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Allow multiple MonoGameContentControl
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Allow multiple `MonoGameContentControl`
To only include the useful files
thanks.. im forked it an merging your changes to my mg3.81 version that has a shared content core... ill put it somewher.. i use tabbed dialogs and now im getting weird isseus with sharp still whne i put this i my ribbon versoin.. i tried marc stans version but its too complex and it has the sample problem, SetSharedHandle method not found, in sharp DX only when i put in my ribbon tab....anywasy this is stronger version...thx... ill put it somewhere even if its not merged...it seems more robust.. tabbed/ docking or custom window calss windon dialogs are because it unloads on each activation... i dont evne remember how got around it last time... but its might leak that donest matter. |
hey thanks!!! i took your the PR for the wpf contorl , which is in a tagged dialog , dockable i n mine ( worse thatn just doing two instances) merge with mine, stuck, in old docking ribbon level editor thats net6- windows, but has net 4.8 legacy controls , uses a shared net 6 gamecore lib, shared assets, and my MG view works again.. now i FINALLY have my tooling up to Net 6 LTS with no netstandard or 4.8.. in my own code.. multiple tabbed dialogs is still weird and has issues and or leaks.... becasue it unloads and disposes... Marck stan way is to let it leak... but his way is way too complex.. i dont use the GameComponent model.. or input.. before i got a Method not found in |
Hi @damian-666 So if I understand what you're saying, is that you've had a hard time to make it works with your project, but at the end everything work very well (200fps is really a lot 😄 ) |
. not sure exacly why but its generally looks like a proper upgrade... with good coding practices. Merci beaucoup!!! :) netcore6 wpf is is little different and its was a mysterious SharpDX error... .anywasy its a generallly good PR upgrade and good codeing practice. i dont have nullable context on so i just get a warning ,no problem. if you are curious about the fps i mentioned i meant on my backgroud update thread as i don't use the monogame DRaw and Update Components or call Monogaem update because its on the UI thread.. ... so i #ifdef that out of your code. i only use the draw call. the crazy fast update, its still drawing at 60 fps but |
Thanks ;p So I went to your GH profile, and in fact, what you're saying is that you've had to put my modifications in your own version of MonoGameWPF ? Am I correct ? |
No it's the nuget package mg 3.81. but I had to chang ethe sample to work
with net6..so I also put a Pr in...I just merged.both our prs and put it
with mg 3.81 out of.nuget...I don't know if it will break older setups.tho.
Upgrading to msg 3.81 is quite a big tooling change.
…On Sat, Sep 17, 2022, 10:34 PM FaustVX ***@***.***> wrote:
. not sure exacly why but its generally looks like a proper upgrade...
with good coding practices. Merci beaucoup!!! :)
.anywasy its a generallly good PR upgrade and good codeing practice. i
dont have nullable context on so i just get a warning ,no problem.
Thanks ;p
So I went to your GH profile, and in fact, what you're saying is that
you've had to put my modifications in your own version of MonoGameWPF ? Am
I correct ?
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U can see my Pr. In the vault uyour Pr is in... Most of my special
changes are in the control that based on the wpfcore that's inmy own
derived class. With tabbed windows it's a bit harder. ..but anyways I
think ur pr should work for anyone , bit not sure if mine will load in net
4.8. .. .that's why lot of mg based git project aren't updated i
guess it's very early...it's breaking changes...
…On Sat, Sep 17, 2022, 11:20 PM Damian ***@***.***> wrote:
No it's the nuget package mg 3.81. but I had to chang ethe sample to work
with net6..so I also put a Pr in...I just merged.both our prs and put it
with mg 3.81 out of.nuget...I don't know if it will break older setups.tho.
Upgrading to msg 3.81 is quite a big tooling change.
On Sat, Sep 17, 2022, 10:34 PM FaustVX ***@***.***> wrote:
> . not sure exacly why but its generally looks like a proper upgrade...
> with good coding practices. Merci beaucoup!!! :)
>
> .anywasy its a generallly good PR upgrade and good codeing practice. i
> dont have nullable context on so i just get a warning ,no problem.
>
> Thanks ;p
>
> So I went to your GH profile, and in fact, what you're saying is that
> you've had to put my modifications in your own version of MonoGameWPF ? Am
> I correct ?
>
> —
> Reply to this email directly, view it on GitHub
> <#9 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AD74XGP2NEAMP2PHFXIHEADV62LU3ANCNFSM5ZGWCAHA>
> .
