Upgraded all projects to XNA 2.0; project files now use (x86) instead of (PC) to indicate an x86 build (more logical and readily associated with the build platform); moved all text files into their project's documents folder; fixed any build configuration inconsistencies encountered along the way; renamed Nuclex.Graphics.Effects to Nuclex.Graphics.SpecialEffects to avoid confusion with the XNA 'Effect' class

git-svn-id: file:///srv/devel/repo-conversion/nusu@56 d2e56fa2-650e-0410-a79f-9358c0239efd
This commit is contained in:
Markus Ewald 2007-12-14 20:43:34 +00:00
parent b1e97f48bf
commit 57d4c734b6
6 changed files with 218 additions and 418 deletions

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<Import Project="$(MSBuildBinPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v2.0\Microsoft.Xna.GameStudio.Common.targets" />
<Import Project="$(MSBuildExtensionsPath)\Microsoft\XNA Game Studio\v2.0\Microsoft.Xna.GameStudio.NestedContent.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>

View File

@ -1,81 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<project
xmlns="http://nant.sf.net/schemas/nant-0.85.win32.net-1.0.xsd"
name="Nuclex.Support"
default="compile"
>
<!--
This property can be overriden on the command line and controls whether
we build in debug or release mode
-->
<property overwrite="false" name="configuration" value="release" />
<!--
Set Optimization flags depending on the selected build configuration
-->
<property if="${configuration == 'release'}" name="optimize" value="true" />
<property if="${configuration == 'debug'}" name="optimize" value="false" />
<!--
Enable or disable debug informations depending on the selected build configuration
-->
<property if="${configuration == 'release'}" name="debug" value="None" />
<property if="${configuration == 'debug'}" name="debug" value="Full" />
<!--
Compile the sources to an assembly
-->
<target name="compile" description="Compile the assembly">
<!-- Display the exactt build configuration we're using for this compile -->
<echo message="optimization enabled: ${optimize}" />
<echo message="debugging informations: ${debug}" />
<!-- Create the output directory if it doesn't exist yet -->
<mkdir dir="bin/${configuration}" />
<!-- The compiling itself -->
<csc
target="library"
output="bin/${configuration}/Nuclex.Support.dll"
doc="bin/${configuration}/Nuclex.Support.xml"
optimize="${optimize}"
debug="${debug}"
>
<references>
<include
asis="true"
name="References/nunit/${nant.settings.currentframework}/nunit.framework.dll"
/>
<!--
<include
asis="true"
name="../Nuclex.Math/bin/${configuration}/Nuclex.Math.dll"
/>
-->
<include
asis="true"
name="../xna/Microsoft.Xna.Framework.dll"
/>
</references>
<sources>
<include name="Source/**/*.cs" />
</sources>
</csc>
</target>
<!--
Removes all intermediate files created by the build process
-->
<target name="clean" description="Remove intermediate files">
<delete dir="bin" />
<delete dir="obj" />
</target>
</project>

View File

@ -39,13 +39,13 @@ namespace Nuclex.Support {
// Calculate the required length for the StrinBuilder to be slightly more // Calculate the required length for the StrinBuilder to be slightly more
// friendly in terms of memory usage. // friendly in terms of memory usage.
int requiredLength = (baseDirectories.Length - (lastCommonRoot + 1)) * 3; int requiredLength = (baseDirectories.Length - (lastCommonRoot + 1)) * 3;
for(int index = lastCommonRoot + 1; index < absoluteDirectories.Length; index++) for(int index = lastCommonRoot + 1; index < absoluteDirectories.Length; ++index)
requiredLength += absoluteDirectories[index].Length + 1; requiredLength += absoluteDirectories[index].Length + 1;
StringBuilder relativePath = new StringBuilder(requiredLength); StringBuilder relativePath = new StringBuilder(requiredLength);
// Go to the common path by adding .. until we're where we want to be // Go to the common path by adding .. until we're where we want to be
for(int index = lastCommonRoot + 1; index < baseDirectories.Length; index++) { for(int index = lastCommonRoot + 1; index < baseDirectories.Length; ++index) {
if(baseDirectories[index].Length > 0) { if(baseDirectories[index].Length > 0) {
if(relativePath.Length > 0) // We don't want the path to start with a slash if(relativePath.Length > 0) // We don't want the path to start with a slash
relativePath.Append(Path.DirectorySeparatorChar); relativePath.Append(Path.DirectorySeparatorChar);