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cocossharp's Introduction

CocosSharp

CocosSharp is an easy to use library for simple games using C# and F#. It is a .NET port of the popular Cocos2D engine, derived from the Cocos2D-X engine via Cocos2D-XNA.

This library is MIT licensed.

coverity

Website

We have a dedicated website at http://mono.github.io/CocosSharp. In particular, check out the contribute section for how to be part of the CococsSharp community.

Forums

Xamarin is hosting forums for CocosSharp here:

http://forums.xamarin.com/categories/cocossharp

Learn More

To learn more, see the https://github.com/mono/CocosSharp/wiki

License

This project is open source, freely available, and free of royalties or encumberance. The software is released under the highly permissive MIT License.

Git

When you first check out, run

git clone --recursive [email protected]:xamarin/CocosSharp

so you will have all the submodules checked out for you.

With existing checkouts, run

git submodule update --init --recursive

to make sure you get the latest changes in the submodules. Repos that were checked out recursively will do this automatically, but it doesn't hurt to run this manually.

To pull external changes into a submodule

cd <submodule>   
git pull origin <branch>   
cd <top-level>; git add <submodule>   
git commit

To make changes in a submodule

cd <submodule>

  • By default, submodules are detached because they point to a specific commit. Use git-checkout to put yourself back on a branch.

git checkout <branch>

work as normal, the submodule is a normal repo

git commit/push new changes to the repo (submodule)
cd <top-level>; git add <submodule> # this will record the new commits to CocosSharp MonoGame submodule
git commit
  • To switch the repo of a submodule

    edit '.gitmodules' to point to the new location

git submodule sync -- <path of the submodule> # updates .git/config

  • I think this will checkout from the new location, internally. It may take a while for big repos.
git submodule update --recursive
git checkout <desired new hash> # This changes the pointer of the submodule

The desired output diff is a change in .gitmodule to reflect the change in the remote URL, and a change in / where you see the desired change in the commit hash

You now have everything you need to start start developing with CocosSharp

Getting Started

Solutions & Projects - MonoGame

After clone you will need to generate the MonoGame projects.

The solution and project files are generated by Protobuild when you double-click Protobuild.exe on Windows from or run mono Protobuild.exe under Mac OS or Linux.
Note: that the previous needs to be done in the MonoGame directory.

To modify the projects you must edit the .definition file in the Build/Projects/ folder and re-execute Protobuild.

For more information and advanced usage, please refer to the Protobuild wiki.

Test Bed

We have created solutions for all the supported platforms that serves as our TestBed for each platform.

You can find those in the tests directory

CocosSharp.Tests.Android.sln	
CocosSharp.Tests.Windows.sln	
CocosSharp.Tests.Windows8.sln	
CocosSharp.Tests.WindowsDX.sln	
CocosSharp.Tests.WindowsGL.sln	
CocosSharp.Tests.WindowsPhone.sln	
CocosSharp.Tests.WindowsPhone7.sln	
CocosSharp.Tests.iOS.sln
CocosSharp.Tests.MacOS.sln	

Samples

As the saying goes "A picture is worth a thousand words" well sample code can be just as effective.

So to get started we have placed a number of samples here: Samples

Statistics

There is a special case for Xamarin iOS MonoTouch running on the simulator where they aggressively call garbage collection themselves. This should not affect the devices though. On the Simulator the GC label will always be 0 (zero)

History

This project is a fork of the Cocos2D-XNA project, which is a port of the C++-based Cocos2D-X API, which in turn is a cross-platform port of the cocos2d-iphone project.

The focus of this fork is to create a library that is idiomatically correct for C# and remove many of the historical warts inherited from the straight ports from C++ and Objective-C.

cocossharp's People

Contributors

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cocossharp's Issues

CCLabel: offset issue

From comment in #37:

Currently I have a bug with CCLabel when upgrading from 1.1 to 1.2.
I have confirmed with Mike Bluestein. Maybe unification with solve this?

