Add HelloWorld tool to repo, add build scripts, fix bugs in HelloWorld
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#!/bin/sh
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name="$(basename "$PWD").dll"
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CscToolExe="$(which csc)" dotnet build -c Debug -m && cp -f "bin/Debug/$name" "../../output/ExternalTools/$name"
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#!/bin/sh
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name="$(basename "$PWD").dll"
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CscToolExe="$(which csc)" dotnet build -c Release -m && cp -f "bin/Release/$name" "../../output/ExternalTools/$name"
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namespace BizHawk.Client.EmuHawk
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{
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public partial class CustomMainForm
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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this.label_Watch1 = new System.Windows.Forms.Label();
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this.label_Watch2 = new System.Windows.Forms.Label();
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this.label_Watch3 = new System.Windows.Forms.Label();
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this.label_Game = new System.Windows.Forms.Label();
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this.button1 = new System.Windows.Forms.Button();
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this.label_GameHash = new System.Windows.Forms.Label();
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this.button2 = new System.Windows.Forms.Button();
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this.button3 = new System.Windows.Forms.Button();
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this.savestateLabel = new System.Windows.Forms.Label();
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this.savestateName = new System.Windows.Forms.TextBox();
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this.saveState = new System.Windows.Forms.Button();
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this.loadstate = new System.Windows.Forms.Button();
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this.SuspendLayout();
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//
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// label_Watch1
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//
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this.label_Watch1.AutoSize = true;
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this.label_Watch1.Location = new System.Drawing.Point(12, 57);
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this.label_Watch1.Name = "label_Watch1";
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this.label_Watch1.Size = new System.Drawing.Size(35, 13);
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this.label_Watch1.TabIndex = 0;
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this.label_Watch1.Text = "label1";
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//
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// label_Watch2
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//
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this.label_Watch2.AutoSize = true;
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this.label_Watch2.Location = new System.Drawing.Point(12, 79);
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this.label_Watch2.Name = "label_Watch2";
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this.label_Watch2.Size = new System.Drawing.Size(35, 13);
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this.label_Watch2.TabIndex = 1;
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this.label_Watch2.Text = "label2";
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//
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// label_Watch3
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//
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this.label_Watch3.AutoSize = true;
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this.label_Watch3.Location = new System.Drawing.Point(12, 102);
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this.label_Watch3.Name = "label_Watch3";
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this.label_Watch3.Size = new System.Drawing.Size(35, 13);
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this.label_Watch3.TabIndex = 2;
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this.label_Watch3.Text = "label3";
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//
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// label_Game
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//
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this.label_Game.AutoSize = true;
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this.label_Game.Location = new System.Drawing.Point(13, 13);
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this.label_Game.Name = "label_Game";
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this.label_Game.Size = new System.Drawing.Size(35, 13);
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this.label_Game.TabIndex = 3;
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this.label_Game.Text = "label4";
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//
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// button1
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//
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this.button1.Location = new System.Drawing.Point(176, 226);
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this.button1.Name = "button1";
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this.button1.Size = new System.Drawing.Size(96, 23);
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this.button1.TabIndex = 4;
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this.button1.Text = "Frame Advance";
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this.button1.UseVisualStyleBackColor = true;
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this.button1.Click += new System.EventHandler(this.button1_Click);
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//
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// label_GameHash
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//
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this.label_GameHash.AutoSize = true;
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this.label_GameHash.Location = new System.Drawing.Point(13, 35);
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this.label_GameHash.Name = "label_GameHash";
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this.label_GameHash.Size = new System.Drawing.Size(35, 13);
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this.label_GameHash.TabIndex = 5;
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this.label_GameHash.Text = "label5";
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//
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// button2
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//
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this.button2.Location = new System.Drawing.Point(72, 197);
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this.button2.Name = "button2";
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this.button2.Size = new System.Drawing.Size(98, 23);
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this.button2.TabIndex = 6;
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this.button2.Text = "Current Buttons";
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this.button2.UseVisualStyleBackColor = true;
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this.button2.Click += new System.EventHandler(this.button2_Click);
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//
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// button3
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//
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this.button3.Location = new System.Drawing.Point(72, 226);
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this.button3.Name = "button3";
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this.button3.Size = new System.Drawing.Size(98, 23);
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this.button3.TabIndex = 7;
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this.button3.Text = "10 A Press";
