static int Main(string[] args) { #if WINDOWS // Set the correct directory for our dependency files. var is32Bit = IntPtr.Size == 4; var directory = string.Format("Dependencies{0}{1}", Path.DirectorySeparatorChar, is32Bit ? "x32" : "x64"); SetDllDirectory(directory); #endif var content = new BuildContent(); // Parse the command line. var parser = new CommandLineParser(content) { Title = "MonoGame Content Builder\n" + "Builds optimized game content for MonoGame projects." }; if (!parser.ParseCommandLine(args)) { return(-1); } // Process all resoponse files. foreach (var r in content.ResponseFiles) { // Read in all the lines, trim whitespace, and remove empty or comment lines. var commands = File.ReadAllLines(r). Select(x => x.Trim()). Where(x => !string.IsNullOrEmpty(x) && !x.StartsWith("#")). ToArray(); // Parse the commands like they came from the command line. if (!parser.ParseCommandLine(commands)) { return(-1); } } // Do we have anything to do? if (!content.HasWork) { parser.ShowUsage(); return(0); } // Print a startup message. var buildStarted = DateTime.Now; Console.WriteLine("Build started {0}\n", buildStarted); // Let the content build. int successCount, errorCount; content.Build(out successCount, out errorCount); // Print the finishing info. Console.WriteLine("\nBuild {0} succeeded, {1} failed.\n", successCount, errorCount); Console.WriteLine("Time elapsed {0:hh\\:mm\\:ss\\.ff}.", DateTime.Now - buildStarted); // Return the error count. return(errorCount); }
static int Main(string[] args) { // We force all stderr to redirect to stdout // to avoid any out of order console output. Console.SetError(Console.Out); if (!Environment.Is64BitProcess && Environment.OSVersion.Platform != PlatformID.Unix) { Console.Error.WriteLine("The MonoGame content tools only work on a 64bit OS."); return(-1); } var content = new BuildContent(); // Parse the command line. var parser = new MGBuildParser(content) { Title = "MonoGame Content Builder\n" + "Builds optimized game content for MonoGame projects." }; if (!parser.Parse(args)) { return(-1); } // Launch debugger if requested. if (content.LaunchDebugger) { try { System.Diagnostics.Debugger.Launch(); } catch (NotImplementedException) { // not implemented under Mono Console.Error.WriteLine("The debugger is not implemented under Mono and thus is not supported on your platform."); } } // Print a startup message. var buildStarted = DateTime.Now; if (!content.Quiet) { Console.WriteLine("Build started {0}\n", buildStarted); } // Let the content build. int successCount, errorCount; content.Build(out successCount, out errorCount); // Print the finishing info. if (!content.Quiet) { Console.WriteLine("\nBuild {0} succeeded, {1} failed.\n", successCount, errorCount); Console.WriteLine("Time elapsed {0:hh\\:mm\\:ss\\.ff}.", DateTime.Now - buildStarted); } // Return the error count. return(errorCount); }
static int Main(string[] args) { // We force all stderr to redirect to stdout // to avoid any out of order console output. Console.SetError(Console.Out); var content = new BuildContent(); // Parse the command line. var parser = new MGBuildParser(content) { Title = "MonoGame Content Builder\n" + "Builds optimized game content for MonoGame projects." }; if (!parser.Parse(args)) { return(-1); } // Do we have anything to do? if (!content.HasWork) { parser.ShowUsage(); return(0); } // Launch debugger if requested. if (content.LaunchDebugger) { System.Diagnostics.Debugger.Launch(); } // Print a startup message. var buildStarted = DateTime.Now; if (!content.Quiet) { Console.WriteLine("Build started {0}\n", buildStarted); } // Let the content build. int successCount, errorCount; content.Build(out successCount, out errorCount); // Print the finishing info. if (!content.Quiet) { Console.WriteLine("\nBuild {0} succeeded, {1} failed.\n", successCount, errorCount); Console.WriteLine("Time elapsed {0:hh\\:mm\\:ss\\.ff}.", DateTime.Now - buildStarted); } // Return the error count. return(errorCount); }
static int Main(string[] args) { // We force all stderr to redirect to stdout // to avoid any out of order console output. Console.SetError(Console.Out); if (!Environment.Is64BitProcess && Environment.OSVersion.Platform != PlatformID.Unix) { Console.Error.WriteLine("The MonoGame content tools only work on a 64bit OS."); return -1; } var content = new BuildContent(); // Parse the command line. var parser = new MGBuildParser(content) { Title = "MonoGame Content Builder\n" + "Builds optimized game content for MonoGame projects." }; if (!parser.Parse(args)) return -1; // Launch debugger if requested. if (content.LaunchDebugger) { try { System.Diagnostics.Debugger.Launch(); } catch (NotImplementedException) { // not implemented under Mono } } // Print a startup message. var buildStarted = DateTime.Now; if (!content.Quiet) Console.WriteLine("Build started {0}\n", buildStarted); // Let the content build. int successCount, errorCount; content.Build(out successCount, out errorCount); // Print the finishing info. if (!content.Quiet) { Console.WriteLine("\nBuild {0} succeeded, {1} failed.\n", successCount, errorCount); Console.WriteLine("Time elapsed {0:hh\\:mm\\:ss\\.ff}.", DateTime.Now - buildStarted); } // Return the error count. return errorCount; }
static int Main(string[] args) { // We force all stderr to redirect to stdout // to avoid any out of order console output. Console.SetError(Console.Out); var content = new BuildContent(); // Parse the command line. var parser = new MGBuildParser(content) { Title = "MonoGame Content Builder\n" + "Builds optimized game content for MonoGame projects." }; if (!parser.Parse(args)) return -1; // Do we have anything to do? if (!content.HasWork) { parser.ShowUsage(); return 0; } // Launch debugger if requested. if (content.LaunchDebugger) System.Diagnostics.Debugger.Launch(); // Print a startup message. var buildStarted = DateTime.Now; if (!content.Quiet) Console.WriteLine("Build started {0}\n", buildStarted); // Let the content build. int successCount, errorCount; content.Build(out successCount, out errorCount); // Print the finishing info. if (!content.Quiet) { Console.WriteLine("\nBuild {0} succeeded, {1} failed.\n", successCount, errorCount); Console.WriteLine("Time elapsed {0:hh\\:mm\\:ss\\.ff}.", DateTime.Now - buildStarted); } // Return the error count. return errorCount; }
static int Main(string[] args) { #if WINDOWS // Set the correct directory for our dependency files. var is32Bit = IntPtr.Size == 4; var directory = Path.Combine(AppDomain.CurrentDomain.BaseDirectory, string.Format("Dependencies{0}{1}", Path.DirectorySeparatorChar, is32Bit ? "x32" : "x64")); SetDllDirectory(directory); #endif var content = new BuildContent(); // Parse the command line. var parser = new CommandLineParser(content) { Title = "MonoGame Content Builder\n" + "Builds optimized game content for MonoGame projects." }; if (!parser.ParseCommandLine(args)) return -1; // Process all resoponse files. foreach (var r in content.ResponseFiles) { // Read in all the lines, trim whitespace, and remove empty or comment lines. var commands = File.ReadAllLines(r). Select(x => x.Trim()). Where(x => !string.IsNullOrEmpty(x) && !x.StartsWith("#")). ToArray(); // Parse the commands like they came from the command line. if (!parser.ParseCommandLine(commands)) return -1; } // Do we have anything to do? if (!content.HasWork) { parser.ShowUsage(); return 0; } // Print a startup message. var buildStarted = DateTime.Now; if (!content.Quiet) Console.WriteLine("Build started {0}\n", buildStarted); // Let the content build. int successCount, errorCount; content.Build(out successCount, out errorCount); // Print the finishing info. if (!content.Quiet) { Console.WriteLine("\nBuild {0} succeeded, {1} failed.\n", successCount, errorCount); Console.WriteLine("Time elapsed {0:hh\\:mm\\:ss\\.ff}.", DateTime.Now - buildStarted); } // Return the error count. return errorCount; }