Details: The code below centres the label in 1.1 but for 1.2 it is set to the left.

    var label = new CCLabel ("Tap to Start", "Arial", 44)
    {
        Position = VisibleBoundsWorldspace.Center,
        Color = CCColor3B.Green,
        IsAntialiased = true,
        HorizontalAlignment = CCTextAlignment.Center,
        VerticalAlignment = CCVerticalTextAlignment.Center,
        AnchorPoint = CCPoint.AnchorMiddle
    };

Using "AnchorMiddleLeft" will centre the label, so therefore it is an offset bug I think.

Please tell me if you wish to raise this as a bug or wait. Cheer, Mark.

"CocosSharp for Windows Phone 8" Nuget package doesn't work with WP 8.1 app

The current "CocosSharp for Windows Phone 8" v1.0.0.0 Nuget package can not be installed into a Windows Phone 8.1 project within Visual Studio 2013. Nuget says the following:

Could not install package 'CocosSharp.WindowsPhone8 1.0.0.0'. You are trying to install this package into a project that targets 'WindowsPhoneApp,Version=v8.1', but the package does not contain any assembly references or content files that are compatible with that framework. For more information, contact the package author.

cocossharpwp81nugeterror

Visible bounds not perfectly matching default set by DesignResolutionSize

Sets the main window's design resolution size e.g. mainWindow.SetDesignResolutionSize(960, 640, CCSceneResolutionPolicy.ShowAll) implicitly specifies the default visible bounds of any new CCLayer.

There appears to be some numerical errors depending on the chosen resolution size that result in 1 or 2px offsets in the visible bounds (e.g. expected bounds: (0,0, 960, 640), actual bounds: (0,1, 960, 640)).

The numerical errors are popping up because by default the camera is using a 3d projection and so the underlying perspective camera that belongs to a Layer needs to calculate the correct positioning so that the projection results in a visible area that matches the desired bounds.

Event if the default projection is changed to 2d, the ability for a 3d projection to lock on to a fixed bounds would be a desired feature for users who want to implement a 2d game with some 3d effects, so there is a need to fix these numerical errors to make it robust.

API Levels

I am checking android dependencies and it's interesting
box2d.Android = 2.2
MonoGame.Framework.Android = 4.4
Lidgren.Network.Android = 4.4
CocosSharp.Android = 4.2
so, I guess we should have at least what's needed by vendor libraries (4.4)
but the thing is I am not sure why would MonoGame or Lidgren need 4.4?

Android app crashes when started in landscape mode but the app requires portrait mode

This error occurs both on emulator (used Genymotion) as well as actual device (used Nexus 7 2012).

To reproduce create a new project with the following code in GameAppDelegate for ApplicationDidFinishLaunching:

    public override void ApplicationDidFinishLaunching (CCApplication application, CCWindow mainWindow)
    {
        application.PreferMultiSampling = false;
        application.ContentRootDirectory = "Content";

        mainWindow.SupportedDisplayOrientations = CCDisplayOrientation.Portrait;

        // todo:  Add our GameScene initialization here
    }

Crash occurs when SupportedDisplayOrientations is set:

