(ded4a3e0a) v0.9.0.7
@@ -0,0 +1,26 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<Description>A set of C# templates written for the MonoGame framework.</Description>
|
||||
<PackageId>MonoGame.Templates.CSharp</PackageId>
|
||||
<PackageVersion>0.0.1</PackageVersion>
|
||||
<Authors>@MonoGameTeam</Authors>
|
||||
<PackageIconUrl>https://pbs.twimg.com/profile_images/487954549441691649/O3KsHAsb_400x400.png</PackageIconUrl>
|
||||
<PackageProjectUrl>http://monogame.net/</PackageProjectUrl>
|
||||
<RepositoryUrl>https://github.com/MonoGame/MonoGame</RepositoryUrl>
|
||||
<TargetFramework>net461</TargetFramework>
|
||||
<EnableDefaultItems>False</EnableDefaultItems>
|
||||
<PackOnBuild>true</PackOnBuild>
|
||||
<PackageTargetPath>bin\$(PackageId).nupkg</PackageTargetPath>
|
||||
<IncludeOutputsInPackage>false</IncludeOutputsInPackage>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="NuGet.Build.Packaging" Version="0.2.0" PrivateAssets="All" />
|
||||
<PackageFile Include="content\**\*" Exclude="content\**\.DS_Store;content\**\bin;content\**\obj" PackagePath="%(RelativeDir)%(Filename)%(Extension)" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="content\BlankApp.tvOS\.template.config\" />
|
||||
<Folder Include="content\PipelineExtension\.template.config\" />
|
||||
<Folder Include="content\BlankApp.MacOS\.template.config\" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame Android Application",
|
||||
"groupIdentity": "MonoGame.BlankApp.Android",
|
||||
"identity": "MonoGame.BlankApp.Android.CSharp",
|
||||
"shortName": "mgandroid",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.Android.csproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame game project for Android."
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using Android.App;
|
||||
using Android.Content.PM;
|
||||
using Android.OS;
|
||||
using Android.Views;
|
||||
|
||||
namespace BlankApp.Android
|
||||
{
|
||||
[Activity(Label = "BlankApp.Android"
|
||||
, MainLauncher = true
|
||||
, Icon = "@drawable/icon"
|
||||
, Theme = "@style/Theme.Splash"
|
||||
, AlwaysRetainTaskState = true
|
||||
, LaunchMode = LaunchMode.SingleInstance
|
||||
, ScreenOrientation = ScreenOrientation.FullUser
|
||||
, ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden | ConfigChanges.ScreenSize)]
|
||||
public class Activity1 : Microsoft.Xna.Framework.AndroidGameActivity
|
||||
{
|
||||
protected override void OnCreate(Bundle bundle)
|
||||
{
|
||||
base.OnCreate(bundle);
|
||||
var g = new Game1();
|
||||
SetContentView((View)g.Services.GetService(typeof(View)));
|
||||
g.Run();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
Any raw assets you want to be deployed with your application can be placed in
|
||||
this directory (and child directories) and given a Build Action of "AndroidAsset".
|
||||
|
||||
These files will be deployed with you package and will be accessible using Android's
|
||||
AssetManager, like this:
|
||||
|
||||
public class ReadAsset : Activity
|
||||
{
|
||||
protected override void OnCreate (Bundle bundle)
|
||||
{
|
||||
base.OnCreate (bundle);
|
||||
|
||||
InputStream input = Assets.Open ("my_asset.txt");
|
||||
}
|
||||
}
|
||||
|
||||
Additionally, some Android functions will automatically load asset files:
|
||||
|
||||
Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");
|
||||
@@ -0,0 +1,84 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{410C0262-131C-4D0E-910D-D01B4F7143E0}</ProjectGuid>
|
||||
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>BlankApp</RootNamespace>
|
||||
<AssemblyName>BlankApp</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<AndroidApplication>true</AndroidApplication>
|
||||
<AndroidResgenFile>Resources\Resource.Designer.cs</AndroidResgenFile>
|
||||
<GenerateSerializationAssemblies>Off</GenerateSerializationAssemblies>
|
||||
<AndroidSupportedAbis>armeabi-v7a;x86</AndroidSupportedAbis>
|
||||
<AndroidStoreUncompressedFileExtensions>.m4a</AndroidStoreUncompressedFileExtensions>
|
||||
<MandroidI18n />
|
||||
<TargetFrameworkVersion>v7.1</TargetFrameworkVersion>
|
||||
<MonoGamePlatform>Android</MonoGamePlatform>
|
||||
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
|
||||
<AndroidUseLatestPlatformSdk>True</AndroidUseLatestPlatformSdk>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;ANDROID</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<AndroidUseSharedRuntime>True</AndroidUseSharedRuntime>
|
||||
<AndroidLinkMode>None</AndroidLinkMode>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>TRACE;ANDROID</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<AndroidUseSharedRuntime>False</AndroidUseSharedRuntime>
|
||||
<AndroidLinkMode>SdkOnly</AndroidLinkMode>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Mono.Android" />
|
||||
<Reference Include="mscorlib" />
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\Android\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Activity1.cs" />
|
||||
<Compile Include="Game1.cs" />
|
||||
<Compile Include="Resources\Resource.Designer.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Resources\AboutResources.txt" />
|
||||
<None Include="Assets\AboutAssets.txt" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="Resources\Layout\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<AndroidResource Include="Resources\Values\Strings.xml" />
|
||||
<AndroidResource Include="Resources\Drawable\Icon.png" />
|
||||
<AndroidResource Include="Resources\Drawable\Splash.png" />
|
||||
<AndroidResource Include="Resources\Values\Styles.xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
<None Include="Properties\AndroidManifest.xml" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,15 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:Android
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace BlankApp.Android
|
||||
{
|
||||
/// <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";
|
||||
|
||||
graphics.IsFullScreen = true;
|
||||
graphics.PreferredBackBufferWidth = 800;
|
||||
graphics.PreferredBackBufferHeight = 480;
|
||||
graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
|
||||
}
|
||||
|
||||
/// <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>
|
||||
/// UnloadContent will be called once per game and is the place to unload
|
||||
/// game-specific content.
