Migrate HelloWorld to new csproj format and cleanup
This commit is contained in:
parent
2c74b1a693
commit
7950605676
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@ -1,3 +1,3 @@
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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/$name"
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CscToolExe="$(which csc)" dotnet build -c Debug -m && cp -f "bin/Debug/net48/$name" "../../output/ExternalTools/$name"
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@ -1,3 +1,3 @@
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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/$name"
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CscToolExe="$(which csc)" dotnet build -c Release -m && cp -f "bin/Release/net48/$name" "../../output/ExternalTools/$name"
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@ -0,0 +1,29 @@
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<Project>
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<PropertyGroup>
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<CodeAnalysisRuleSet>$(ProjectDir)../../Common.ruleset</CodeAnalysisRuleSet>
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<ErrorReport>prompt</ErrorReport>
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<GenerateAssemblyInfo>false</GenerateAssemblyInfo>
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<LangVersion>8.0</LangVersion>
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<Nullable>enable</Nullable>
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<OutputPath>$(ProjectDir)bin/$(Configuration)</OutputPath>
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<PlatformTarget>AnyCPU</PlatformTarget>
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<RunAnalyzersDuringBuild Condition=" '$(MachineRunAnalyzersDuringBuild)' == '' ">false</RunAnalyzersDuringBuild>
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<RunCodeAnalysis>false</RunCodeAnalysis>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Debug' ">
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<DebugSymbols>true</DebugSymbols>
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<DebugType>full</DebugType>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<Optimize>false</Optimize>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)' == 'Release' ">
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<DebugSymbols>false</DebugSymbols>
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<DebugType>pdbonly</DebugType>
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<DefineConstants>TRACE</DefineConstants>
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<Optimize>true</Optimize>
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</PropertyGroup>
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<ItemGroup>
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<AdditionalFiles Include="$(ProjectDir)../../.stylecop.json" />
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<Compile Remove="*.sh" />
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</ItemGroup>
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</Project>
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@ -5,65 +5,115 @@ 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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using DisplayType = BizHawk.Client.Common.DisplayType;
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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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/// <remarks><see cref="IExternalToolForm">ExternalToolForms</see> must be a class named <c>CustomMainForm</c> in namespace <c>BizHawk.Client.EmuHawk</c>.</remarks>
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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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/// <remarks><see cref="RequiredServiceAttribute">RequiredServices</see> are populated by EmuHawk at runtime.</remarks>
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[RequiredService]
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internal IMemoryDomains _memoryDomains { get; set; }
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private IEmulator? _emu { get; set; }
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[RequiredService]
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private IEmulator _emu { get; set; }
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private IMemoryDomains? _memoryDomains { get; set; }
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/*private members for our needed*/
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private WatchList _watches;
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private WatchList? _watches;
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#endregion
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#region cTor(s)
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private WatchList Watches
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{
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get
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{
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WatchList CreateWatches()
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{
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var w = new WatchList(_memoryDomains, _emu?.SystemId ?? string.Empty);
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w.AddRange(new[] {
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Watch.GenerateWatch(_memoryDomains?.MainMemory, 0x40, WatchSize.Byte, DisplayType.Hex, true),
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Watch.GenerateWatch(_memoryDomains?.MainMemory, 0x50, WatchSize.Word, DisplayType.Unsigned, true),
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Watch.GenerateWatch(_memoryDomains?.MainMemory, 0x60, WatchSize.DWord, DisplayType.Hex, true)
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});
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return w;
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}
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_watches ??= CreateWatches();
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return _watches;
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}
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}
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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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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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ClientApi.BeforeQuickSave += (sender, e) =>
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{
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if (e.Slot != 0) return; // only take effect on slot 0
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var basePath = Path.Combine(PathManager.GetSaveStatePath(Global.Game), "Test");
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if (!Directory.Exists(basePath)) Directory.CreateDirectory(basePath);
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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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ClientApi.BeforeQuickLoad += (sender, e) =>
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{
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if (e.Slot != 0) return; // only take effect on slot 0
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var 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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/// <remarks>We want <see cref="UpdateValues"/> to be called before rendering.</remarks>
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public bool UpdateBefore => true;
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#region Methods
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public bool AskSaveChanges() => true;
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private void button1_Click(object sender, EventArgs e)
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/// <remarks>This is called instead of the usual <see cref="UpdateValues"/> when EmuHawk is turboing.</remarks>
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public void FastUpdate() {}
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public void NewUpdate(ToolFormUpdateType type) {}
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/// <remarks>This is called once when the form is opened, and every time a new movie session starts.</remarks>
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public void Restart()