at Microsoft.Xna.Framework.Game.get_Window () <IL 0x00006, 0x00024>
at Microsoft.Xna.Framework.GraphicsDeviceManager.set_SupportedOrientations (Microsoft.Xna.Framework.DisplayOrientation) <IL 0x0000d, 0x0003f>
at CocosSharp.CCDrawManager.set_SupportedDisplayOrientations (CocosSharp.CCDisplayOrientation) <IL 0x00007, 0x0002f>
at CocosSharp.CCWindow.set_SupportedDisplayOrientations (CocosSharp.CCDisplayOrientation) <IL 0x00007, 0x00043>
at BouncingGame.GameAppDelegate.ApplicationDidFinishLaunching (CocosSharp.CCApplication,CocosSharp.CCWindow) [0x00015] in c:\FlatRedBallProjects\Test\BouncingGameEmptyAndroid\BouncingGame\GameAppDelegate.cs:13
at CocosSharp.CCApplication.LoadContent () <IL 0x00048, 0x00168>
at Microsoft.Xna.Framework.DrawableGameComponent.Initialize () <IL 0x00010, 0x0004c>
at CocosSharp.CCApplication.Initialize () <IL 0x00008, 0x0003f>
at Microsoft.Xna.Framework.Game.InitializeExistingComponents () <IL 0x00029, 0x00104>
at Microsoft.Xna.Framework.Game.Initialize () <IL 0x0000d, 0x00063>
at CocosSharp.CCGame.Initialize () <IL 0x00001, 0x00027>
at Microsoft.Xna.Framework.Game.DoInitialize () <IL 0x00012, 0x00058>
at Microsoft.Xna.Framework.AndroidGamePlatform.BeforeUpdate (Microsoft.Xna.Framework.GameTime) <IL 0x0000e, 0x00053>
at Microsoft.Xna.Framework.Game.DoUpdate (Microsoft.Xna.Framework.GameTime) <IL 0x0000d, 0x00044>
at Microsoft.Xna.Framework.Game.Tick () <IL 0x000f5, 0x00693>
at Microsoft.Xna.Framework.AndroidGameWindow.OnUpdateFrame (object,OpenTK.FrameEventArgs) <IL 0x00059, 0x0014f>
at OpenTK.GameViewBase.OnUpdateFrame (OpenTK.FrameEventArgs) [0x00014] in /Users/builder/data/lanes/1131/2a7b6821/source/monodroid/src/OpenGLES/Android/GameViewBase.cs:312
at OpenTK.Platform.Android.AndroidGameView.UpdateFrameInternal (OpenTK.FrameEventArgs) [0x00013] in /Users/builder/data/lanes/1131/2a7b6821/source/monodroid/src/OpenGLES/Android/AndroidGameView.cs:338
at OpenTK.Platform.Android.AndroidGameView.RunIteration (System.Threading.CancellationToken) [0x00096] in /Users/builder/data/lanes/1131/2a7b6821/source/monodroid/src/OpenGLES/Android/AndroidGameView.cs:523
at OpenTK.Platform.Android.AndroidGameView/c__AnonStorey0.<>m__0 (object) [0x0000d] in /Users/builder/data/lanes/1131/2a7b6821/source/monodroid/src/OpenGLES/Android/AndroidGameView.cs:431
at Android.App.SyncContext/c__AnonStorey1.<>m__0 () [0x00000] in /Users/builder/data/lanes/1131/2a7b6821/source/monodroid/src/Mono.Android/src/Android.App/SyncContext.cs:32
at Java.Lang.Thread/RunnableImplementor.Run () [0x0000b] in /Users/builder/data/lanes/1131/2a7b6821/source/monodroid/src/Mono.Android/src/Java.Lang/Thread.cs:36
at Java.Lang.IRunnableInvoker.n_Run (intptr,intptr) [0x00009] in /Users/builder/data/lanes/1131/2a7b6821/source/monodroid/src/Mono.Android/platforms/android-19/src/generated/Java.Lang.IRunnable.cs:71
at (wrapper dynamic-method) object.5e1ebc2f-dbce-4f9d-98c2-c2a678b4178c (intptr,intptr) <IL 0x00011, 0x0001b>

CCSprite: Add TexelToContentSizeRatio

When loading a CCSprite, by default the size of the sprite in world space is taken to be the texture pixel size.

However, users typically want to set a fixed design resolution irrespective of the true screen size. Thus, to allow them to support hi/low res images, we need a way to allow users to set the sprite texel to content size ratio. e.g. If the hi-res image was 2:1, then they can set the content size ratio to 2.

In addition it is not only CCSprite that will be impacted, but other derived classes/ classes that load sprites (e.g. CCLabel, CCTMXLayer). So the setting of scale should be hierarchal

  • CCApplication.DefaultTexelToContentSizeRatio
    • CCSprite.DefaultTexelToContentSizeRatio
    • CCTMXLayer.DefaultTexelToContentSizeRatio

so that setting the CCApplication.DefaultTextureToContentRatio will impact all relevant classes, but users can still customise the distinct scale factors for particular art assets. e.g. Tilemap art may scale differently to regular sprites.

