(ded4a3e0a) v0.9.0.7

This commit is contained in:
Joonas Rikkonen
2019-06-25 16:00:44 +03:00
parent e5ae622c77
commit 4a51db77b5
1777 changed files with 421528 additions and 917 deletions
@@ -0,0 +1,29 @@
using System.Reflection;
using System.Runtime.CompilerServices;
#if __ANDROID__
using Android.App;
#endif
// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.
[assembly: AssemblyTitle("${ProjectName}")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("${AuthorCompany}")]
[assembly: AssemblyProduct("")]
[assembly: AssemblyCopyright("${AuthorCopyright}")]
[assembly: AssemblyTrademark("${AuthorTrademark}")]
[assembly: AssemblyCulture("")]
// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}".
// The form "{Major}.{Minor}.*" will automatically update the build and revision,
// and "{Major}.{Minor}.{Build}.*" will update just the revision.
[assembly: AssemblyVersion("1.0.0")]
// The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing.
//[assembly: AssemblyDelaySign(false)]
//[assembly: AssemblyKeyFile("")]
@@ -0,0 +1,12 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
@@ -0,0 +1,80 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace ${Namespace}
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
// TODO: Add your initialization logic here
base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
//TODO: use this.Content to load your game content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
// For Mobile devices, this logic will close the Game when the Back button is pressed
// Exit() is obsolete on iOS
#if !__IOS__ && !__TVOS__
if (GamePad.GetState (PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit ();
#endif
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
graphics.GraphicsDevice.Clear(Color.CornflowerBlue);
//TODO: Add your drawing code here
base.Draw(gameTime);
}
}
}
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@@ -0,0 +1,22 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using TImport = System.String;
namespace ${Namespace}
{
[ContentImporter(".txt", DisplayName = "Importer1", DefaultProcessor = "Processor1")]
public class Importer1 : ContentImporter<TImport>
{
public override TImport Import(string filename, ContentImporterContext context)
{
return default(TImport);
}
}
}
@@ -0,0 +1,23 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;
using TInput = System.String;
using TOutput = System.String;
namespace ${Namespace}
{
[ContentProcessor(DisplayName = "Processor1")]
class Processor1 : ContentProcessor<TInput, TOutput>
{
public override TOutput Process(TInput input, ContentProcessorContext context)
{
return default(TOutput);
}
}
}
@@ -0,0 +1,84 @@
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
#if MONOMAC
using MonoMac.AppKit;
using MonoMac.Foundation;
#elif __IOS__ || __TVOS__
using Foundation;
using UIKit;
#endif
#endregion
namespace ${Namespace}
{
#if __IOS__ || __TVOS__
[Register("AppDelegate")]
class Program : UIApplicationDelegate
#else
static class Program
#endif
{
private static Game1 game;
internal static void RunGame()
{
game = new Game1();
game.Run();
#if !__IOS__ && !__TVOS__
game.Dispose ();
#endif
}
/// <summary>
/// The main entry point for the application.
/// </summary>
#if !MONOMAC && !__IOS__ && !__TVOS__
[STAThread]
#endif
static void Main(string[] args)
{
#if MONOMAC
NSApplication.Init ();
using (var p = new NSAutoreleasePool ()) {
NSApplication.SharedApplication.Delegate = new AppDelegate();
NSApplication.Main(args);
}
#elif __IOS__ || __TVOS__
UIApplication.Main(args, null, "AppDelegate");
#else
RunGame();
#endif
}
#if __IOS__ || __TVOS__
public override void FinishedLaunching(UIApplication app)
{
RunGame();
}
#endif
}
#if MONOMAC
class AppDelegate : NSApplicationDelegate
{
public override void FinishedLaunching (MonoMac.Foundation.NSObject notification)
{
AppDomain.CurrentDomain.AssemblyResolve += (object sender, ResolveEventArgs a) => {
if (a.Name.StartsWith("MonoMac")) {
return typeof(MonoMac.AppKit.AppKitFramework).Assembly;
}
return null;
};
Program.RunGame();
}
public override bool ApplicationShouldTerminateAfterLastWindowClosed (NSApplication sender)
{
return true;
}
}
#endif
}
@@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="${ProjectName}"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
