private static void Main(string[] args) { Log.Start(LogTypes.All); Assembly = Assembly.GetExecutingAssembly(); ExeDirectory = Path.GetDirectoryName(Assembly.Location); AppDomain.CurrentDomain.UnhandledException += async(sender, e) => { string msg = e.ExceptionObject.ToString(); Log.Message(LogTypes.Panic, msg); string path = Path.Combine(ExeDirectory, "Logs"); if (!Directory.Exists(path)) { Directory.CreateDirectory(path); } using (LogFile crashfile = new LogFile(path, "crash.txt")) { await crashfile.WriteAsync(msg); } }; // We can use the mono's dllmap feature, but 99% of people use VS to compile. if (Environment.OSVersion.Platform == PlatformID.Win32NT) { string libsPath = Path.Combine(ExeDirectory, "libs", Environment.Is64BitProcess ? "x64" : "x86"); SetDllDirectory(libsPath); } Environment.SetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI", "1"); Environment.SetEnvironmentVariable("FNA_OPENGL_BACKBUFFER_SCALE_NEAREST", "1"); using (GameLoop game = new GameLoop()) { Log.Message(LogTypes.Trace, $"Exe directory: {ExeDirectory}"); game.Run(); } }
private static void Main(string[] args) { Log.Start(LogTypes.All); Assembly = Assembly.GetExecutingAssembly(); ExeDirectory = Path.GetDirectoryName(Assembly.Location); // We can use the mono's dllmap feature, but 99% of people use VS to compile. if (Environment.OSVersion.Platform == PlatformID.Win32NT) { string libsPath = Path.Combine(ExeDirectory, "libs", Environment.Is64BitProcess ? "x64" : "x86"); SetDllDirectory(libsPath); } Environment.SetEnvironmentVariable("FNA_GRAPHICS_ENABLE_HIGHDPI", "1"); Environment.SetEnvironmentVariable("FNA_OPENGL_BACKBUFFER_SCALE_NEAREST", "1"); using (GameLoop game = new GameLoop()) { Log.Message(LogTypes.Trace, $"Exe directory: {ExeDirectory}"); game.Run(); } }