGLES" />
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<dllmap os="osx" dll="opencl.dll" target="/System/Library/Frameworks/OpenCL.framework/OpenCL"/>
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<dllmap os="osx" dll="SDL2.dll" target="libSDL2.dylib"/>
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<!-- XQuartz compatibility (X11 on Mac) -->
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<dllmap os="osx" dll="libGL.so.1" target="/usr/X11/lib/libGL.dylib"/>
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<dllmap os="osx" dll="libX11" target="/usr/X11/lib/libX11.dylib"/>
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<dllmap os="osx" dll="libXcursor.so.1" target="/usr/X11/lib/libXcursor.dylib"/>
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<dllmap os="osx" dll="libXi" target="/usr/X11/lib/libXi.dylib"/>
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<dllmap os="osx" dll="libXinerama" target="/usr/X11/lib/libXinerama.dylib"/>
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<dllmap os="osx" dll="libXrandr.so.2" target="/usr/X11/lib/libXrandr.dylib"/>
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</configuration>
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using System;
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namespace Galactic_Colors_Control_GUI
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{
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/// <summary>
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/// The main class.
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/// </summary>
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public static class Program
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{
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/// <summary>
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/// The main entry point for the application.
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/// </summary>
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[STAThread]
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static void Main()
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{
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using (var game = new Game1())
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game.Run();
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}
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}
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}
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("Galactic Colors Control GUI")]
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[assembly: AssemblyProduct("Galactic Colors Control GUI")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyCopyright("Copyright © 2016")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("606d35be-02e8-4a7e-978e-04c2aca6ccd7")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@ -7,20 +7,38 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Galactic Colors Control Ser
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Galactic Colors Control", "Galactic Colors Control\Galactic Colors Control.csproj", "{93582CE8-C8C8-4E19-908B-D671ECBADE25}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Galactic Colors Control GUI", "Galactic Colors Control GUI\Galactic Colors Control GUI.csproj", "{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|x86 = Debug|x86
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Release|Any CPU = Release|Any CPU
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Debug|x86.ActiveCfg = Debug|Any CPU
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Debug|x86.Build.0 = Debug|Any CPU
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Release|Any CPU.Build.0 = Release|Any CPU
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Release|x86.ActiveCfg = Release|Any CPU
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{9E3AF4E1-88C6-4139-A15C-B4F633E80612}.Release|x86.Build.0 = Release|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Debug|x86.ActiveCfg = Debug|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Debug|x86.Build.0 = Debug|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Release|Any CPU.Build.0 = Release|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Release|x86.ActiveCfg = Release|Any CPU
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{93582CE8-C8C8-4E19-908B-D671ECBADE25}.Release|x86.Build.0 = Release|Any CPU
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{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}.Debug|Any CPU.ActiveCfg = Debug|x86
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{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}.Debug|x86.ActiveCfg = Debug|x86
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{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}.Debug|x86.Build.0 = Debug|x86
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{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}.Release|Any CPU.ActiveCfg = Release|x86
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{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}.Release|x86.ActiveCfg = Release|x86
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{F6CDDF1B-5A57-4A84-B57C-749FFF9AE031}.Release|x86.Build.0 = Release|x86
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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Reference in New Issue