</assembly>
@@ -0,0 +1,14 @@
<?xml version="1.0"?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Content Builder File</_Name>
<Icon>monogame-project</Icon>
<_Category>MonoGame</_Category>
<LanguageName>C#</LanguageName>
<_Description>Creates a basic MonoGame Content Builder control file.</_Description>
</TemplateConfiguration>
<TemplateFiles>
<File name="${Name}.mgcb" src="Common/Content.mgcb" BuildAction="MonoGameContentReference" />
</TemplateFiles>
</Template>
@@ -0,0 +1,16 @@
<?xml version="1.0"?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Content Importer</_Name>
<Icon>monogame-project</Icon>
<_Category>MonoGame</_Category>
<LanguageName>C#</LanguageName>
<_Description>Creates a basic MonoGame Content Importer which can be used to extend the Pipeline tool.</_Description>
</TemplateConfiguration>
<TemplateFiles>
<File name="${Name}.cs" src="Common/Importer1.cs" />
</TemplateFiles>
</Template>
@@ -0,0 +1,15 @@
<?xml version="1.0"?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Content Processor</_Name>
<Icon>monogame-project</Icon>
<_Category>MonoGame</_Category>
<LanguageName>C#</LanguageName>
<_Description>Creates a basic MonoGame Content Processor which can be used to extend the Pipeline tool.</_Description>
</TemplateConfiguration>
<TemplateFiles>
<File name="${Name}.cs" src="Common/Processor1.cs" />
</TemplateFiles>
</Template>
@@ -0,0 +1,30 @@
<?xml version="1.0" encoding="UTF-8" ?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Portable Library</_Name>
<Category>monogame/library/crossplat</Category>
<Icon>monogame-project</Icon>
<LanguageName>C#</LanguageName>
<_Description>Creates a MonoGame Portable Library (PCL). This can be used to share most of your games code.</_Description>
</TemplateConfiguration>
<Actions>
<Open filename = "Game1.cs"/>
</Actions>
<Combine name = "${ProjectName}" directory = ".">
<Actions>
<Open filename = "Game1.cs"/>
</Actions>
<Project name = "${ProjectName}" directory = "." type = "PortableDotNet">
<Options Target = "Library" TargetFrameworkVersion = ".NETPortable,Version=v4.0,Profile=Profile158"/>
<Packages>
<Package id="MonoGame.Framework.Portable" version="3.2.99.1-Beta" targetFramework="portable-net45+sl50+win+wp80+MonoAndroid10+xamarinios10+MonoTouch10"/>
</Packages>
<Files>
<File name="Game1.cs" AddStandardHeader="True" src="Common/Game1.cs" />
</Files>
</Project>
</Combine>
</Template>
@@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8" ?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Pipeline Library</_Name>
<Category>monogame/library/pipeline</Category>
<Icon>monogame-project</Icon>
<LanguageName>C#</LanguageName>
<_Description>Creates a MonoGame Pipeline Extenson so you can extend the Content Pipeline.</_Description>
</TemplateConfiguration>
<Combine name = "${ProjectName}" directory = ".">
<Actions>
<Open filename = "Importer1.cs"/>
</Actions>
<Project name = "${ProjectName}" directory = ".">
<Options Target = "Library"/>
<Packages>
<Package id="MonoGame.Framework.Portable" version="3.2.99.1-Beta" targetFramework="portable-net45+sl50+win+wp80+MonoAndroid10+xamarinios10+MonoTouch10"/>
<Package id="MonoGame.Framework.Content.Pipeline.Portable" version="3.2.99.1-Beta" targetFramework="portable-net45+sl50+win+wp80+MonoAndroid10+xamarinios10+MonoTouch10"/>
</Packages>
<Files>
<File name="Importer1.cs" AddStandardHeader="True" src="Common/Importer1.cs" />
<File name="Processor1.cs" AddStandardHeader="True" src="Common/Processor1.cs" />
</Files>
</Project>
</Combine>
</Template>
@@ -0,0 +1,80 @@
<?xml version="1.0"?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Cross Platform Desktop Project</_Name>
<Category>monogame/app/games</Category>
<Icon>monogame-project</Icon>
<LanguageName>C#</LanguageName>
<_Description>A MonoGame game project for Windows, Mac and Linux using OpenGL.</_Description>
</TemplateConfiguration>
<Actions>
<Open filename = "Game1.cs"/>
</Actions>
<Combine name = "${ProjectName}" directory = ".">
<Options>
<StartupProject>${ProjectName}</StartupProject>
</Options>
<Project name = "${ProjectName}" directory = ".">
<Options />
<References>
<Reference type="Gac" refto="System" />
<Reference type="Gac" refto="System.Xml" />
<Reference type="Gac" refto="System.Core" />
