craftworkgames / MonoGame.WpfCore

MonoGame embedded inside a WPF app.
MIT License
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MonoGame.WpfCore\ is not supported #8

Open vchelaru opened 2 years ago

vchelaru commented 2 years ago

I just tried this out following the instructions on the main page, but I can't figure out why this is happening:

image

Can anyone help?

damian-666 commented 1 year ago

i put a simple a PR of the samepl from mh y fork that supports net6. it works but its if you port your wpf codecode fron 4.8 to nef6 windwos you migith have issues... i only do on my ribbon verision..i think ih i have to trace MG and or sharpDX arrchvied to fix it.. so i build in the source ...

damian-666 commented 1 year ago

https://github.com/damian-666/MonoGame.WpfCore

i updated mine to net6, nullable and merged with the other PR from FaustVX that is way .. more robust.. evne with nullable

damian-666 commented 1 year ago

i took your the PR for the wpf contorl which is in a tagged dialog merge witt mine, stuck, in old docking ribbon level editor thats net6 windows, but has net 4.8 legacy controls , uses a shared net 6 gamecore lib, shared assets, and my MG view works again.. now i FINALLY have my tooling up to Net 6 LTS with no netstandard or 4.8.. in my own code.. multiple tabbed dialogs is still weird and has issues and or leaks.... becasue it unloads and disposes... Marck stan way is to let it leak... mvoing ot net 6 has stalled me for 6 weeks and im LUCKY... i only have 8 years x 3 people worth of legacy code.

before, even after my PR to get the old sample to work with net6, i got a Method not found in CreateRenderTarget. GetSharedHandle..... and its wanst even stepping in to the content control ovveride.. so i spend weeks and tried mark stans version but its too complex. i just dropped FaustVX version on mine and made it stretch to overlay my WPF viewport adn now i mix wpf adorners with MG graphics.. perfecto.... the 60 fps limit is gone too if i wanna run my game loop at 2000 fps i can..

damian-666 commented 1 year ago

it probably doesnt not meet the net 6 requrements. Youu can run Ugrade-assistant on your legacy WPF code adn see if it can make you a new version.. it did with mine but the WpfCore didnt load, even if it comiled... also MG. 3.81 does not support net standanrd 2.0 game libs. You must put your core game code in a net6 lib with MGopenGL... if yo build a level editor wiht wpf... u will probably need a shared code, to avoid dublicate code with your game launcher, that or a shared project. once you update game core libs to net 6.. you have to move ur wpf to net6-windows from net r4.8.. so .. expect a ton of work but its doable. i looked at other editors and in game editors but i cannot trhogu away years worth of tooling... or expect an easier way out by moving to other GUI or even AvaloniaWPF..

damian-666 commented 1 month ago

Do you ever get this working on avalonia? Using the Deviceservice. that's an. the current Monogame.inside is giving me a lot of problems. If I try to incorporate it into docking system . i core 2D , Wieslaw stopes Dock..maybe Dirkster dock..

vchelaru commented 1 month ago

No I haven't tried anything with this since my original post long ago.