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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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12 Commits

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NameName
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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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MonogameGenericTools

This is a collection of tools I have built for myself to simplify some aspects of building a project on top of Monogame.
These tools are intended to drive the project

High Level Overview

This project is run via Utils/Core/Game.cs
This file will:

  • Set up all the classes in Utils/Core/GlobalUtilities
  • Track the average run time of the update and draw function
  • Utilize the SceneUtility to render and update scenes

Scenes

Any class that inherits SceneBase will be picked up at launch by the SceneUtility in its intialize function.
Note that this will create an instance of every SceneBase class. Because of this I suggest there be minimal logic in the constructor for a scene.

When a scene is set to active
Either with this.isInitalScene = true; being set in the constructor or SceneUtility.setActive(sceneName) being called
The function setup on the scene will be called (if it has not been already, specified by isSetup)

About

My personal quick boilerplate for starting a Monogame project

Topics

Resources

Stars

1 star

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages