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- #Monogame visual studio 2017 how to create library install#
- #Monogame visual studio 2017 how to create library full#
- #Monogame visual studio 2017 how to create library registration#
- #Monogame visual studio 2017 how to create library for android#
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This is not compatible with LZX compression used in XNA content.
#Monogame visual studio 2017 how to create library for android#
Compression is not recommended for Android as the app package is already compressed. Content build times will increase with this option enabled.
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Uses LZ4 compression to compress the contents of the XNB files. This is sometimes used as a hint in content processors. The optional build configuration name from the build system. It must be a member of the GraphicsProfile enum: Set the target graphics profile for this build. NOTE: PlayStation 4, Xbox One, and Switch support is only available to licensed console developers. It must be a member of the TargetPlatform enum: Assembly Reference /reference:Īn optional parameter which adds an assembly reference which contains importers, processors, or writers needed during content building. Only build content that changed since the last build. Only the /intermediateDir and /outputDir need to be defined for clean to do its job. Clean Content /cleanĭelete all previously built content and intermediate files.
#Monogame visual studio 2017 how to create library full#
Rebuild Content /rebuildįorce a full rebuild of all content. Defaults to the current working directory. Specifies the directory where all intermediate files are written. Specifies the directory where all content is written. When an option is repeated, it is overwritten. The options are processed “left to right”. Then you can execute MGCB by simply running mgcb.
#Monogame visual studio 2017 how to create library install#
In a terminal run dotnet tool install -g dotnet-mgcb to install MGCB. Alternatively you can use it yourself from the command line for specialized build pipelines or for debugging content processing. Typically, it is executed by the MGCB Editor when editing content or by during the build process If the user adds some cool frame, then we don’t need to worry about that.The MonoGame Content Builder is a command line tool for building XNB content on Windows, Mac, and Linux desktop systems. In our control, we just care about the drawing surface, so we give that a name. This is what we will use to talk to the actual controls inside that we care about.
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Not much now, but when a user overrides this template, they may want to wrap this is a frame to get a nice border. This is just what we are going to use as our control. Just like with a data template, the actual views we want to add to the new control must go inside one of these. This is just where we place the new template that we want to use for the control.
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We can’t see anything, but now we can get started on building up the control. When we run the app, we will have an invisible control in the app. This is just like a normal control, so we can add it to our page as we would any other control: Just kidding, we need to show how to use it! There we go! All done! Thanks for reading. Public class SKConfettiView : TemplatedView So, how does this work? Very simple! All you need is a new type that is going to be the control. But, we would also like to try out templated views… and the user may want to place borders, backgrounds or some other fancy thing. In most cases we would just create a single view, no need to template anything. So, on this journey to create the best templated control, let us create a cool and exciting “confetti view” like this: More information on how to use templated controls and page can be found in the docs: Xamarin.Forms has a pretty cool view that we can use: TemplatedView ( API docs). Sometimes you want to create that awesome control, but also want the user to be able to totally customize it… What do you do? Create a templated control!