Finally, these properties should be of type CCSize to allow for the possibility of different width/height scales.

CCBox2dDraw constructor/draw calls don't accommodate for PTM_RATIO

Box2d can have its own metric coordinate system, and the translation between Box2d and CocosSharp's world system (in points) is handled via the convention of defining a PTM_RATIO static var.

For debugging purposes, people may want to draw the Box2d physics objects and can use CCBox2dDraw which is derived from the abstract b2Draw class

The vertices provided to CCBox2dDraw are in Box2d coordinates, and will need to be scaled using the PTM_RATIO so that they line-up with the corresponding CCNode object (e.g. CCSprite).

For some reason, the CCBox2dDraw constructor does not allow users to set the desired PTM_RATIO, even though the abstract base constructor is expecting this parameter.

CCScene Layer property can be set

A CCScene is the top-most node of the rendering chain and as such Layer should be null. Otherwise we get ambiguous behaviour where a user can add a child to a scene (that's not a layer) that can potentially be rendered.

CCLabel won't center

The code below works fine when using CCLabelTtf - the label will be centered both horizontally and vertically. However with CCLabel, horizontal alignment won't work. The label is all the way to the left side.

Interesting: CCTextAlignment.Center puts it all the way to the left, CCTextAlignment.Left (!) centers it perfectly and CCTextAlignment.Right places the label half way off the screen to the left.

var label = new CCLabel ("Bildschirm berühren!", "Times New Roman", 44)
            {
                Position = this.VisibleBoundsWorldspace.Center,
                Color = CCColor3B.White,
                HorizontalAlignment = CCTextAlignment.Center,
                VerticalAlignment = CCVerticalTextAlignment.Center,
                AnchorPoint = CCPoint.AnchorMiddle,
            };
            this.AddChild (label);

Add Default Projection property

The default projection for Layers and Camera is 3D. This works fine as default as long as no 3D effects or VertexZ values are used. There is a Layer constructor that takes a projection parameter, CCCameraProjection.Projection2D and CCCameraProjection.Projection3D, where each Layer/Camera would need to be passed the Projection2D property when being setup.

What this enhancement will provide is a default Projection property so users will not have provide this projection parameter each time.

The property should be placed on CCWindow or a static property on CCLayer providing the default projection to use on creation of a new CCLayer.

CCLabelBMFont: ContentSize is 0x0 during initialisation

During initialisation, if dimension parameter is not passed the ContentSize is set to 0x0 which will impact the positioning (among other things).

Given a font and font size, we need a way of determining the size of the label before necessarily drawing it. In particular, if no dimensions are provided then the default behaviour should be to set the ContentSize as the union of the sprite rects.

To be safe, to do this one should override the ContentSize setter, recalculating size if label changed font/font-size and user-defined dimensions were not set.

Mac: Full-screen app crashes

On Mac, when initialising a game and creating a CCApplication in the overridden NSApplicationDelegate FinishedLaunching method, the game is assumed to be full-screen if no arguments are supplied to the CCApplication constructor.

Currently, attempting to instantiate a CCApplication this way on the Mac platform results in the app crashing.

Remove need to set supported orientations in overridden CCApplicationDelegate

For mobile devices, when creating the CCApplication instance, one can determine the supported orientation from the - iOS) Info.plist, Android) ActivityAttributes or WP8) WindowsPhonePage.xaml, so a user shouldn't need to set these again in the application delegate.

In fact, there's a potential issue of providing mismatching supported orientations which will lead to problems and in addition, the supported orientations should be given to the CCApplication constructor anyway so that the underlying buffer is setup correctly.

Moreover, there currently isn't support for most devices to allow users to change the supported orientations after initialisation and so the CCWindow.SupportedDisplayOrientations property setter should be additionally removed to avoid confusion.