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this.button3.UseVisualStyleBackColor = true;
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this.button3.Click += new System.EventHandler(this.button3_Click);
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//
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// savestateLabel
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//
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this.savestateLabel.AutoSize = true;
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this.savestateLabel.Location = new System.Drawing.Point(12, 119);
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this.savestateLabel.Name = "savestateLabel";
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this.savestateLabel.Size = new System.Drawing.Size(87, 13);
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this.savestateLabel.TabIndex = 8;
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this.savestateLabel.Text = "Savestate name:";
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//
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// savestateName
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//
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this.savestateName.Location = new System.Drawing.Point(106, 116);
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this.savestateName.Name = "savestateName";
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this.savestateName.Size = new System.Drawing.Size(75, 20);
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this.savestateName.TabIndex = 9;
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//
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// saveState
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//
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this.saveState.Location = new System.Drawing.Point(187, 114);
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this.saveState.Name = "saveState";
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this.saveState.Size = new System.Drawing.Size(44, 23);
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this.saveState.TabIndex = 10;
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this.saveState.Text = "Save";
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this.saveState.UseVisualStyleBackColor = true;
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this.saveState.Click += new System.EventHandler(this.saveState_Click);
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//
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// loadstate
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//
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this.loadstate.Location = new System.Drawing.Point(237, 114);
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this.loadstate.Name = "loadstate";
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this.loadstate.Size = new System.Drawing.Size(46, 23);
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this.loadstate.TabIndex = 11;
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this.loadstate.Text = "Load";
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this.loadstate.UseVisualStyleBackColor = true;
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this.loadstate.Click += new System.EventHandler(this.loadstate_Click);
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//
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// CustomMainForm
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.ClientSize = new System.Drawing.Size(284, 261);
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this.Controls.Add(this.loadstate);
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this.Controls.Add(this.saveState);
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this.Controls.Add(this.savestateName);
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this.Controls.Add(this.savestateLabel);
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this.Controls.Add(this.button3);
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this.Controls.Add(this.button2);
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this.Controls.Add(this.label_GameHash);
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this.Controls.Add(this.button1);
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this.Controls.Add(this.label_Game);
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this.Controls.Add(this.label_Watch3);
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this.Controls.Add(this.label_Watch2);
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this.Controls.Add(this.label_Watch1);
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this.Name = "CustomMainForm";
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this.Text = "HelloWorld";
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this.ResumeLayout(false);
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this.PerformLayout();
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}
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#endregion
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private System.Windows.Forms.Label label_Watch1;
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private System.Windows.Forms.Label label_Watch2;
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private System.Windows.Forms.Label label_Watch3;
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private System.Windows.Forms.Label label_Game;
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private System.Windows.Forms.Button button1;
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private System.Windows.Forms.Label label_GameHash;
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private System.Windows.Forms.Button button2;
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private System.Windows.Forms.Button button3;
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private System.Windows.Forms.Label savestateLabel;
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private System.Windows.Forms.TextBox savestateName;
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private System.Windows.Forms.Button saveState;
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private System.Windows.Forms.Button loadstate;
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}
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}
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using System;
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using System.Windows.Forms;
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using System.IO;
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using BizHawk.Client.ApiHawk;
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using BizHawk.Client.Common;
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using BizHawk.Emulation.Common;
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using BizHawk.Client.ApiHawk.Classes.Events;
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namespace BizHawk.Client.EmuHawk
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{
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/// <summary>
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/// Here your first form
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/// /!\ it MUST be called CustomMainForm and implements IExternalToolForm
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/// Take also care of the namespace
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/// </summary>
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public partial class CustomMainForm : Form, IExternalToolForm
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{
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#region Fields
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/*
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The following stuff will be automatically filled
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by BizHawk runtime
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*/
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[RequiredService]
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internal IMemoryDomains _memoryDomains { get; set; }
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[RequiredService]
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private IEmulator _emu { get; set; }
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/*private members for our needed*/
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private WatchList _watches;