|
||||
/// </summary>
|
||||
protected override void UnloadContent()
|
||||
{
|
||||
// TODO: Unload any non ContentManager 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)
|
||||
{
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
|
||||
Exit();
|
||||
|
||||
// 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)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
// TODO: Add your drawing code here
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="BlankApp.Android" android:versionCode="1" android:versionName="1.0">
|
||||
<uses-sdk />
|
||||
<application android:label="BlankApp.Android"></application>
|
||||
</manifest>
|
||||
@@ -0,0 +1,41 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using Android.App;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("BlankApp.Android")]
|
||||
[assembly: AssemblyProduct("BlankApp.Android")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("6f377592-2266-4c47-855e-6260ff75e1f4")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
|
||||
// Add some common permissions, these can be removed if not needed
|
||||
[assembly: UsesPermission(Android.Manifest.Permission.Internet)]
|
||||
[assembly: UsesPermission(Android.Manifest.Permission.WriteExternalStorage)]
|
||||
@@ -0,0 +1,44 @@
|
||||
Images, layout descriptions, binary blobs and string dictionaries can be included
|
||||
in your application as resource files. Various Android APIs are designed to
|
||||
operate on the resource IDs instead of dealing with images, strings or binary blobs
|
||||
directly.
|
||||
|
||||
For example, a sample Android app that contains a user interface layout (Main.xml),
|
||||
an internationalization string table (Strings.xml) and some icons (drawable/Icon.png)
|
||||
would keep its resources in the "Resources" directory of the application:
|
||||
|
||||
Resources/
|
||||
Drawable/
|
||||
Icon.png
|
||||
|
||||
Layout/
|
||||
Main.axml
|
||||
|
||||
Values/
|
||||
Strings.xml
|
||||
|
||||
In order to get the build system to recognize Android resources, the build action should be set
|
||||
to "AndroidResource". The native Android APIs do not operate directly with filenames, but
|
||||
instead operate on resource IDs. When you compile an Android application that uses resources,
|
||||
the build system will package the resources for distribution and generate a class called
|
||||
"Resource" that contains the tokens for each one of the resources included. For example,
|
||||
for the above Resources layout, this is what the Resource class would expose:
|
||||
|
||||
public class Resource {
|
||||
public class Drawable {
|
||||
public const int Icon = 0x123;
|
||||
}
|
||||
|
||||
public class Layout {
|
||||
public const int Main = 0x456;
|
||||
}
|
||||
|
||||
public class String {
|
||||
public const int FirstString = 0xabc;
|
||||
public const int SecondString = 0xbcd;
|
||||
}
|
||||
}
|
||||
|
||||
You would then use Resource.Drawable.Icon to reference the Drawable/Icon.png file, or
|
||||
Resource.Layout.Main to reference the Layout/Main.axml file, or Resource.String.FirstString
|
||||
to reference the first string in the dictionary file Values/Strings.xml.
|
||||
|
After Width: | Height: | Size: 24 KiB |
|
After Width: | Height: | Size: 33 KiB |
@@ -0,0 +1,99 @@
|
||||
#pragma warning disable 1591
|
||||
//------------------------------------------------------------------------------
|
||||
// <auto-generated>
|
||||
// This code was generated by a tool.
|
||||
// Runtime Version:4.0.30319.42000
|
||||
//
|
||||
// Changes to this file may cause incorrect behavior and will be lost if
|
||||
// the code is regenerated.
