Konstantin Koch 17d0771b03 Placed the importers into different categories for the "importing existing files" dialog in Visual Studio.
Fixed a performance problem in the Visual Studio extension where no importer or processor was selected for an asset.
Fixed that the asset names for Uri encoded in the build output.
Fixed that errors when serializing assets get logged.
Sped up ImporterManager.GuessImporterByFileExtension, which caused performance problems if many assemblies are loaded into the current AppDomain.
Made the AssimpImporter library deploy the binary files again (hopefully just a temporary solution until we've found a better way.)
Provide a extension for TargetPlatform enum for getting the DisplayName of an entry.
Changed that ProcessorManager.GetProcessorDisplayName doesn't throw an exception if no processor with the given name exists, which now mimicks the same behavior as in importerManager.GetImporterDisplayName.
2015-04-26 19:47:26 +02:00

52 lines
1.5 KiB
C#

#region Using Statements
using System;
#endregion
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Content.Pipeline
{
public enum TargetPlatform : byte
{
Windows = (byte)'w',
WindowsPhone = (byte)'m',
XBox360 = (byte)'x',
// ANX-Extensions
Android = (byte)'a',
IOS = (byte)'i',
Linux = (byte)'l',
MacOs = (byte)'o',
PsVita = (byte)'p',
WindowsMetro = (byte)'8',
}
public static class TargetPlatformExtension
{
public static string ToDisplayName(this TargetPlatform targetPlatform)
{
switch (targetPlatform)
{
case TargetPlatform.IOS:
return "iOS";
case TargetPlatform.MacOs:
return "Mac OS";
case TargetPlatform.PsVita:
return "PS Vita";
case TargetPlatform.WindowsMetro:
return "Windows Metro";
case TargetPlatform.WindowsPhone:
return "Windows Phone";
case TargetPlatform.XBox360:
return "XBox 360";
default:
return targetPlatform.ToString();
}
}
}
}