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#endregion
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#region cTor(s)
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public CustomMainForm()
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{
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InitializeComponent();
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label_GameHash.Click += Label_GameHash_Click;
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ClientApi.BeforeQuickSave += ClientApi_BeforeQuickSave;
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ClientApi.BeforeQuickLoad += ClientApi_BeforeQuickLoad;
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}
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#endregion
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#region Methods
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private void button1_Click(object sender, EventArgs e)
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{
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ClientApi.DoFrameAdvance();
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}
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private void button2_Click(object sender, EventArgs e)
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{
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ClientApi.GetInput(1);
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}
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private void button3_Click(object sender, EventArgs e)
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{
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for (int i = 0; i < 600; i++)
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{
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if (i % 60 == 0)
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{
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Joypad j1 = ClientApi.GetInput(1);
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j1.AddInput(JoypadButton.A);
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ClientApi.SetInput(1, j1);
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ClientApi.DoFrameAdvance();
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j1.RemoveInput(JoypadButton.A);
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ClientApi.SetInput(1, j1);
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ClientApi.DoFrameAdvance();
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}
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ClientApi.DoFrameAdvance();
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}
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Joypad j = ClientApi.GetInput(1);
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j.ClearInputs();
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ClientApi.SetInput(1, j);
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}
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private void Label_GameHash_Click(object sender, EventArgs e)
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{
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Clipboard.SetText(Global.Game.Hash);
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}
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private void loadstate_Click(object sender, EventArgs e)
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{
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if (savestateName.Text.Trim() != string.Empty)
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{
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ClientApi.LoadState(savestateName.Text);
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//BinaryStateLoader.LoadAndDetect(savestateName.Text + ".State").GetLump(BinaryStateLump.Framebuffer, false, Test);
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}
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}
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/*private void Test(BinaryReader r)
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{
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System.Drawing.Bitmap b = new System.Drawing.Bitmap(r.BaseStream);
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}*/
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private void saveState_Click(object sender, EventArgs e)
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{
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if (savestateName.Text.Trim() != string.Empty)
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{
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ClientApi.SaveState(savestateName.Text);
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}
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}
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//We will override F10 quicksave behavior
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private void ClientApi_BeforeQuickSave(object sender, BeforeQuickSaveEventArgs e)
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{
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if(e.Slot == 0)
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{
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string basePath = Path.Combine(PathManager.GetSaveStatePath(Global.Game), "Test");
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if (!Directory.Exists(basePath))
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{
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Directory.CreateDirectory(basePath);
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}
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ClientApi.SaveState(Path.Combine(basePath, e.Name));
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e.Handled = true;
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}
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}
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//We will override F10 quickload behavior
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private void ClientApi_BeforeQuickLoad(object sender, BeforeQuickLoadEventArgs e)
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{
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if (e.Slot == 0)
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{
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string basePath = Path.Combine(PathManager.GetSaveStatePath(Global.Game), "Test");
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ClientApi.LoadState(Path.Combine(basePath, e.Name));
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e.Handled = true;
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}
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}
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#endregion
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#region BizHawk Required methods
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/// <summary>
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/// Return true if you want the <see cref="UpdateValues"/> method
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/// to be called before rendering
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/// </summary>
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public bool UpdateBefore
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{
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get
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{
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return true;
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}
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}
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public bool AskSaveChanges()
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{
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return true;
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}
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/// <summary>
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/// This method is called instead of regular <see cref="UpdateValues"/>
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/// when emulator is runnig in turbo mode
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/// </summary>
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public void FastUpdate()
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{ }
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public void NewUpdate(ToolFormUpdateType type) {}
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/// <summary>