|
||||
// </auto-generated>
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
[assembly: global::Android.Runtime.ResourceDesignerAttribute("BlankApp.Android.Resource", IsApplication=true)]
|
||||
|
||||
namespace BlankApp.Android
|
||||
{
|
||||
|
||||
|
||||
[System.CodeDom.Compiler.GeneratedCodeAttribute("Xamarin.Android.Build.Tasks", "1.0.0.0")]
|
||||
public partial class Resource
|
||||
{
|
||||
|
||||
static Resource()
|
||||
{
|
||||
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
|
||||
}
|
||||
|
||||
public static void UpdateIdValues()
|
||||
{
|
||||
}
|
||||
|
||||
public partial class Attribute
|
||||
{
|
||||
|
||||
static Attribute()
|
||||
{
|
||||
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
|
||||
}
|
||||
|
||||
private Attribute()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public partial class Drawable
|
||||
{
|
||||
|
||||
// aapt resource value: 0x7f020000
|
||||
public const int Icon = 2130837504;
|
||||
|
||||
// aapt resource value: 0x7f020001
|
||||
public const int Splash = 2130837505;
|
||||
|
||||
static Drawable()
|
||||
{
|
||||
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
|
||||
}
|
||||
|
||||
private Drawable()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public partial class String
|
||||
{
|
||||
|
||||
// aapt resource value: 0x7f030001
|
||||
public const int ApplicationName = 2130903041;
|
||||
|
||||
// aapt resource value: 0x7f030000
|
||||
public const int Hello = 2130903040;
|
||||
|
||||
static String()
|
||||
{
|
||||
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
|
||||
}
|
||||
|
||||
private String()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public partial class Style
|
||||
{
|
||||
|
||||
// aapt resource value: 0x7f040000
|
||||
public const int Theme_Splash = 2130968576;
|
||||
|
||||
static Style()
|
||||
{
|
||||
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
|
||||
}
|
||||
|
||||
private Style()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#pragma warning restore 1591
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<string name="Hello">Hello World, Click Me!</string>
|
||||
<string name="ApplicationName">BlankApp.Android</string>
|
||||
</resources>
|
||||
@@ -0,0 +1,7 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
<style name="Theme.Splash" parent="android:Theme">
|
||||
<item name="android:windowBackground">@drawable/splash</item>
|
||||
<item name="android:windowNoTitle">true</item>
|
||||
</style>
|
||||
</resources>
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame Mac Application",
|
||||
"groupIdentity": "MonoGame.BlankApp.MacOS",
|
||||
"identity": "MonoGame.BlankApp.MacOS.CSharp",
|
||||
"shortName": "mgmacos",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.MacOS.csproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame game project for MacOS."
|
||||
}
|
||||
@@ -0,0 +1,88 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProjectGuid>{3A23AA06-840E-4419-9CA5-6CA6A633EB1F}</ProjectGuid>
|
||||
<ProjectTypeGuids>{A3F8F2AB-B479-4A4A-A458-A89E7DC349F1};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<OutputType>Exe</OutputType>
|
||||
<RootNamespace>BlankApp</RootNamespace>
|
||||
<AssemblyName>BlankApp</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
<MonoMacResourcePrefix>Resources</MonoMacResourcePrefix>
|
||||
<MonoGamePlatform>DesktopGL</MonoGamePlatform>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<EnableCodeSigning>false</EnableCodeSigning>
|
||||
<CodeSigningKey>Mac Developer</CodeSigningKey>
|
||||
<CreatePackage>false</CreatePackage>
|
||||
<EnablePackageSigning>false</EnablePackageSigning>
|
||||
<IncludeMonoRuntime>false</IncludeMonoRuntime>
|
||||
<UseSGen>true</UseSGen>
|
||||
<UseRefCounting>true</UseRefCounting>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x86' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<EnableCodeSigning>false</EnableCodeSigning>
|
||||
<CreatePackage>true</CreatePackage>
|
||||
<EnablePackageSigning>false</EnablePackageSigning>
|
||||
<IncludeMonoRuntime>true</IncludeMonoRuntime>
|
||||
<UseSGen>true</UseSGen>
|
||||
<UseRefCounting>true</UseRefCounting>
|
||||
<LinkMode>SdkOnly</LinkMode>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="Xamarin.Mac" />
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Game1.cs" />
|
||||
<Compile Include="Main.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Info.plist" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="Icon.ico" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="MonoGame.Framework.dll.config">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</Content>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<NativeReference Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libopenal.1.dylib">
|
||||
<Link>libopenal.1.dylib</Link>
|
||||
</NativeReference>
|
||||
<NativeReference Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libSDL2-2.0.0.dylib">
|
||||
<Link>libSDL2-2.0.0.dylib</Link>
|
||||
</NativeReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Mac\Xamarin.Mac.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||
</Project>
|
||||
@@ -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 BlankApp.MacOS
|
||||
{
|
||||
/// <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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 144 KiB |
@@ -0,0 +1,18 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>project.MonoGame.BlankApp.MacOS</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>BlankApp.MacOS</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1</string>
|
||||
<key>LSMinimumSystemVersion</key>
|
||||
<string>10.7</string>
|
||||
<key>NSPrincipalClass</key>
|
||||
<string>NSApplication</string>
|
||||
<key>NSMainNibFile</key>
|
||||
<string>MainMenu</string>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,26 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
using AppKit;
|
||||
using Foundation;
|
||||
#endregion
|
||||
|
||||
namespace BlankApp.MacOS
|
||||
{
|
||||
static class Program
|
||||
{
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
