70 Commits

Author SHA1 Message Date
Glatzemann
fe29aec3e0 removed debugger directives from texture processor
some improvements in installer script
2015-03-15 01:12:00 +01:00
Glatzemann
9fe9d4bf89 Added (basic) generic writer support to content pipeline. SpriteFont importing and compiling now looks fine. 2015-03-15 01:11:59 +01:00
SND\eagleeyestudios_cp
3c5e98b783 Content Pipeline:
- Implemented important features of the FontDescriptionImporter. Importer works now, but still needs some (optional) features
- Fixed some bugs in the FontDescriptionProcessor. Building now works to the point where the ContentCompiler wants a generic writer instance
2015-03-15 01:11:57 +01:00
Glatzemann
9817ecf2e5 - fixed a minor bug in ANX content project loader
- added support to translate XNA content project files to ANX content project format and vice versa (still some work needed)
2015-03-15 01:11:56 +01:00
SND\eagleeyestudios_cp
d7bd5b7018 Content Pipeline:
- Corrected private setter in FontDescription. If the importer can not set that value, its pretty useless.
- Implemented more of the FontDescriptionImporter. Can not progress further, because it seems there is no manged solution of getting a font's characters
- added missing copyright texts and regions FontDescriptionImporter.cs and FontDescriptionProcessor.cs
2015-03-15 01:11:54 +01:00
SND\AstrorEnales_cp
6c488dbca5 - Working on tests for all the graphics collection classes (Finished: ModelBoneCollection, DisplayModeCollection, ModelBone)
- Added some excludes to the AssemblyLoader to decrease startup time a little bit
2015-03-15 01:11:53 +01:00
SND\eagleeyestudios_cp
72ee0fd837 Content Pipeline:
- implemented FontDescriptionProcessor
- began implementing FontDescriptionImporter
2015-03-15 01:11:52 +01:00
SND\eagleeyestudios_cp
9d997dd43d Content Pipeline:
- Added BuildModeConverter to make Debug/Release mode selectable in PropertyGrids
- Added ConverterAttribute to ContentProject
2015-03-15 01:11:50 +01:00
SND\AstrorEnales_cp
9f4369c05d - Working on implementing the WindowsMediaLibrary via the WMPLib
- Implemented nearly all classes in the Media namespace side by side with the Windows implementation
- Started adding unit tests to compare the ANX and XNA MediaLibrary behaviour
- Merged the ConvertEquals for PackedVectors to a single method that does the job equally good
2015-03-15 01:11:33 +01:00
SND\eagleeyestudios_cp
0417857fd9 - Added missing developer attributes in previously add classes 2015-03-15 01:11:31 +01:00
SND\eagleeyestudios_cp
0406947b56 Content Pipeline:
- Added AvailableImporters property to ImporterManager
- Choosing importers via dropdown list in a propertyGrid is now possible.
2015-03-15 01:11:30 +01:00
SND\eagleeyestudios_cp
3f6dd9b9d0 Content Pipeline:
- Added ImporterConverter and ProcessorConverter to enable nice dropdown list for Importer/Processor in PropertyGrids

