@willmotil wrote:
I know internally monogame uses if defines for different platforms. My question is as follows.
Is there a public accessor that will return for example DesktopGL or Windows that i can call from within Game1 to return what monogame see's as the targetplatform internally ?
Details...
Recently i was asking about loading a .fx from a string pumpkin pudding helped with that.
I would like to wrap that up into a nice little codeblock.However to do so...
I need to add both dll's to my project which is fairly easy.
I also need to pass the correct target platform to the call.In order to do that though... i need to detect the platform programmatically before game load() finishes.
Here is a snippet of code to better illustrate the problem.
public Effect LoadFxString(GraphicsDevice gd, string fxcode) { string sourceFile = Directory.GetCurrentDirectory() + "/tmp.txt"; File.WriteAllText(sourceFile, fxcode); EffectImporter importer = new EffectImporter(); EffectContent content = importer.Import(sourceFile, null); EffectProcessor processor = new EffectProcessor(); PipelineManager pm = new PipelineManager(string.Empty, string.Empty, string.Empty); //___________________________ // ill need to detect the platform to pass the correct target // // DX pm.Platform = TargetPlatform.Windows; // // GL //pm.Platform = TargetPlatform.DesktopGL; // // ideally instead of the above. // pm.Platform = this.CurrentlyRunningTargetPlatform; //___________________________ pm.Profile = GraphicsProfile.HiDef; PipelineProcessorContext ppc = new PipelineProcessorContext(pm, new PipelineBuildEvent()); CompiledEffectContent cecontent = processor.Process(content, ppc); ContentCompiler compiler = new ContentCompiler(); return new Effect(gd, cecontent.GetEffectCode()); }
Essentially i need to know the TargetPlatform programatically.
Other wise ill have to constantly change this depending on the project template i make instead of the template im running change to the correct target platform in the code block which would be a little bit annoying.
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