static void Main(string[] args)
|
||||
{
|
||||
NSApplication.Init ();
|
||||
|
||||
using (var game = new Game1 ()) {
|
||||
game.Run ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<configuration>
|
||||
<dllmap dll="SDL2.dll" os="osx" target="libSDL2-2.0.0.dylib" />
|
||||
<dllmap dll="soft_oal.dll" os="osx" target="libopenal.1.dylib" />
|
||||
<dllmap dll="SDL2.dll" os="linux" cpu="x86" target="./x86/libSDL2-2.0.so.0" />
|
||||
<dllmap dll="soft_oal.dll" os="linux" cpu="x86" target="./x86/libopenal.so.1" />
|
||||
<dllmap dll="SDL2.dll" os="linux" cpu="x86-64" target="./x64/libSDL2-2.0.so.0" />
|
||||
<dllmap dll="soft_oal.dll" os="linux" cpu="x86-64" target="./x64/libopenal.so.1" />
|
||||
</configuration>
|
||||
@@ -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("BlankApp.MacOS")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("")]
|
||||
[assembly: AssemblyCopyright("")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[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 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame Portable Library",
|
||||
"groupIdentity": "MonoGame.BlankApp.Portable",
|
||||
"identity": "MonoGame.BlankApp.Portable.CSharp",
|
||||
"shortName": "mgpcllib",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.csproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame Portable Library project. Can be used to share game code between platforms."
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProjectGuid>{44B6AED8-766D-4F0E-9D94-91F8E17C4E27}</ProjectGuid>
|
||||
<ProjectTypeGuids>{786C830F-07A1-408B-BD7F-6EE04809D6DB};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<UseMSBuildEngine>true</UseMSBuildEngine>
|
||||
<OutputType>Library</OutputType>
|
||||
<RootNamespace>BlankApp</RootNamespace>
|
||||
<AssemblyName>BlankApp</AssemblyName>
|
||||
<TargetFrameworkVersion>v4.0</TargetFrameworkVersion>
|
||||
<TargetFrameworkProfile>Profile158</TargetFrameworkProfile>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\Release</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Game1.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>packages\MonoGame.Framework.Portable.3.6.0.1625\lib\portable-net45+win8+wpa81\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\Portable\$(TargetFrameworkVersion)\Microsoft.Portable.CSharp.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,84 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Storage;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace BlackApp
|
||||
{
|
||||
/// <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";
|
||||
graphics.IsFullScreen = true;
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
//TODO: Add your drawing code here
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,26 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
// Information about this assembly is defined by the following attributes.
|
||||
// Change them to the values specific to your project.
|
||||
|
||||
[assembly: AssemblyTitle("BlankApp")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("")]
|
||||
[assembly: AssemblyCopyright("")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[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.*")]
|
||||
|
||||
// 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 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="MonoGame.Framework.Portable" version="3.6.0.1625" targetFramework="portable45-net45+win8+wpa81" />
|
||||
</packages>
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame Shared Project",
|
||||
"groupIdentity": "MonoGame.BlankApp.Shared",
|
||||
"identity": "MonoGame.BlankApp.Shared.CSharp",
|
||||
"shortName": "mgsharedproj",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.shproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame Shared project. Can be used to share game code between platforms."
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<MSBuildAllProjects>$(MSBuildAllProjects);$(MSBuildThisFileFullPath)</MSBuildAllProjects>
|
||||
<HasSharedItems>true</HasSharedItems>
|
||||
<SharedGUID>6efba8a9-a407-4029-bdd0-651d22a87386</SharedGUID>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Label="Configuration">
|
||||
<Import_RootNamespace>BlankApp</Import_RootNamespace>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="$(MSBuildThisFileDirectory)Game1.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="$(MSBuildThisFileDirectory)Content\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="$(MSBuildThisFileDirectory)Content\Content.mgcb" />
|
||||
<None Include="$(MSBuildThisFileDirectory)Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -0,0 +1,12 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>a0cdbd0e-3a41-42b7-9425-a838bc2c7383</ProjectGuid>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.Default.props" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.Common.props" />
|
||||
<PropertyGroup />
|
||||
<Import Project="BlankApp.projitems" Label="Shared" />
|
||||
<Import Project="$(MSBuildExtensionsPath32)\Microsoft\VisualStudio\v$(VisualStudioVersion)\CodeSharing\Microsoft.CodeSharing.CSharp.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,15 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:Windows
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
#region Using Statements
|
||||
using System;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Storage;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace BlackApp
|
||||
{
|
||||
/// <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";
|
||||
graphics.IsFullScreen = true;
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
//TODO: Add your drawing code here
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame Windows Universal Application",
|
||||
"groupIdentity": "MonoGame.BlankApp.UWP",
|
||||
"identity": "MonoGame.BlankApp.UWP.CSharp",
|
||||
"shortName": "mguwp",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.UWP.csproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame game project for Windows Universal using DirectX."