Content Compiler:
- Enabled choosing of Processors using a neat little dropdown list in the propertyGrid.
2015-03-15 01:11:30 +01:00
Glatzemann
193cd6d61c first working version of Texture2D ANX content pipeline 2015-03-15 01:11:29 +01:00
Glatzemann
298aad1a1c fixed compile issue in Metro/ModernUI build 2015-03-15 01:11:29 +01:00
SND\AstrorEnales_cp
0d25ca7589 - Added OggUtils Support project by making use of the csogg and csvorbis projects
- Implemented native Song playback in OpenAL and XAudio2
- Some tweaks in the MediaPlayer and MediaQueue
- Added a testmusic.ogg file to the media folder
2015-03-15 01:11:27 +01:00
SND\eagleeyestudios_cp
e011a8fc1f - Added some more types to the XmlImporter conversion list. 2015-03-15 01:11:25 +01:00
SND\eagleeyestudios_cp
3a5b123c49 Content Pipeline:
- XmlImporter is now nearly complete. Just conversion stuff for objects besides Single is missing
2015-03-15 01:11:25 +01:00
SND\eagleeyestudios_cp
2561e89e2e - Updated XmlImporter to use LinqToXml, code is much cleaner now. Still supports only strings 2015-03-15 01:11:25 +01:00
SND\eagleeyestudios_cp
939ec9e719 Content Pipeline:
- XmlImporter is now able to import simple xml files without lists or dictionary and stuff, but its not stable yet
2015-03-15 01:11:24 +01:00
SND\eagleeyestudios_cp
a07d5c69b6 Content Compiler:
- Fixed Exception when Importer not set in loaded project.
2015-03-15 01:11:16 +01:00
Glatzemann
2ea231e1d9 fixed compiling of PixelBitmapContent 2015-03-15 01:11:15 +01:00
SND\AstrorEnales_cp
18152ade3e Implemented Feature #1010 by replacing the MsBuild sln-Parsing with our own parser which
enables us to run the project converter on linux. Updated all projects via ProjectConverter.
2015-03-15 01:11:14 +01:00
SND\eagleeyestudios_cp
fa180a58b8 Content Pipeline:
- started implementing XmlImporter
2015-03-15 01:11:14 +01:00
Glatzemann
61ba3497f2 - some work on Texture2DWriter (not finished yet)
- fixed issue #1021 (RenderTarget issue with SpriteBatch)
2015-03-15 01:11:13 +01:00
Glatzemann
4c4b999b9c - default ContentProcessor for ContentImporter now working
- some improvements in TextureImporter
- some improvements in SpriteTextureProcessor

Missing for basic texture handling: Texture2DContentWriter
2015-03-15 01:11:12 +01:00
Glatzemann
4adbea1887 Basic texture importer of our own ContentPipeline implementation is now working. Current issue: Wrong default processor is selected (FontProcessor instead of TextureProcessor)... 2015-03-15 01:11:12 +01:00
SND\eagleeyestudios_cp
6aea2f0fc4 - Updated all Linux projects using the ProjectConverter. (-> This created the missing Linux version of GL3-Rendersystem) 2015-03-15 01:11:02 +01:00
SND\eagleeyestudios_cp
ae61d9850c Fixed some Linux Reference Issues. Linux version of GL3 system still missing 2015-03-15 01:11:00 +01:00
Glatzemann
933ef7cae6 - extended ContentPipeline ProcessorManager with method to select a default processor for a importer or imported type
- extended ContentImporter to provide OutputType of imported content
- provided a list of available ContentProcessors in current context

PlatformSystems are no longer AddIns. This doesn't mean, that you can't load them dynamically. The handling is just different. There's only a single PlatformSystem available for each platform ANX runs on. This one is auto loaded. If it doesn't exist the game doesn't run. The reason for this is, that we will move the AddIn system from ANX.Framework to the specialized PlatformSystem. This is necessary because we want ANX.Framework to become platform independent. The AddIn system is different for some platforms (Android, iOS, Windows 8 Metro) and needs to be specialized. On the other hand we are able to simplify the AddIn system when moving it to the PlatformSystem because we don't need a big AddIn system supporting all platforms with much conditional compiling.

THIS COMMIT DOES BREAK SOME FUNCTIONALITY. METRO DOESN'T WORK ANYMORE, AS IT IS NOT TESTED. DON'T USE THIS COMMIT IF YOU ARE NO ANX.FRAMEWORK DEVELOPER. We will catch up soon with a tested and working version.
2015-03-15 01:10:54 +01:00
Glatzemann
10aea90e56 - optimized ContentProject enumeration loading
- extended ContentBuilder tool to support ContentProjects
2015-03-15 01:10:53 +01:00
Glatzemann
df1f49462f renamed ANX.RenderSystem.Windows.GL3 to ANX.RenderSystem.GL3 as it is not windows specific (it runs on MacOs X, Linux and Windows) 2015-03-15 01:10:48 +01:00
Glatzemann
5406e0213e - fixed some issues in build script
- moved WaveUtils project from SoundSystems to Support folder
2015-03-14 23:31:36 +01:00
SND\eagleeyestudios_cp
9b842c7fd8 Content Compiler:
- Fixed some resource issues
- Implemented RecentProjects Feature
- Implemented build process
- Added a Logger implementation for BuildContent Class
- Added a displayable log to the MainWindow UI
- Fixed a bug that occured when adding files to the content root
- Trying to open a not existing project no longer throws an exception

