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Problems building ParadoxSamples.sln [beta04] #117

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gitfool opened this issue Nov 26, 2014 · 2 comments
Closed

Problems building ParadoxSamples.sln [beta04] #117

gitfool opened this issue Nov 26, 2014 · 2 comments

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@gitfool
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gitfool commented Nov 26, 2014

This is fairly straight forward. All the samples using SpriteBatch.MeasureString are currently broken due to the newly required targetSize parameter.

This begs the question; what should this be? If it's usually something like new Vector2(GraphicsDevice.BackBuffer.Width, GraphicsDevice.BackBuffer.Height) then it might be better to make that the default value, with a Vector2? targetSize = null (or similar), to make the API more lightweight / user friendly.

This crossed my mind when thinking about having to patch every single call site in the samples to use the exact same long winded parameter value. ;)

@gitfool gitfool changed the title Problems building ParadoxSamples.sln Problems building ParadoxSamples.sln [beta04] Nov 26, 2014
xen2 added a commit that referenced this issue Nov 26, 2014
@boriscallens
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Think this should have status Fixed.
@xen2 Should the 'fixes' part be capitalized or put at the start of your message to automagically put the Fixed state on the #mentioned issues?
https://guides.github.com/features/issues/#notifications

@xenux
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xenux commented Aug 28, 2015

Yes this issue should be closed.
By the way I added the change proposed by gitfool too.

@xenux xenux closed this as completed Aug 28, 2015
xenux pushed a commit that referenced this issue Aug 28, 2015
…arameter to make it more user friendly. (github #117).
xen2 added a commit that referenced this issue Dec 1, 2015
…-renaming

* commit 'b372241d7fc39de6d4e8e712d44f8ea41291944a': (65 commits)
  Updated public comments.
  [Samples] Updated sample to new animation/skeleton system
  [Tests] Update test projects to latest version
  [Animation] object can now be animated (incl. unit test with ModelComponent.Model animation)
  [Animation] Handle non-optimized AnimationClip
  [Editor] Time overlay is now on the toolbar. Also fixed buttons initial state (animation is automatically started).
  [SpriteStudio] Made SpriteStudioComponent.Nodes visible to update engine.
  [Model] MaterialIndex was not checked(!) when trying to grouping drawcalls
  [WindowsPhone] Checks MouseCapabilities.MousePresent before calling Mouse API
  [Updater] Tests: added tests for blittable structs properties and fields
  [Animation] Added AnimationAsset.PreviewModel so that things update properly.
  [Reflection] Clear dataContractAliasMapping
  [Reflection] Updated comments for AssemblyRegistry.GetTypeFromAlias.
  [Reflection] AssemblyRegistry.GetTypeFromAlias also supports DataContractAliasAttribute.
  [Reflection] Moved GetTypeFromAlias to AssemblyRegistry
  [Updater] Also uses Type aliases
  [AssemblyProcessor] Register DataContract aliases so that they are accessible from runtime. Use this to resolve EntityComponent keys for update engine.
  [Cecil] Seems like latest Cecil was causing problem for WinStore/Win10
  [Build] Update deps to latest
  [Animation] Added unit tests for knight animation
  ...
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