|
||||
}
|
||||
@@ -0,0 +1,8 @@
|
||||
<Application
|
||||
x:Class="BlankApp.UWP.App"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:local="using:BlankApp.UWP"
|
||||
RequestedTheme="Light">
|
||||
|
||||
</Application>
|
||||
@@ -0,0 +1,134 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices.WindowsRuntime;
|
||||
using Windows.ApplicationModel;
|
||||
using Windows.ApplicationModel.Activation;
|
||||
using Windows.Foundation;
|
||||
using Windows.Foundation.Collections;
|
||||
using Windows.UI.ViewManagement;
|
||||
using Windows.UI.Xaml;
|
||||
using Windows.UI.Xaml.Controls;
|
||||
using Windows.UI.Xaml.Controls.Primitives;
|
||||
using Windows.UI.Xaml.Data;
|
||||
using Windows.UI.Xaml.Input;
|
||||
using Windows.UI.Xaml.Media;
|
||||
using Windows.UI.Xaml.Navigation;
|
||||
|
||||
// The Blank Application template is documented at http://go.microsoft.com/fwlink/?LinkId=402347&clcid=0x409
|
||||
|
||||
namespace BlankApp.UWP
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides application-specific behavior to supplement the default Application class.
|
||||
/// </summary>
|
||||
sealed partial class App : Application
|
||||
{
|
||||
static string deviceFamily;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the singleton application object. This is the first line of authored code
|
||||
/// executed, and as such is the logical equivalent of main() or WinMain().
|
||||
/// </summary>
|
||||
public App()
|
||||
{
|
||||
this.InitializeComponent();
|
||||
this.Suspending += OnSuspending;
|
||||
|
||||
//API check to ensure the "RequiresPointerMode" property exists, ensuring project is running on build 14393 or later
|
||||
if (Windows.Foundation.Metadata.ApiInformation.IsPropertyPresent("Windows.UI.Xaml.Application", "RequiresPointerMode"))
|
||||
{
|
||||
//If running on the Xbox, disable the default on screen pointer
|
||||
if (IsXbox())
|
||||
{
|
||||
Application.Current.RequiresPointerMode = ApplicationRequiresPointerMode.WhenRequested;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Detection code in Windows 10 to identify the platform it is being run on
|
||||
/// This function returns true if the project is running on an XboxOne
|
||||
/// </summary>
|
||||
public static bool IsXbox()
|
||||
{
|
||||
if (deviceFamily == null)
|
||||
deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily;
|
||||
|
||||
return deviceFamily == "Windows.Xbox";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when the application is launched normally by the end user. Other entry points
|
||||
/// will be used such as when the application is launched to open a specific file.
|
||||
/// </summary>
|
||||
/// <param name="e">Details about the launch request and process.</param>
|
||||
protected override void OnLaunched(LaunchActivatedEventArgs e)
|
||||
{
|
||||
// By default we want to fill the entire core window.
|
||||
ApplicationView.GetForCurrentView().SetDesiredBoundsMode(ApplicationViewBoundsMode.UseCoreWindow);
|
||||
|
||||
#if DEBUG
|
||||
if (System.Diagnostics.Debugger.IsAttached)
|
||||
{
|
||||
this.DebugSettings.EnableFrameRateCounter = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
Frame rootFrame = Window.Current.Content as Frame;
|
||||
|
||||
// Do not repeat app initialization when the Window already has content,
|
||||
// just ensure that the window is active
|
||||
if (rootFrame == null)
|
||||
{
|
||||
// Create a Frame to act as the navigation context and navigate to the first page
|
||||
rootFrame = new Frame();
|
||||
|
||||
rootFrame.NavigationFailed += OnNavigationFailed;
|
||||
|
||||
if (e.PreviousExecutionState == ApplicationExecutionState.Terminated)
|
||||
{
|
||||
//TODO: Load state from previously suspended application
|
||||
}
|
||||
|
||||
// Place the frame in the current Window
|
||||
Window.Current.Content = rootFrame;
|
||||
}
|
||||
|
||||
if (rootFrame.Content == null)
|
||||
{
|
||||
// When the navigation stack isn't restored navigate to the first page,
|
||||
// configuring the new page by passing required information as a navigation
|
||||
// parameter
|
||||
rootFrame.Navigate(typeof(GamePage), e.Arguments);
|
||||
}
|
||||
// Ensure the current window is active
|
||||
Window.Current.Activate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when Navigation to a certain page fails
|
||||
/// </summary>
|
||||
/// <param name="sender">The Frame which failed navigation</param>
|
||||
/// <param name="e">Details about the navigation failure</param>
|
||||
void OnNavigationFailed(object sender, NavigationFailedEventArgs e)
|
||||
{
|
||||
throw new Exception("Failed to load Page " + e.SourcePageType.FullName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Invoked when application execution is being suspended. Application state is saved
|
||||
/// without knowing whether the application will be terminated or resumed with the contents
|
||||
/// of memory still intact.
