Added a simple live asset rebuild system.
parent
b002a69ed3
commit
693f827d64
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@ -288,6 +288,9 @@ __pycache__/
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*.xsd.cs
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# MacOS Nonsense
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.DS_Store
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#
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# Ignores for FNA-Template
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@ -0,0 +1,75 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Diagnostics;
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using System.IO;
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namespace FNATemplate
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{
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#if DEBUG
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static class AssetRebuild
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{
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public static bool Run()
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{
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try
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{
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// This file is generated at build time (see ContentRebuilder.targets)
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string infoPath = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, "AssetRebuildInfo.txt");
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if(!File.Exists(infoPath))
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{
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Debug.WriteLine("AssetRebuild: Could not find file " + infoPath);
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return false;
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}
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string[] lines = File.ReadAllLines(infoPath);
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if(lines.Length < 2)
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{
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Debug.WriteLine("AssetRebuild: Missing data in " + infoPath);
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return false;
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}
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string msBuildDirectory = lines[0];
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if(!Directory.Exists(msBuildDirectory))
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{
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Debug.WriteLine("AssetRebuild: Could not directory " + msBuildDirectory);
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return false;
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}
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string projectPath = lines[1];
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if(!File.Exists(projectPath))
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{
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Debug.WriteLine("AssetRebuild: Could not find " + projectPath);
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return false;
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}
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string msBuildPath;
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if(Environment.OSVersion.Platform == PlatformID.Win32NT)
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{
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msBuildPath = Path.Combine(msBuildDirectory, "MSBuild");
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}
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else
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{
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// The msbuild command isn't where we expect it on Xamarin, so just rely on PATH.
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msBuildPath = "msbuild";
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}
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Process process = new Process();
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process.StartInfo.FileName = msBuildPath;
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process.StartInfo.Arguments = @"/t:BuildContentOnly";
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process.StartInfo.WorkingDirectory = Path.GetDirectoryName(projectPath); // <- MSBuild will automatically find the csproj file.
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process.Start();
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process.WaitForExit();
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Debug.WriteLine("AssetRebuild: Completed");
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return true;
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}
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catch(Exception e)
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{
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Debug.WriteLine("AssetRebuild: Failed with: " + e.ToString());
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return false;
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}
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}
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}
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#endif
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}
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@ -62,6 +62,7 @@
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<Reference Include="Microsoft.CSharp" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="AssetRebuild.cs" />
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="FNATemplateGame.cs" />
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@ -86,6 +87,7 @@
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<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
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<Import Project="..\build\BuildShaders.targets" />
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<Import Project="..\build\CopyFNALibs.targets" />
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<Import Project="..\build\ContentRebuilder.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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@ -5,6 +5,7 @@ using System.Text;
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using System.IO;
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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 FNATemplate
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{
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@ -46,18 +47,51 @@ namespace FNATemplate
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base.LoadContent();
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}
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protected override void UnloadContent()
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{
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Content.Unload();
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spriteBatch.Dispose();
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exampleEffect.Dispose();
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base.UnloadContent();
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}
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KeyboardState lastKeyboardState;
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protected override void Update(GameTime gameTime)
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{
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// Insert your game update logic here.
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KeyboardState keyboardState = Keyboard.GetState();
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//
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// Asset Rebuilding:
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#if DEBUG
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const Keys assetRebuildKey = Keys.F5;
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if(keyboardState.IsKeyDown(assetRebuildKey) && lastKeyboardState.IsKeyUp(assetRebuildKey))
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{
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if(AssetRebuild.Run())
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{
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UnloadContent();
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LoadContent();
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}
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}
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#endif
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//
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// Insert your game update logic here.
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//
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lastKeyboardState = keyboardState;
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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//
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// Replace this with your own drawing code.
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//
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GraphicsDevice.Clear(Color.CornflowerBlue);
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@ -0,0 +1,17 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<!-- Allow fast rebuild of MonoGame content. Expects MonoGame.Content.Builder.targets to have been included. -->
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<Target Name="BuildContentOnly" DependsOnTargets="BuildContent;BuildShaders;_CopySourceItemsToOutputDirectory" />
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<!-- So what we call at runtime matches what we're building now... -->
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<Target Name="WriteAssetRebuildInfo" BeforeTargets="Compile"
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Condition="'$(Configuration)' == 'Debug'">
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<WriteLinesToFile
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File="$(OutputPath)AssetRebuildInfo.txt"
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Lines="$(MSBuildToolsPath);$(MSBuildProjectFullPath)"
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Overwrite="true"
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Encoding="Unicode"/>
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</Target>
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</Project>
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