CCSpriteBatchNode resetting to position (0,0)

From forum discussion http://forums.xamarin.com/discussion/27220/ccspritebatchnode-issue

I've switched-over to using CCSpriteBatchNode for my sprites. It's mostly gone just fine, but I'm noticing an issue where the first sprite in a batch node is getting its on-screen position reset to (0, 0) (it's being incorrectly drawn in the lower-left of the screen).

It seems to happen only to the first sprite in the batch, after adding a new sprite to the batch, but not every time a new sprite is added. For example, I have a sprite (in a batch node) sitting in the middle of the screen. So far so good. At some point later, possibly after having added more sprites to the batch node without issue, I add another sprite to the batch node and, mysteriously, that very first sprite, pops down to (0, 0).

I wanted to try to find something in the CocosSharp test suite to point to, and I think I may have found an issue that's at least similar to what I'm seeing:

On the SpriteTest section of the test suite, the 36th test (index = 35), "SpriteChildrenVisibility", it looks like something similar to what I'm seeing is happening. If you go to that test (it's titled "Sprite & SpriteBatchNode Visibility"), you'll see that all the sprites are stuck in the lower-left corner of the window (0, 0). Looking at the code, it seems the sprites should be nicely centered on screen. Hopefully whatever's causing that issue is also my issue.

CCLayer: Add constructor to specify camera projection

The default CCLayer constructor creates a corresponding CCCamera on your behalf. The camera itself by default uses a 3d projection whose projection along the plane z=0 matches the set design resolution size (0,0, w, h). This is done so that 3d transition/depth/sprite effects will appear as expected. In other words, if the user does not use any 3d effects, the game, for all intents and purposes, will appear to be 2d.

However, the CCCamera does include an explicit 2d orthographic projection should a user want this. Hence when creating a CCLayer, we should provide users with the ability to specify the projection of the corresponding default CCCamera.

Unified CCLabels

There are currently a lot of (understandable) misunderstandings between all the different flavours of labels (CCLabel, CCLabelTtf, CCLabelBMFont, etc.). In addition, the fact that these classes are derived from different parents (CCSprite/ CCSpriteBatchNode) also gives rise to further maintenance issues.

Ideally, we should just have a single CCLabel class with a basic constructor


CCLabel("foo", "arial", 22, CCLabelType.Ttf)

We should also have a default CCLabelType.Auto that first attempts to locate fonts within the Content folder and then as a last resort attempts the Ttf version of the font if no font files were found.

CCLabel should be derived from CCNode as a container object, with specific-ivars for the different label flavours.

CCSceneResolutionPolicy.ShowAll not behaving correctly

I'm working on a portrait-only app with a 2x3 aspect ratio. I'm using CCSceneResolutionPolicy.ShowAll, so that the app's aspect ratio will be preserved when the scene is scaled for the device it's running on.

For example, on an iPhone 5 (taller than 2x3), the screen should show black bars, top and bottom so that the scaled image (between the bars) will maintain the correct 2x3 aspect ratio. After updating to 1.1 this morning, there are no black bars and the image is stretched too much, top to bottom (squares are no longer square).

This was working perfectly, pre-1.1.

CCDrawNode content size is always 0 x 0

When a user calls DrawRect, DrawCircle etc, the underlying triangle or line vertices are updated so that the primitives will render, but the ContentSize is not updated.

This will cause issues when adding children to a CCDrawNode, because if the content size is 0, then the local transform will be incorrect.

CCTextFieldTTF isn't working

Attempted to open a keyboard to accept text input using CCTextFieldTTF (running the TextInputTest in the tests.iOS project) and it has no effect.

Update Nuspec's to support Xamarin unified API

As described here, the introduction of the Unified API results in a library split where monotouch.dll -> Xamarin.iOS.dll, XamMac.dll -> Xamarin.Mac.dll.

Additionally, when targeting iOS, the NuGet platform identifier has changed from MonoTouch10 to Xamarin.iOS10.

