dotnet core jank

This commit is contained in:
Mike
2020-11-02 20:02:03 -08:00
parent c3e9e7cf80
commit 5317c2745d
5 changed files with 140 additions and 76 deletions

View File

@@ -1,32 +1,35 @@
using System;
using System.Reflection;
using System.Runtime.InteropServices;
using Nez;
using Nez.ImGuiTools;
namespace project_name
{
class Game1 : Core
{
public Game1() : base()
{
class Game1 : Core
{
public Game1() : base()
{
// uncomment this line for scaled pixel art games
// System.Environment.SetEnvironmentVariable("FNA_OPENGL_BACKBUFFER_SCALE_NEAREST", "1");
}
}
override protected void Initialize()
{
base.Initialize();
override protected void Initialize()
{
base.Initialize();
Scene = new DefaultScene();
Scene = new DefaultScene();
#if DEBUG
System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
// System.Diagnostics.Debug.Listeners.Add(new System.Diagnostics.TextWriterTraceListener(System.Console.Out));
// optionally render Nez in an ImGui window
// optionally render Nez in an ImGui window
var imGuiManager = new ImGuiManager();
Core.RegisterGlobalManager(imGuiManager);
// optionally load up ImGui DLL if not using the above setup so that its command gets loaded in the DebugConsole
//System.Reflection.Assembly.Load("Nez.ImGui")
#endif
}
}
}
}
}

View File

@@ -1,51 +1,82 @@
using System;
using System.IO;
using System.Reflection;
using System.Runtime.InteropServices;
using Microsoft.Xna.Framework;
namespace project_name
{
class Program
{
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDefaultDllDirectories(int directoryFlags);
class Program
{
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDefaultDllDirectories(int directoryFlags);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
static extern void AddDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
static extern void AddDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName);
[DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
static extern bool SetDllDirectory(string lpPathName);
const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
const int LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
public static void Main(string[] args)
{
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
public static void Main(string[] args)
{
NativeLibrary.SetDllImportResolver(typeof(Microsoft.Xna.Framework.Color).Assembly, ImportResolver);
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
{
try
{
SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
AddDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
catch
{
// Pre-Windows 7, KB2533623
SetDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
}
using (Game1 game = new Game1())
{
game.Run();
}
}
private static IntPtr ImportResolver(string libraryName, Assembly assembly, DllImportSearchPath? searchPath)
{
IntPtr libHandle = IntPtr.Zero;
if (libraryName == "FNA3D")
{
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
NativeLibrary.TryLoad("bin/Debug/x64/FNA3D.dll", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
NativeLibrary.TryLoad("bin/Debug/osx/libFNA3D.0.dylib", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
NativeLibrary.TryLoad("bin/Debug/lib64/libFNA3D.so.0", assembly, DllImportSearchPath.System32, out libHandle);
}
else if (libraryName == "SDL2")
{
if (Environment.OSVersion.Platform == PlatformID.Win32NT)
NativeLibrary.TryLoad("bin/Debug/x64/SDL2.dll", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.OSX))
NativeLibrary.TryLoad("bin/Debug/osx/libSDL2-2.0.0.dylib", assembly, DllImportSearchPath.System32, out libHandle);
else if (RuntimeInformation.IsOSPlatform(OSPlatform.Linux))
NativeLibrary.TryLoad("bin/Debug/lib64/libSDL2-2.0.0.so.0", assembly, DllImportSearchPath.System32, out libHandle);
}
else
{
try
{
SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS);
AddDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
catch
{
// Pre-Windows 7, KB2533623
SetDllDirectory(Path.Combine(
AppDomain.CurrentDomain.BaseDirectory,
Environment.Is64BitProcess ? "x64" : "x86"
));
}
Console.WriteLine($"----- no case for library load: {libraryName} ---------");
}
using (Game1 game = new Game1())
{
game.Run();
}
}
}
}
Console.WriteLine($"----- no case for library load: {libHandle} ---------");
return libHandle;
}
}
}

View File

@@ -2,7 +2,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net471</TargetFramework>
<TargetFramework>netcoreapp3.1</TargetFramework>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<PlatformTarget>AnyCPU</PlatformTarget>
<AssemblyName>project_name</AssemblyName>
@@ -10,16 +10,16 @@
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
</PropertyGroup>
<!-- Reference FNA, Nez, ImGui and Persistence projects. Optionally add a Farseer reference here and in the .sln file -->
<ItemGroup>
<ProjectReference Include="../FNA/FNA.csproj"/>
<ProjectReference Include="../Nez/Nez.Portable/Nez.FNA.csproj"/>
<ProjectReference Include="../FNA/FNA.Core.csproj"/>
<ProjectReference Include="../Nez/Nez.Portable/Nez.FNA.Standard.csproj"/>
<ProjectReference Include="../Nez/Nez.Persistence/Nez.FNA.Persistence.csproj" />
<ProjectReference Include="../Nez/Nez.ImGui/Nez.FNA.ImGui.csproj"/>
<!-- <ProjectReference Include="../Nez/Nez.FarseerPhysics/Nez.FNA.FarseerPhysics.csproj" /> -->
</ItemGroup>
<!-- Includes Nez default effects and textures -->
<ItemGroup>
<Content Include="../Nez/DefaultContent/FNAEffects/**/*.fxb">
@@ -31,14 +31,14 @@
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<!-- Include the Content directory (except for .fx files, since we use .fxb at runtime) -->
<ItemGroup>
<Content Include="Content/**/*.*" Exclude="**/*.fx; Content/Content-Goes-Here.txt">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
</ItemGroup>
<!-- Include the CompiledContent bin (MGCB output). Copy it to the Content folder in the build. -->
<ItemGroup>
<Content Include="CompiledContent/bin/DesktopGL/**/*.xnb">
@@ -50,20 +50,21 @@
<None Remove="CompiledContent\bin\**"/>
<None Remove="CompiledContent\.*"/>
</ItemGroup>
<!-- MonoGames content pipeline needs this defined -->
<!-- optional: MonoGame's content pipeline needs this defined
<ItemGroup>
<MonoGameContentReference Include="CompiledContent\Content.mgcb"/>
</ItemGroup>
<Import Project="../MonoGameContent.targets"/>
-->
<PropertyGroup>
<IsOSX Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::OSX)))' == 'true'">true</IsOSX>
<IsLinux Condition="'$([System.Runtime.InteropServices.RuntimeInformation]::IsOSPlatform($([System.Runtime.InteropServices.OSPlatform]::Linux)))' == 'true'">true</IsLinux>
</PropertyGroup>
<!-- Copy fnalib directories to output -->
<ItemGroup>
<Content Include="..\fnalibs\x86\**\*.*" Visible="false" Condition="'$(OS)' == 'Windows_NT' AND '$(Platform)' != 'x64'">