|
||||
/// </summary>
|
||||
/// <param name="sender">The source of the suspend request.</param>
|
||||
/// <param name="e">Details about the suspend request.</param>
|
||||
private void OnSuspending(object sender, SuspendingEventArgs e)
|
||||
{
|
||||
var deferral = e.SuspendingOperation.GetDeferral();
|
||||
//TODO: Save application state and stop any background activity
|
||||
deferral.Complete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 1.4 KiB |
|
After Width: | Height: | Size: 7.5 KiB |
|
After Width: | Height: | Size: 2.9 KiB |
|
After Width: | Height: | Size: 1.6 KiB |
|
After Width: | Height: | Size: 1.2 KiB |
|
After Width: | Height: | Size: 1.4 KiB |
|
After Width: | Height: | Size: 3.1 KiB |
@@ -0,0 +1,177 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="14.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
|
||||
<ProjectGuid>{30D2046C-95BC-4A1D-ACBF-8CD7162B7A9D}</ProjectGuid>
|
||||
<OutputType>AppContainerExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>BlankApp.UWP</RootNamespace>
|
||||
<AssemblyName>BlankApp.UWP</AssemblyName>
|
||||
<DefaultLanguage>en-US</DefaultLanguage>
|
||||
<TargetPlatformIdentifier>UAP</TargetPlatformIdentifier>
|
||||
<TargetPlatformVersion Condition=" '$(TargetPlatformVersion)' == '' ">10.0.16299.0</TargetPlatformVersion>
|
||||
<TargetPlatformMinVersion>10.0.14393.0</TargetPlatformMinVersion>
|
||||
<MinimumVisualStudioVersion>14</MinimumVisualStudioVersion>
|
||||
<EnableDotNetNativeCompatibleProfile>true</EnableDotNetNativeCompatibleProfile>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<ProjectTypeGuids>{A5A43C5B-DE2A-4C0C-9213-0A381AF9435A};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<PackageCertificateKeyFile>BlankApp.UWP_TemporaryKey.pfx</PackageCertificateKeyFile>
|
||||
<MonoGamePlatform>WindowsStoreApp</MonoGamePlatform>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|ARM'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
|
||||
<NoWarn>;2008</NoWarn>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>ARM</PlatformTarget>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|ARM'">
|
||||
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<NoWarn>;2008</NoWarn>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>ARM</PlatformTarget>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
<UseDotNetNativeToolchain>true</UseDotNetNativeToolchain>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
|
||||
<NoWarn>;2008</NoWarn>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
|
||||
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<NoWarn>;2008</NoWarn>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x64</PlatformTarget>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
<UseDotNetNativeToolchain>true</UseDotNetNativeToolchain>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
|
||||
<NoWarn>;2008</NoWarn>
|
||||
<DebugType>full</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x86'">
|
||||
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
|
||||
<Optimize>true</Optimize>
|
||||
<NoWarn>;2008</NoWarn>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
<UseVSHostingProcess>false</UseVSHostingProcess>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<Prefer32Bit>true</Prefer32Bit>
|
||||
<UseDotNetNativeToolchain>true</UseDotNetNativeToolchain>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<RestoreProjectStyle>PackageReference</RestoreProjectStyle>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<!-- A reference to the entire .Net Framework and Windows SDK are automatically included -->
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\WindowsUniversal\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
<!--#if (CreateNetStandardProject)
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\BlankApp\BlankApp.csproj">
|
||||
<Project>{99E19497-29A6-4B77-B773-BEC55F9B55DC}</Project>
|
||||
<Name>BlankApp</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
#endif-->
|
||||
|
||||
<!--#if (CreateSharedProject)
|
||||
<Import Condition="$(CreateSharedProject)" Project="..\BlankApp\BlankApp.projitems" Label="Shared" />
