-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathMiGame.csproj
80 lines (68 loc) · 3.22 KB
/
MiGame.csproj
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net5.0</TargetFramework>
<PackageId>ShardSoft.MiGame</PackageId>
<Authors>Michael Furlong</Authors>
<PackageLicenseFile>licence.md</PackageLicenseFile>
<PackageReleaseNotes>### Version 1.0.0
- `GameState` now provides the `SubscribeEvents()` and `UnsubscribeEvents()` methods for subscribing
to window events and have replaced `OnGainFocus(object, EventArgs)`, `OnLoseFocus(object, EventArgs)`
and `OnTextEntered(object, TextEventArgs)`.
- MiGame now targets .Net 5 and has updated code style for C#9.
- Now depends on MiCore 1.0.0.
- Now depends on MiInput 1.0.0.
- Now depends on MiGfx 1.0.0.
### Version 0.5.0
- Changed SFML source to latest official SFML.Net repository.
- Updated MiCore to version 0.5.0.
- Updated MiInput to version 0.9.0.
- Updated MiGfx to version 0.9.0.
### Version 0.4.0
- Renamed to `MiGame` and updated to depend on `MiCore`, `MiGfx` and `MiInput`.
### Version 0.3.0
- `GameWindow.Run(IGameState)` now returns an `ExitCode` that is stored in `GameWindow.ExitCode`.
- `GameWindow.Exit(int)` has been replaced with `GameWindow.Exit(ExitCode)`.
- `GameState` now contains the virtual methods `OnGainFocus(object,EventArgs)`,
`OnLoseFocus(object,EventArgs)`, `OnCloseRequest(object,EventArgs)` and
`OnTextEntered(object,TextEventArgs)` that are called on their respective window events.
### Version 0.2.0
- `GameWindow.OnUpdate(float)` has been replaced with `GameWindow.PreUpdate(float)` for updating
logic before the current game state and `GameWindow.PostUpdate(float)` for updating logic after.
- `GameWindow.OnDraw()` has been replaced with `GameWindow.PreDraw()` for drawing content
before/underneath the current game state and `GameWindow.PostUpdate(float)` for drawing content
after/above.
- When calling `StateManager.Push(IGameState)`, `GameState.OnStore()` is called for the current
state before `GameState.OnLoad()` is called for the new state, as originally intended.
### Version 0.1.0
- Initial release.</PackageReleaseNotes>
<Description>A basic game library for use with SFML.Net.</Description>
<Copyright>Copyright (c) Michael Furlong 2021</Copyright>
<PackageProjectUrl>https://github.com/BrokenShards/MiGame</PackageProjectUrl>
<GeneratePackageOnBuild>true</GeneratePackageOnBuild>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<OutputPath>bin\Debug\</OutputPath>
<DocumentationFile>bin\Debug\MiGame.xml</DocumentationFile>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<OutputPath>bin\Release\</OutputPath>
<DocumentationFile>bin\Release\MiGame.xml</DocumentationFile>
</PropertyGroup>
<ItemGroup>
<Compile Remove="MiGameTest\**" />
<EmbeddedResource Remove="MiGameTest\**" />
<None Remove="MiGameTest\**" />
<None Include="licence.md">
<Pack>True</Pack>
<PackagePath></PackagePath>
</None>
</ItemGroup>
<ItemGroup>
<PackageReference Include="ShardSoft.MiGfx" Version="1.0.0" />
</ItemGroup>
<ItemGroup>
<Reference Include="XInputDotNetPure">
<HintPath>Dependencies\XInputDotNetPure.dll</HintPath>
</Reference>
</ItemGroup>
</Project>