scene.UseUI() creates a per-scene Myra Desktop and registers UiRenderSystem last in the draw phase (UI on top, window pixels). GameHost now exposes itself as a Game service (Myra needs the instance; useful for games too). Myra was picked over Gum/ImGui for the FontStashSharp ecosystem fit, pipeline-free assets and maturity; its internal SpriteBatch use is a documented exception to the engine rule. Sample: on-screen HUD replaces window-title-only stats — live FPS label, music volume slider and scene-switch buttons on both scenes. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
22 lines
819 B
XML
22 lines
819 B
XML
<Project>
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<ItemGroup>
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<!-- Engine -->
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<PackageVersion Include="MonoGame.Framework.DesktopGL" Version="3.8.4.1" />
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<PackageVersion Include="Friflo.Engine.ECS" Version="3.6.0" />
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<PackageVersion Include="FontStashSharp.MonoGame" Version="1.5.6" />
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<PackageVersion Include="NVorbis" Version="0.10.5" />
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<PackageVersion Include="Myra" Version="1.6.1" />
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<!-- Source generator -->
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<PackageVersion Include="Microsoft.CodeAnalysis.CSharp" Version="4.8.0" />
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<PackageVersion Include="Microsoft.CodeAnalysis.Analyzers" Version="3.3.4" />
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<!-- Tests -->
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<PackageVersion Include="Microsoft.NET.Test.Sdk" Version="18.6.0" />
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<PackageVersion Include="xunit" Version="2.9.3" />
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<PackageVersion Include="xunit.runner.visualstudio" Version="3.1.5" />
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</ItemGroup>
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</Project>
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