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content_projects.rst

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Defining Content Projects

Content projects allow you to include content into your projects in a cross-platform manner. These are frequently used in conjunction with MonoGame-based projects, but are suitable for including content under any system.

Content projects work differently to other types of projects in that there is no .csproj produced for them. Instead, projects that reference content projects (in their <References> section) will have the files of the content project included with "Copy-on-build" semantics, such that the files are copied into a Content folder on build.

Basic structure

The smallest definition for an content project you can have is shown below.

.. literalinclude:: example/content_minimal.xml
    :language: xml

When Protobuild loads a content project, it will scan recursively for all of the files that match the expression, under the Include folder.

Project definition location

All project definitions for your module should be placed under the Build\Module directory and have a .definition extension. The name of the project should match the name of the file as well; for a project called "MyContent", the project definition should reside at Build\Module\MyContent.definition.

Tip

This is the location for all project definitions, including application, console, library, content and external projects.

File scanning

To understand the semantics of file scanning, we'll use the following example content project:

.. literalinclude:: example/content_scanning.xml
    :language: xml

We'll also assume that your module layout looks like the following:

- Protobuild.exe
- Build
  - Module.xml
  - Projects
    - MyApplication.definition
    - ExampleContent.definition
- MyApplication
  - Program.cs
- ExampleContent
  - image1.png
  - image2.jpg
  - text1.txt
  - binary1.bin
  - subfolder
    - image3.png
    - image4.jpg
    - text2.txt
    - binary2.bin

If you were to generate projects under this configuration, you'd find that the application project might look similar to the following in Visual Studio (or your IDE):

- MyApplication (C# project)
  - Content
    - image1.png
    - image2.jpg
    - binary2.bin
    - subfolder
      - image3.png
      - image4.jpg
  - Program.cs

All of the files under the Content folder in your project will be set to copy on build and be of the <Content> tag type (if you were to view the generated MyApplication .csproj file in a text editor).

Note

The .bin file was placed at the root of the Content folder because for matching .bin files, the include path includes the subfolder.

Referencing content projects

Referencing a content project is done in the same way that any other project is; to reference a content project, add the appropriate <Reference> tag as shown below.

.. literalinclude:: example/content_reference.xml
    :language: xml
    :emphasize-lines: 6

Setting the primary source directory

If you need your application to know the location where it's content is sourced from, you can add the Primary="true" tag to one of the sources declared in your content project.

An example where this might be applicable is when you have a tool for editing game content. The tool itself will be copied to it's output directory (along with a copy of the game content), however when using the tool you'll want to be editing the files from their source.

When this attribute is added, a .source file will be created in the include folder, and will be specified as "Copy-on-build" for projects that reference the content project. Thus to find the absolute path to the content, your application should attempt to read the Content\.source file (if it exists). This file contains the full, absolute path to the source folder on the current machine, and hence, it should be ignored by your source control system (i.e. you should add .source to your .gitignore file).

An example of setting a primary source directory is shown below.

.. literalinclude:: example/content_primary.xml
    :language: xml
    :emphasize-lines: 3

Including platform-specific folders

Often content will be compiled for a specific platform. You can use $(Platform) in the include path to replace it with the name of the platform being generated for.

An example of including a platform-specific directory is shown below.

.. literalinclude:: example/content_platform.xml
    :language: xml
    :emphasize-lines: 4