ContentPipeline:
- Added missing property "Profile" to ContentProject
2012-09-09 15:44:49 +00:00
SND\AstrorEnales_cp
e3be0183e0 - Fixed that a Dx10 effect can be used with multiple techniques
- Implemented DualTextureEffect 100% and added a Sample for it
- Finished the DualTexture.fx for Dx10 (others are coming soon)
- Some other preparations for built in shaders
2012-09-05 19:50:10 +00:00
SND\AstrorEnales_cp
28f3010330 Added IOcclusionQuery interface and implemented the base OcclusionQuery class and the GL3 implementation. 2012-09-03 21:54:12 +00:00
SND\eagleeyestudios_cp
4e875e2115 Content Pipeline:
- Fixed wrong XML parsing in ContentProject at read time

Content Compiler:
- Implemented the ability to add files to a project.
- Implemented showing and renaming properties of BuildItems and ContentProjects
- NewProjectScreen now checks if the project already exists
- Added some TreeViewExtensions
2012-09-01 16:30:35 +00:00
SND\AstrorEnales_cp
0ad3ca056b Moved the WaveUtils project to the SoundSystems folder which is more suitable. 2012-09-01 15:09:10 +00:00
SND\eagleeyestudios_cp
6105dd9c02 Content Pipeline:
- Finished implementation of ContentProject (needs detailed testing though, not tested yet: saving/loading BuildItems, Saving loading References)

Content Compiler:
- Implemented opening of saved projects
2012-08-30 22:02:16 +00:00
SND\AstrorEnales_cp
4ec1977383 - Fixed compile errors in the AddInSystem under Metro
- Added OpenAL libraries
- Updated solutions and projects
2012-08-30 09:28:02 +00:00
SND\eagleeyestudios_cp
a85b5e51ee Content Pipeline:
- added ContentProject to Tasks namespace
- implemented Saving of the ContentProject (Loading is still missing)
Content Compiler:
- Basic creation/saving of an empty project without any files to XML works
- added Save and SaveAs implementations
2012-08-29 19:02:13 +00:00
SND\AstrorEnales_cp
67c9efa6cf - Moved the Wave loading/conversion to an extra project (WaveUtils)
- Started implementation of the Wave Content Pipeline
- Fixed GraphicsDeviceWindowsGL3
2012-08-29 18:07:54 +00:00
SND\AstrorEnales_cp
1a429e25d5 Added AudioSample and testsound.wav as a testcase for SoundEffect and SoundEffectInstance which now work with the OpenAL SoundSystem. 2012-08-29 13:04:22 +00:00
SND\GinieDp_cp
1ecc704c16 2012-08-27 21:24:20 +00:00
Glatzemann
7eb3e5241e - prepared ContentPipeline to load EffectFiles for the different TargetProfile's. Currently HLSL_FX is working fine and GLSL_FX is prepared (needs testing).
- ContentPipeline effects now have a EffectSourceLanguage parameter
2012-08-27 18:42:54 +00:00
Glatzemann
778b3c1ee2 extended the XNB file format (without breaking compatibility) for ANX specific extensions 2012-08-27 12:19:52 +00:00
Glatzemann
64ac2da9dd Started to implement texture part of the ContentPipeline. 2012-08-27 09:12:20 +00:00
Glatzemann
016694c770 added custom parameters to ContentPipeline BuildItem 2012-08-27 05:33:46 +00:00
SND\GinieDp_cp
90d8c6d2ad Filled missing implementations in
- ChildCollection
- AnimationChannel
- BoneContent
- GeometryContent and Collection
- MeshContent
- NodeContent and Collection
2012-08-25 21:47:03 +00:00
SND\AstrorEnales_cp
734679616b - Added ILRepack
- Refactored the AddIn-System to allow merged assemblies (for metro, android, etc. later on)
- Added empty PsVita Sound and Media System modules
- Fixed 2 small missing excludes in the build script
- Cleaned the License headers in the shader files
- Some other refactorings
2012-08-25 17:27:45 +00:00
Glatzemann
93a848e883 - extended TargetPlatform enumeration for all supported platforms
- extended ContentWriter 
- extended XNB Inspector to show new TargetPlatforms
2012-08-24 20:25:16 +00:00