<Reference type="Package" refto="MonoGame.Framework" />
</References>
<Files>
<File name="Game1.cs" src="Common/Game1.cs" />
<File name="Program.cs" src="Common/Program.cs" />
<File name="app.manifest" src="Common/app.manifest" />
<RawFile name="Icon.png" src="Common/Icon-md.png"/>
<RawFile name="Icon.ico" src="Common/Icon.ico" BuildAction="EmbeddedResource"/>
<Directory name="Properties">
<File name="AssemblyInfo.cs" src="Common/AssemblyInfo.cs" />
</Directory>
<Directory name="Content">
<File name="Content.mgcb" src="Common/Content.mgcb" BuildAction="MonoGameContentReference" />
</Directory>
<Directory name="x64">
<ContentFile>
<RawFile name="libopenal.so.1" src="libs/x64/libopenal.so.1" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="soft_oal.dll" src="libs/x64/soft_oal.dll" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="libSDL2-2.0.so.0" src="libs/x64/libSDL2-2.0.so.0" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="SDL2.dll" src="libs/x64/SDL2.dll" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
</Directory>
<Directory name="x86">
<ContentFile>
<RawFile name="libopenal.so.1" src="libs/x86/libopenal.so.1" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="soft_oal.dll" src="libs/x86/soft_oal.dll" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="libSDL2-2.0.so.0" src="libs/x86/libSDL2-2.0.so.0" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="SDL2.dll" src="libs/x86/SDL2.dll" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
</Directory>
<ContentFile>
<File name="MonoGame.Framework.dll.config" src="Common/MonoGame.Framework.dll.config" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="libopenal.1.dylib" src="libs/libopenal.1.dylib" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
<ContentFile>
<RawFile name="libSDL2-2.0.0.dylib" src="libs/libSDL2-2.0.0.dylib" CopyToOutputDirectory="PreserveNewest" />
</ContentFile>
</Files>
</Project>
</Combine>
</Template>
@@ -0,0 +1,26 @@
<?xml version="1.0" encoding="UTF-8" ?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Shared Project</_Name>
<Category>monogame/library/crossplat</Category>
<Icon>monogame-project</Icon>
<LanguageName>C#</LanguageName>
<_Description>Creates a MonoGame Shared Project to share common code. This can be used to share most of your shared code, but you can also include platform specific code using #defines.
Note this is a Shared Project only, it will need to be referenced from another MonoGame project to work.</_Description>
</TemplateConfiguration>
<Actions>
<Open filename = "Game1.cs"/>
</Actions>
<Combine name = "${ProjectName}" directory = ".">
<Project name = "${ProjectName}" directory = "." type = "SharedAssetsProject">
<Files>
<File name="Game1.cs" src="Common/Game1.cs" />
<Directory name="Content">
<File name="Content.mgcb" src="Common/Content.mgcb" BuildAction="MonoGameContentReference"/>
</Directory>
</Files>
</Project>
</Combine>
</Template>
@@ -0,0 +1,42 @@
<?xml version="1.0"?>
<Template>
<TemplateConfiguration>
<_Name>MonoGame Application (DirectX)</_Name>
<Category>monogame/app/games</Category>
<Icon>monogame-project</Icon>
<LanguageName>C#</LanguageName>
<_Description>Creates a new C# MonoGame Windows Application. This application will use the DirectX backend.</_Description>
</TemplateConfiguration>
<Actions>
<Open filename = "Game1.cs"/>
</Actions>
<Combine name = "${ProjectName}" directory = ".">
<Options>
<StartupProject>${ProjectName}</StartupProject>
</Options>
<Project name = "${ProjectName}" directory = ".">
<Options />
<References>
<Reference type="Gac" refto="System" />
<Reference type="Gac" refto="System.Xml" />
<Reference type="Gac" refto="System.Core" />
<Reference type="Package" refto="MonoGame.Framework" />
</References>
<Files>
<File name="Game1.cs" src="Common/Game1.cs" />
<File name="Program.cs" src="Common/Program.cs" />
<File name="app.manifest" src="Common/app.manifest />
<RawFile name="Icon.png" src="Common/Icon-md.png" />
<Directory name="Properties">
<File name="AssemblyInfo.cs" src="Common/AssemblyInfo.cs" />
</Directory>
<Directory name="Content">
<File name="Content.mgcb" src="Common/Content.mgcb" BuildAction="MonoGameContentReference" />
</Directory>
</Files>
</Project>
</Combine>
</Template>