> You are receiving this because you were mentioned.Message ID:
> ***@***.***>
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|
I didn't see this before I opened my own pull request to update to MonoGame 3.8.1 and .Net 6. You went a bit further with nullables and the like. Looks very clean. |
you can alsio try avalonia.inside wiht the dock branch.. its works ok but
stiil buggy.. mimare but with view models and react ab too much..
…On Fri, Apr 21, 2023 at 8:53 PM David Fidge ***@***.***> wrote:
I didn't see this before I opened my own pull request to update to
MonoGame 3.8.1 and .Net 6. You went a bit further with nullables and the
like. Looks very clean.
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and you cant have two windows.. that would need more wokr.. i spornsor him
and he fixes stuff fast tho.. mutipalfrom but uiwng gl..on all.
…On Sat, Apr 22, 2023 at 9:07 PM Damian ***@***.***> wrote:
you can alsio try avalonia.inside wiht the dock branch.. its works ok but
stiil buggy.. mimare but with view models and react ab too much..
On Fri, Apr 21, 2023 at 8:53 PM David Fidge ***@***.***>
wrote:
> I didn't see this before I opened my own pull request to update to
> MonoGame 3.8.1 and .Net 6. You went a bit further with nullables and the
> like. Looks very clean.
>
> —
> Reply to this email directly, view it on GitHub
> <#9 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AD74XGOOEAQZQBOTBCBWI5LXCNBZZANCNFSM5ZGWCAHA>
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|
README.md
Outdated
### To Create a new Window | ||
|
||
```xaml | ||
<monoGameControls:MonoGameContentControl Window="Set this value" /> |
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How do you actually set the Window property in XAML? I'm trying to get this going but I'm getting stuck here
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- You can use the
x:Reference
tag to name it:
<Window x:Name="This"> <!-- Type your control ID here -->
<monoGameControls:MonoGameContentControl Window="{x:Reference This}" /> <!-- Retype it here -->
</Window>
- Or use any property.
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Thanks for teaching me about {x:Reference}
:) I'm pretty new to WPF and that came in super handy for a lot of stuff
Notes: the Avalonia.Dock is being fixed now. the redocking is still broken. im going to wait a bit., this addresses a lot of issues and i try to see if there is overlap and if just waiting for someelse to do it in a very basic mimimal was is happening. its not. but the code they sue and architectuer is worth a look. this is about moving toward avalonia, and also about GraphicsDeviceService , the MVVM itself, is now bound to a Game class. Playing Songs in is still one at a time. you need a window handle to parent the Medial player. SoundEffects you dont There should be a control that just renders to the avalonia system and does not require binding to a game or any Binding.. for an out of game IDE i have scaffolding, i might use different UI. the other choice is a full in game render like ImgUI. or bother. one comment if you undock windows you might want to create a backing surface as big was the desktop. to share it. this was dont in markstans over-engineered version. it has mouse capture and text and too much. for my game i take input from avalonia and just sysc render. thats it. now im trying to get an avalonia one as a sample , the ones i see aer using swapchain and or anopenGL with an FBO
https://github.com/nkast silk has an opengl binding. also the sample of docking is being fixed now.. there is no need to have a game directed class and the Components used by mark stan, and added inths.. i would need a thin launcher and a shared view module. on for dx , one for win GL, and linux and ios. note.., thsi might go in another vault, i don't want to merge any UI stuff , use Game class or GameComponent, too tightly coupled. my IDE has it own general keymap. gamepad, thats broken out separately ,, the control is use to get into a avalonica window, shared the same backing , be drawn first , annotated over with avalonia UI.. on the render class i copy the vectors,, as immtupile map to sprite, etc, wth rendertargets. then aligned the viewport /window and draw. on the update i set the viewport and the window to the current zoom. please sponsor avalonia guys wike Wieslaw the community has stuff but his projects are way too many .. like Dock2d. the KNI branch is good and the monogame branch is is active again but supports console so it harder to maintain there is compute branch but not there is a ComputeNet project by Microsoft. that is more like cude Stride is moving to Avalonia _ the same dock ( i linked) in stride they bind the viewodels to things like as long s it implemtns IUpdate, ContentLoad, IDraw it shouild be bindible to a class like that. a MGVVMBase or something. string is a way from having this working. its very complex. for me i like Core2D but i dont konw if dock will get merged to thata., so just adding this so peple aer awarer what others are working on ... |
Allow multiple `MonoGameContentControl`
Components
system from MonoGameMonoGameContentControl