|
||||
#endif-->
|
||||
|
||||
<!--#if (NoCodeSharing)
|
||||
<ItemGroup>
|
||||
<Compile Include="Game1.cs" />
|
||||
</ItemGroup>
|
||||
#endif-->
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Include="App.xaml.cs">
|
||||
<DependentUpon>App.xaml</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="GamePage.xaml.cs">
|
||||
<DependentUpon>GamePage.xaml</DependentUpon>
|
||||
</Compile>
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<AppxManifest Include="Package.appxmanifest">
|
||||
<SubType>Designer</SubType>
|
||||
</AppxManifest>
|
||||
<None Include="BlankApp.UWP_TemporaryKey.pfx" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Properties\Default.rd.xml" />
|
||||
<Content Include="Assets\LockScreenLogo.scale-200.png" />
|
||||
<Content Include="Assets\SplashScreen.scale-200.png" />
|
||||
<Content Include="Assets\Square150x150Logo.scale-200.png" />
|
||||
<Content Include="Assets\Square44x44Logo.scale-200.png" />
|
||||
<Content Include="Assets\Square44x44Logo.targetsize-24_altform-unplated.png" />
|
||||
<Content Include="Assets\StoreLogo.png" />
|
||||
<Content Include="Assets\Wide310x150Logo.scale-200.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ApplicationDefinition Include="App.xaml">
|
||||
<Generator>MSBuild:Compile</Generator>
|
||||
<SubType>Designer</SubType>
|
||||
</ApplicationDefinition>
|
||||
<Page Include="GamePage.xaml">
|
||||
<Generator>MSBuild:Compile</Generator>
|
||||
<SubType>Designer</SubType>
|
||||
</Page>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NETCore.UniversalWindowsPlatform">
|
||||
<Version>6.0.1</Version>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' < '14.0' ">
|
||||
<VisualStudioVersion>14.0</VisualStudioVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||
Other similar extension points exist, see Microsoft.Common.targets.
|
||||
<Target Name="BeforeBuild">
|
||||
</Target>
|
||||
<Target Name="AfterBuild">
|
||||
</Target>
|
||||
-->
|
||||
</Project>
|
||||
@@ -0,0 +1,15 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:WindowsStoreApp
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
|
||||
namespace BlankApp.UWP
|
||||
{
|
||||
/// <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>
|
||||
/// UnloadContent will be called once per game and is the place to unload
|
||||
/// game-specific content.
|
||||
/// </summary>
|
||||
protected override void UnloadContent()
|
||||
{
|
||||
// TODO: Unload any non ContentManager 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)
|
||||
{
|
||||
// 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)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
// TODO: Add your drawing code here
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
<Page
|
||||
x:Class="BlankApp.UWP.GamePage"
|
||||
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
|
||||
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
|
||||
xmlns:local="using:BlankApp.UWP"
|
||||
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
|
||||
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
|
||||
mc:Ignorable="d">
|
||||
|
||||
<SwapChainPanel x:Name="swapChainPanel" />
|
||||
|
||||
</Page>
|
||||
@@ -0,0 +1,36 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices.WindowsRuntime;
|
||||
using Windows.Foundation;
|
||||
using Windows.Foundation.Collections;
|
||||
using Windows.UI.Xaml;
|
||||
using Windows.UI.Xaml.Controls;
|
||||
using Windows.UI.Xaml.Controls.Primitives;
|
||||
using Windows.UI.Xaml.Data;
|
||||
using Windows.UI.Xaml.Input;
|
||||
using Windows.UI.Xaml.Media;
|
||||
using Windows.UI.Xaml.Navigation;
|
||||
|
||||
// The Blank Page item template is documented at http://go.microsoft.com/fwlink/?LinkId=402352&clcid=0x409
|
||||
|
||||
namespace BlankApp.UWP
|
||||
{
|
||||
/// <summary>
|
||||
/// An empty page that can be used on its own or navigated to within a Frame.
|
||||
/// </summary>
|
||||
public sealed partial class GamePage : Page
|
||||
{
|
||||
readonly Game1 _game;
|
||||
|
||||
public GamePage()
|
||||
{
|
||||
this.InitializeComponent();
|
||||
|
||||
// Create the game.