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/// Restart is called the first time you call the form
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/// but also when you start playing a movie
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/// </summary>
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public void Restart()
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{
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//set a client padding
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// ClientApi.SetExtraPadding(50, 50);
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if (Global.Game.Name != "Null")
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{
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//first initialization of WatchList
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if (_watches == null)
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{
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_watches = new WatchList(_memoryDomains, _emu.SystemId ?? string.Empty);
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//Create some watch
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Watch myFirstWatch = Watch.GenerateWatch(_memoryDomains.MainMemory, 0x40, WatchSize.Byte, BizHawk.Client.Common.DisplayType.Hex, true);
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Watch mySecondWatch = Watch.GenerateWatch(_memoryDomains.MainMemory, 0x50, WatchSize.Word, BizHawk.Client.Common.DisplayType.Unsigned, true);
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Watch myThirdWatch = Watch.GenerateWatch(_memoryDomains.MainMemory, 0x60, WatchSize.DWord, BizHawk.Client.Common.DisplayType.Hex, true);
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//add them into the list
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_watches.Add(myFirstWatch);
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_watches.Add(mySecondWatch);
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_watches.Add(myThirdWatch);
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label_Game.Text = string.Format("You're playing {0}", Global.Game.Name);
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label_GameHash.Text = string.Format("Hash: {0}", Global.Game.Hash);
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}
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//refresh it
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else
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{
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_watches.RefreshDomains(_memoryDomains);
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label_Game.Text = string.Format("You're playing {0}", Global.Game.Name);
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label_GameHash.Text = string.Format("Hash: {0}", Global.Game.Hash);
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}
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}
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else
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{
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label_Game.Text = string.Format("You aren't playing to anything");
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label_GameHash.Text = string.Empty;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This method is called when a frame is rendered
|
||||
/// You can comapre it the lua equivalent emu.frameadvance()
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||||
/// </summary>
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||||
public void UpdateValues()
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{
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if (Global.Game.Name != "Null")
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||||
{
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||||
//we update our watches
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||||
_watches.UpdateValues();
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label_Watch1.Text = string.Format("First watch ({0}) current value: {1}", _watches[0].AddressString, _watches[0].ValueString);
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label_Watch2.Text = string.Format("Second watch ({0}) current value: {1}", _watches[1].AddressString, _watches[1].ValueString);
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label_Watch3.Text = string.Format("Third watch ({0}) current value: {1}", _watches[2].AddressString, _watches[2].ValueString);
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}
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||||
}
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#endregion BizHawk Required methods
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||||
}
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}
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@ -0,0 +1,120 @@
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<?xml version="1.0" encoding="utf-8"?>
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||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string" />
|
||||
<xsd:attribute name="type" type="xsd:string" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string" />
|
||||
<xsd:attribute name="name" type="xsd:string" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
|
||||
<xsd:attribute ref="xml:space" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" />
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
|
@ -0,0 +1,80 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="../../DotNetBuild.Common.targets" Condition=" '$(OS)' != 'Windows_NT' " />
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{288D598F-1019-4EA2-802D-14D3CC73EE90}</ProjectGuid>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>HelloWorld</RootNamespace>
|
||||
<AssemblyName>HelloWorld</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release\</OutputPath>
|
||||
<DefineConstants>TRACE</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference
|
||||
HintPath="../../output/BizHawk.Client.ApiHawk.dll"
|
||||
Include="BizHawk.Client.ApiHawk" />
|
||||
<Reference
|
||||
HintPath="../../output/BizHawk.Client.Common.dll"
|
||||
Include="BizHawk.Client.Common" />
|
||||
<Reference
|
||||
HintPath="../../output/BizHawk.Emulation.Common.dll"
|
||||
Include="BizHawk.Emulation.Common" />
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="CustomMainForm.cs">
|
||||
<SubType>Form</SubType>
|
||||
</Compile>
|
||||
<Compile Include="CustomMainForm.Designer.cs">
|
||||
<DependentUpon>CustomMainForm.cs</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="CustomMainForm.resx">
|
||||
<DependentUpon>CustomMainForm.cs</DependentUpon>
|
||||
</EmbeddedResource>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="icon_Hello.ico" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
|
@ -0,0 +1,50 @@
|
|||
using System.Drawing;
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using BizHawk.Client.ApiHawk;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("HelloWorld")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("HelloWorld")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2015")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
//As you can see this is a dedicated attribute. You can write the name of your tool, a small description
|
||||
//and give an icon. The icon should be compiled as an embedded resource and you must give the entire path
|
||||
[assembly: BizHawkExternalTool("Hello World", "My first External tool for BizHawk emulator", "icon_Hello.ico")]
|
||||
|
||||
//This attribute say what the is for. here, I don't anything
|
||||
//It's equivalent to [assembly: BizHawkExternalToolUsage(BizHawkExternalToolUsage.Global, string.Empty)]
|
||||
//Here is an example for an emulator specific: BizHawkExternalToolUsage(BizHawkExternalToolUsage.EmulatorSpecific, EmulatedSystem.NES)]
|
||||
//Here is an example for an game specific: BizHawkExternalToolUsage(BizHawkExternalToolUsage.GameSpecific, "6B47BB75D16514B6A476AA0C73A683A2A4C18765")] => Super Mario World (USA)
|
||||
//By setting this, your tool is contextualized, that mean you can't load it if emulator is in state you don't want
|
||||
//It avoid crash
|
||||
[assembly: BizHawkExternalToolUsage()]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("288d598f-1019-4ea2-802d-14d3cc73ee90")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
|
@ -0,0 +1 @@
|
|||
../.build_from_cwd_debug.sh
|
|
@ -0,0 +1 @@
|
|||
../.build_from_cwd_release.sh
|
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Reference in New Issue