The Nuspec's need to be updated to incorporate these changes, making sure to also keep support for the Classic API as well.

Android: Graphics context being destroyed when Pausing/Resuming

When deploying CocosSharp to an Android device and Pausing/Resuming the GL context is destroyed which in-turn means that the underlying GraphicsDevice is Reset upon Resuming the application.

We should be able to gracefully handle the case of a graphics device being reset, but in this particular instance, Pause/Resuming on a device should not result in the context being destroyed.

Remove superfluous CCViewportResolutionPolicy

Currently, there's two resolution policies - one for a CCScene and another for CCViewport. The CCScene ultimately sets up the correct exact fit viewport rect based on:

  • specified design resolution
  • CCScene resolution policy

which are specified in CCWindow.SetDesignResolutionSize and then afterwards the Viewport scales the exact rect to get the actual rect based on the CCViewportResolutionPolicy which can be one of either:

  • ExactFit
  • AspectFill
  • AspectFit

By default the CCViewport is created with an ExactFit policy meaning no subsequent scaling is performed.

But there is no need (and in fact it's confusing) to further specify an additional viewport resolution policy which subsequently scales the exact bounds. Instead, a user can simply set a different design resolution to get the exact fit bounds they want.

As an analogy, it's like setting int x=4; x = x /2; vs. int x = 2;

iOS: Viewport not correctly set after orientation change

Changing the orientation of an iOS device does not correctly update the viewport for a game that supports both landscape and portrait orientations. In particular the viewport rect does not appear to be centered correctly after an orientation change.

Additionally the default behaviour should be to preserve the aspect ratio when swapping orientation so that stretching/compression of content doesn't occur. i.e. The default CCViewport constructor should have the CCViewportResolutionPolicy changed from ExactFit. There's a need to support both a fixed landscape and fixed portrait aspect ratio.

Finally, the transition when changing orientations needs to be smooth. Currently, the swapping behaviour appears jarring to the user.

CCTXTileMap: Scrolling issue

From the forums:

http://forums.xamarin.com/discussion/27152/simple-tilemap-tmx-scroller

I am loading a timemap with this CCTMXMapInfo mapInfo = new CCTMXMapInfo ("lvl01.tmx"); map = new CCTMXTiledMap (mapInfo);

I tried using a camera but got perspective camera when moving it... (maybe a missed parameter?)

Then I ended up just setting the design resolution size like this to fit the height of the tile map mainWindow.SetDesignResolutionSize (568, 320, CCSceneResolutionPolicy.FixedHeight);

but am now missing the part where I can move the map.

I added a simple sprite to move across the screen but for some reason couldn't get the ccfollow action to work quite right. Maybe I need to add the map to a special node and then use the action on that?

Any help and pointers are appreciated :-)

Files not found in CocosSharp.Test.iOS solution

In the CocosSharp.Test.iOS solution, the MonoGame.Framework.iOS project references a few source files that could not be found:

CocosSharp/MonoGame/MonoGame.Framework/Audio/AudioCategory.cs
CocosSharp/MonoGame/MonoGame.Framework/Audio/AudioEngine.cs
CocosSharp/MonoGame/MonoGame.Framework/Audio/AudioStopOptions.cs
CocosSharp/MonoGame/MonoGame.Framework/Audio/Cue.cs
CocosSharp/MonoGame/MonoGame.Framework/Audio/SoundBank.cs
CocosSharp/MonoGame/MonoGame.Framework/Audio/WaveBank.cs
CocosSharp/MonoGame/MonoGame.Framework/Audio/XactClip.cs
CocosSharp/MonoGame/MonoGame.Framework/Audio/XactSound.cs
CocosSharp/MonoGame/MonoGame.Framework/Graphics/GraphicsDevice.OpenGL.FramebufferObject.cs
CocosSharp/MonoGame/MonoGame.Framework/Graphics/GraphicsDevice.OpenGL.RenderbufferObject.cs

It looks like they are in monogame master but not in the monogame xamarin branch.

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