Fix building of ext. tools
this HelloWorld is now a far cry from intended use...
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f6edd02195
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@ -14,6 +14,9 @@ namespace BizHawk.Experiment.AutoGenConfig
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[ExternalTool("AutoGenConfig")]
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[ExternalTool("AutoGenConfig")]
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public class AutoGenConfigForm : Form, IExternalToolForm
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public class AutoGenConfigForm : Form, IExternalToolForm
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{
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{
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[RequiredApi]
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private IEmulationApi? _emuAPI { get; set; }
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private static readonly WeakReference<ConfigEditorCache> _cache = new WeakReference<ConfigEditorCache>(new ConfigEditorCache(typeof(Config)));
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private static readonly WeakReference<ConfigEditorCache> _cache = new WeakReference<ConfigEditorCache>(new ConfigEditorCache(typeof(Config)));
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private static ConfigEditorCache Cache => _cache.TryGetTarget(out var c) ? c : new ConfigEditorCache(typeof(Config)).Also(_cache.SetTarget);
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private static ConfigEditorCache Cache => _cache.TryGetTarget(out var c) ? c : new ConfigEditorCache(typeof(Config)).Also(_cache.SetTarget);
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@ -22,9 +25,6 @@ namespace BizHawk.Experiment.AutoGenConfig
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private readonly ConfigEditorMetadata Metadata = new ConfigEditorMetadata(Cache);
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private readonly ConfigEditorMetadata Metadata = new ConfigEditorMetadata(Cache);
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[RequiredApi]
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private IEmu? EmuHawkAPI { get; set; }
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public override string Text => "AutoGenConfig";
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public override string Text => "AutoGenConfig";
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public AutoGenConfigForm()
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public AutoGenConfigForm()
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@ -128,7 +128,7 @@ namespace BizHawk.Experiment.AutoGenConfig
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Text = fi.Name
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Text = fi.Name
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});
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});
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}
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}
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var config = (EmuHawkAPI as EmuApi ?? throw new Exception("required API wasn't fulfilled")).ForbiddenConfigReference;
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var config = (_emuAPI as EmulationApi ?? throw new Exception("required API wasn't fulfilled")).ForbiddenConfigReference;
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var groupings = new Dictionary<string, object> { [string.Empty] = config };
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var groupings = new Dictionary<string, object> { [string.Empty] = config };
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void TraverseGroupings(object groupingObj, string parentNesting)
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void TraverseGroupings(object groupingObj, string parentNesting)
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{
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{
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@ -1,35 +0,0 @@
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using System.Reflection;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("DBMan")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("DBMan")]
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[assembly: AssemblyCopyright("Copyright © 2015")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("58cef5c3-fb2d-4d02-8f02-46a53c1c49cf")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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@ -52,7 +52,7 @@ namespace HelloWorld
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ClientApi.BeforeQuickSave += (sender, e) =>
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ClientApi.BeforeQuickSave += (sender, e) =>
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{
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{
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if (e.Slot != 0) return; // only take effect on slot 0
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if (e.Slot != 0) return; // only take effect on slot 0
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var basePath = Path.Combine(Global.Config.PathEntries.SaveStateAbsolutePath(Global.Game.System), "Test");
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var basePath = Path.Combine(GlobalWin.Config.PathEntries.SaveStateAbsolutePath(GlobalWin.Game.System), "Test");
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if (!Directory.Exists(basePath)) Directory.CreateDirectory(basePath);
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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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ClientApi.SaveState(Path.Combine(basePath, e.Name));
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e.Handled = true;
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e.Handled = true;
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@ -60,7 +60,7 @@ namespace HelloWorld
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ClientApi.BeforeQuickLoad += (sender, e) =>
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ClientApi.BeforeQuickLoad += (sender, e) =>
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{
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{
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if (e.Slot != 0) return; // only take effect on slot 0
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if (e.Slot != 0) return; // only take effect on slot 0
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var basePath = Path.Combine(Global.Config.PathEntries.SaveStateAbsolutePath(Global.Game.System), "Test");
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var basePath = Path.Combine(GlobalWin.Config.PathEntries.SaveStateAbsolutePath(GlobalWin.Game.System), "Test");
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ClientApi.LoadState(Path.Combine(basePath, e.Name));
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ClientApi.LoadState(Path.Combine(basePath, e.Name));
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e.Handled = true;
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e.Handled = true;
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};
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};
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@ -75,11 +75,11 @@ namespace HelloWorld
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ClientApi.SetExtraPadding(50, 50);