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{
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ClientApi.DoFrameAdvance();
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#if false
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ClientApi.SetExtraPadding(50, 50);
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#endif
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if (Global.Game.Name != "Null")
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{
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Watches.RefreshDomains(_memoryDomains);
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label_Game.Text = $"You're playing {Global.Game.Name}";
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label_GameHash.Text = $"Hash: {Global.Game.Hash}";
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}
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else
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{
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label_Game.Text = "You're playing... nothing";
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label_GameHash.Text = string.Empty;
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}
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}
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private void button2_Click(object sender, EventArgs e)
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/// <remarks>Called just before every video frame.</remarks>
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public void UpdateValues()
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{
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ClientApi.GetInput(1);
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if (Global.Game.Name == "Null" || Watches.Count < 3) return;
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Watches.UpdateValues();
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label_Watch1.Text = $"First watch ({Watches[0].AddressString}) current value: {Watches[0].ValueString}";
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label_Watch2.Text = $"Second watch ({Watches[1].AddressString}) current value: {Watches[1].ValueString}";
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label_Watch3.Text = $"Third watch ({Watches[2].AddressString}) current value: {Watches[2].ValueString}";
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}
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private void button1_Click(object sender, EventArgs e) => ClientApi.DoFrameAdvance();
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private void button2_Click(object sender, EventArgs e) => ClientApi.GetInput(1);
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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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for (var 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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var j1 = ClientApi.GetInput(1);
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j1.AddInput(JoypadButton.A);
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ClientApi.SetInput(1, j1);
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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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var 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 label_GameHash_Click(object sender, EventArgs e) => Clipboard.SetText(Global.Game.Hash);
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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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if (string.IsNullOrWhiteSpace(savestateName.Text)) return;
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ClientApi.LoadState(savestateName.Text);
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#if false
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static void Test(BinaryReader r)
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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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var b = new System.Drawing.Bitmap(r.BaseStream);
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}
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BinaryStateLoader.LoadAndDetect($"{savestateName.Text}.State").GetLump(BinaryStateLump.Framebuffer, false, Test);
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#endif
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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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if (!string.IsNullOrWhiteSpace(savestateName.Text)) ClientApi.SaveState(savestateName.Text);
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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;
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}
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}
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/// <summary>
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/// This method is called when a frame is rendered
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/// 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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@ -1,120 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
|
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
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There are any number of "resheader" rows that contain simple
|
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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
|
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text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
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mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
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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
|
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that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
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value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
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: and then encoded with base64 encoding.
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|
||||
mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
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|
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
|
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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||||
<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" />
|
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<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>
|
|
@ -1,80 +1,11 @@
|
|||
<?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>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<Import Project="$(ProjectDir)../Common.props" />
|
||||
<Import Project="$(ProjectDir)../NET48ExternalToolForm.props" />
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="icon_Hello.ico" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Update="CustomMainForm.cs" SubType="Form" />
|
||||
<Compile Update="CustomMainForm.Designer.cs" DependentUpon="CustomMainForm.cs" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
|
@ -1 +1 @@
|
|||
../.build_from_cwd_debug.sh
|
||||
../.build_net48_from_cwd_debug.sh
|
|
@ -1 +1 @@
|
|||
../.build_from_cwd_release.sh
|
||||
../.build_net48_from_cwd_release.sh
|
|
@ -0,0 +1,27 @@
|
|||
<Project>
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net48</TargetFramework>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NETFramework.ReferenceAssemblies" Version="1.0.0" PrivateAssets="All" />
|
||||
<Reference Include="System.Windows.Forms" />
|
||||
<Reference Include="BizHawk.Client.ApiHawk"
|
||||
HintPath="$(ProjectDir)../../output/BizHawk.Client.ApiHawk.dll"
|
||||
Private="true" />
|
||||
<Reference Include="BizHawk.Client.Common"
|
||||
HintPath="$(ProjectDir)../../output/BizHawk.Client.Common.dll"
|
||||
Private="true" />
|
||||
<Reference Include="BizHawk.Common"
|
||||
HintPath="$(ProjectDir)../../output/BizHawk.Common.dll"
|
||||
Private="true" />
|
||||
<Reference Include="BizHawk.Emulation.Common"
|
||||
HintPath="$(ProjectDir)../../output/BizHawk.Emulation.Common.dll"
|
||||
Private="true" />
|
||||
<Reference Include="BizHawk.Emulation.Cores"
|
||||
HintPath="$(ProjectDir)../../output/BizHawk.Emulation.Cores.dll"
|
||||
Private="true" />
|
||||
<Reference Include="BizHawk.Emulation.DiscSystem"
|
||||
HintPath="$(ProjectDir)../../output/BizHawk.Emulation.DiscSystem.dll"
|
||||
Private="true" />
|
||||
</ItemGroup>
|
||||
</Project>
|
Loading…
Reference in New Issue