csharpc-sharpdotnetxamlavaloniauicross-platformcross-platform-xamlavaloniaguimulti-platformuser-interfacedotnetcore
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126 lines
3.8 KiB
126 lines
3.8 KiB
using Avalonia.Logging.Serilog;
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using Serilog;
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using System;
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using System.Linq;
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using Avalonia;
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namespace ControlCatalog
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{
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internal class Program
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{
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static void Main(string[] args)
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{
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InitializeLogging();
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new App()
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.ConfigureRenderSystem(args)
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.LoadFromXaml()
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.RunWithMainWindow<MainWindow>();
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}
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// This will be made into a runtime configuration extension soon!
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private static void InitializeLogging()
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{
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#if DEBUG
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SerilogLogger.Initialize(new LoggerConfiguration()
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.MinimumLevel.Warning()
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.WriteTo.Trace(outputTemplate: "{Area}: {Message}")
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.CreateLogger());
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#endif
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}
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Experimental: Would like to move this into a shared location once I figure out the best place for it
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// considering all common libraries are PCL and do not have access to Environment.OSVersion.Platform
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// nor do they have access to the platform specific render/subsystem extensions.
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//
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// Perhaps via DI we register each system with a priority/rank
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//
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public static class RenderSystemExtensions
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{
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[Flags]
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enum RenderSystem
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{
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None = 0,
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GTK = 1,
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Skia = 2,
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Direct2D = 4
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};
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/// <summary>
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/// Default (Optimal) render system for a particular platform
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/// </summary>
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/// <returns></returns>
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private static RenderSystem DefaultRenderSystem()
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{
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switch (Environment.OSVersion.Platform)
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{
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case PlatformID.MacOSX:
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return RenderSystem.GTK;
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case PlatformID.Unix:
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return RenderSystem.GTK;
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case PlatformID.Win32Windows:
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return RenderSystem.Direct2D;
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}
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return RenderSystem.None;
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}
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/// <summary>
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/// Returns an array of avalidable rendering systems in priority order
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/// </summary>
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/// <returns></returns>
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private static RenderSystem[] AvailableRenderSystems()
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{
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switch (Environment.OSVersion.Platform)
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{
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case PlatformID.MacOSX:
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return new RenderSystem[] { RenderSystem.GTK, RenderSystem.Skia };
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case PlatformID.Unix:
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return new RenderSystem[] { RenderSystem.GTK, RenderSystem.Skia };
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case PlatformID.Win32Windows:
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return new RenderSystem[] { RenderSystem.Direct2D, RenderSystem.Skia, RenderSystem.GTK };
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}
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return new RenderSystem[0];
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}
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/// <summary>
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/// Selects the optimal render system for desktop platforms. Supports cmd line overrides
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/// </summary>
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/// <param name="app"></param>
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/// <param name="args"></param>
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public static TApp ConfigureRenderSystem<TApp>(this TApp app, string[] args) where TApp : Application
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{
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// So this all works great under Windows where it can support
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// ALL configurations. But on OSX/Unix we cannot use Direct2D
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//
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if (args.Contains("--gtk") || DefaultRenderSystem() == RenderSystem.GTK)
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{
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app.UseGtk();
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app.UseCairo();
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}
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else
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{
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app.UseWin32();
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if (args.Contains("--skia") || DefaultRenderSystem() == RenderSystem.Skia)
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{
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app.UseSkia();
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}
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else
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{
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app.UseDirect2D();
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}
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}
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return app;
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}
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}
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}
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