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ClientApi.SetExtraPadding(50, 50);
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#endif
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#endif
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if (Global.Game.Name != "Null")
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if (GlobalWin.Game.Name != "Null")
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{
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{
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Watches.RefreshDomains(_memoryDomains, Global.Config.RamWatchDefinePrevious);
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Watches.RefreshDomains(_memoryDomains, GlobalWin.Config.RamWatchDefinePrevious);
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label_Game.Text = $"You're playing {Global.Game.Name}";
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label_Game.Text = $"You're playing {GlobalWin.Game.Name}";
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label_GameHash.Text = $"Hash: {Global.Game.Hash}";
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label_GameHash.Text = $"Hash: {GlobalWin.Game.Hash}";
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}
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}
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else
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else
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{
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{
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@ -91,12 +91,12 @@ namespace HelloWorld
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public void UpdateValues(ToolFormUpdateType type)
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public void UpdateValues(ToolFormUpdateType type)
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{
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{
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if (!(type == ToolFormUpdateType.PreFrame || type == ToolFormUpdateType.FastPreFrame)
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if (!(type == ToolFormUpdateType.PreFrame || type == ToolFormUpdateType.FastPreFrame)
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|| Global.Game.Name == "Null"
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|| GlobalWin.Game.Name == "Null"
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|| Watches.Count < 3)
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|| Watches.Count < 3)
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{
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{
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return;
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return;
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}
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}
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Watches.UpdateValues(Global.Config.RamWatchDefinePrevious);
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Watches.UpdateValues(GlobalWin.Config.RamWatchDefinePrevious);
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label_Watch1.Text = $"First watch ({Watches[0].AddressString}) current value: {Watches[0].ValueString}";
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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_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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label_Watch3.Text = $"Third watch ({Watches[2].AddressString}) current value: {Watches[2].ValueString}";
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@ -129,7 +129,7 @@ namespace HelloWorld
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ClientApi.SetInput(1, j);
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ClientApi.SetInput(1, j);
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}
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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 label_GameHash_Click(object sender, EventArgs e) => Clipboard.SetText(GlobalWin.Game.Hash);
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private void loadstate_Click(object sender, EventArgs e)
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private void loadstate_Click(object sender, EventArgs e)
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{
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{
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@ -4,8 +4,4 @@
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<ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="icon_Hello.ico" />
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<EmbeddedResource Include="icon_Hello.ico" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<Compile Update="CustomMainForm.cs" SubType="Form" />
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<Compile Update="CustomMainForm.Designer.cs" DependentUpon="CustomMainForm.cs" />
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</ItemGroup>
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</Project>
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</Project>
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@ -1,35 +0,0 @@
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using System.Reflection;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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// set of attributes. Change these attribute values to modify the information
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// associated with an assembly.
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[assembly: AssemblyTitle("HelloWorld")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("HelloWorld")]
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[assembly: AssemblyCopyright("Copyright © 2015")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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// Setting ComVisible to false makes the types in this assembly not visible
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// to COM components. If you need to access a type in this assembly from
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// COM, set the ComVisible attribute to true on that type.
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[assembly: ComVisible(false)]
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// The following GUID is for the ID of the typelib if this project is exposed to COM
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[assembly: Guid("288d598f-1019-4ea2-802d-14d3cc73ee90")]
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// Version information for an assembly consists of the following four values:
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//
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// Major Version
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// Minor Version
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// Build Number
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// Revision
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//
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// You can specify all the values or you can default the Build and Revision Numbers
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// by using the '*' as shown below:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("1.0.0.0")]
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[assembly: AssemblyFileVersion("1.0.0.0")]
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