|
||||
var launchArguments = string.Empty;
|
||||
_game = MonoGame.Framework.XamlGame<Game1>.Create(launchArguments, Window.Current.CoreWindow, swapChainPanel);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<Package
|
||||
xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10"
|
||||
xmlns:mp="http://schemas.microsoft.com/appx/2014/phone/manifest"
|
||||
xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10"
|
||||
IgnorableNamespaces="uap mp">
|
||||
|
||||
<Identity
|
||||
Name="e6167a08-a1cc-483f-b050-cea76424f37e"
|
||||
Publisher="CN=dean"
|
||||
Version="1.0.0.0" />
|
||||
|
||||
<mp:PhoneIdentity PhoneProductId="e6167a08-a1cc-483f-b050-cea76424f37e" PhonePublisherId="00000000-0000-0000-0000-000000000000"/>
|
||||
|
||||
<Properties>
|
||||
<DisplayName>BlankApp.UWP</DisplayName>
|
||||
<PublisherDisplayName>dean</PublisherDisplayName>
|
||||
<Logo>Assets\StoreLogo.png</Logo>
|
||||
</Properties>
|
||||
|
||||
<Dependencies>
|
||||
<TargetDeviceFamily Name="Windows.Universal" MinVersion="10.0.0.0" MaxVersionTested="10.0.0.0" />
|
||||
</Dependencies>
|
||||
|
||||
<Resources>
|
||||
<Resource Language="x-generate"/>
|
||||
</Resources>
|
||||
|
||||
<Applications>
|
||||
<Application Id="App"
|
||||
Executable="$targetnametoken$.exe"
|
||||
EntryPoint="BlankApp.UWP.App">
|
||||
<uap:VisualElements
|
||||
DisplayName="BlankApp.UWP"
|
||||
Square150x150Logo="Assets\Logo.png"
|
||||
Square44x44Logo="Assets\SmallLogo.png"
|
||||
Description="BlankApp.UWP"
|
||||
BackgroundColor="#464646">
|
||||
<uap:SplashScreen Image="Assets\SplashScreen.png" />
|
||||
</uap:VisualElements>
|
||||
</Application>
|
||||
</Applications>
|
||||
|
||||
<Capabilities>
|
||||
<Capability Name="internetClient" />
|
||||
</Capabilities>
|
||||
</Package>
|
||||
@@ -0,0 +1,29 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("BlankApp.UWP")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("BlankApp.UWP")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
[assembly: ComVisible(false)]
|
||||
@@ -0,0 +1,31 @@
|
||||
<!--
|
||||
This file contains Runtime Directives used by .NET Native. The defaults here are suitable for most
|
||||
developers. However, you can modify these parameters to modify the behavior of the .NET Native
|
||||
optimizer.
|
||||
|
||||
Runtime Directives are documented at http://go.microsoft.com/fwlink/?LinkID=391919
|
||||
|
||||
To fully enable reflection for App1.MyClass and all of its public/private members
|
||||
<Type Name="App1.MyClass" Dynamic="Required All"/>
|
||||
|
||||
To enable dynamic creation of the specific instantiation of AppClass<T> over System.Int32
|
||||
<TypeInstantiation Name="App1.AppClass" Arguments="System.Int32" Activate="Required Public" />
|
||||
|
||||
Using the Namespace directive to apply reflection policy to all the types in a particular namespace
|
||||
<Namespace Name="DataClasses.ViewModels" Seralize="All" />
|
||||
-->
|
||||
|
||||
<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
|
||||
<Application>
|
||||
<!--
|
||||
An Assembly element with Name="*Application*" applies to all assemblies in
|
||||
the application package. The asterisks are not wildcards.
|
||||
-->
|
||||
<Assembly Name="*Application*" Dynamic="Required All" />
|
||||
|
||||
|
||||
<!-- Add your application specific runtime directives here. -->
|
||||
|
||||
|
||||
</Application>
|
||||
</Directives>
|
||||
@@ -0,0 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame Windows Application",
|
||||
"groupIdentity": "MonoGame.BlankApp.Windows",
|
||||
"identity": "MonoGame.BlankApp.Windows.CSharp",
|
||||
"shortName": "mgwindows",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.Windows.csproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame game project for Windows using DirectX."
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{0D8FE56C-CC1F-438D-8472-D5A6A17AEA26}</ProjectGuid>
|
||||
<OutputType>WinExe</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>BlankApp</RootNamespace>
|
||||
<AssemblyName>BlankApp</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<MonoGamePlatform>Windows</MonoGamePlatform>
|
||||
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;WINDOWS</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<PlatformTarget>AnyCPU</PlatformTarget>
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>TRACE;WINDOWS</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationIcon>Icon.ico</ApplicationIcon>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup>
|
||||
<ApplicationManifest>app.manifest</ApplicationManifest>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Game1.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Content Include="Icon.ico" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
<None Include="app.manifest" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,15 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:Windows
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace BlankApp.Windows
|
||||
{
|
||||
/// <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>
|
||||
/// UnloadContent will be called once per game and is the place to unload
|
||||
/// game-specific content.
|
||||
/// </summary>
|
||||
protected override void UnloadContent()
|
||||
{
|
||||
// TODO: Unload any non ContentManager 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)
|
||||
{
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
|
||||
Exit();
|
||||
|
||||
// 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)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
// TODO: Add your drawing code here
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 144 KiB |
@@ -0,0 +1,20 @@
|
||||
using System;
|
||||
|
||||
namespace BlankApp.Windows
|
||||
{
|
||||
/// <summary>
|
||||
/// The main class.
|
||||
/// </summary>
|
||||
public static class Program
|
||||
{
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
[STAThread]
|
||||
static void Main()
|
||||
{
|
||||
using (var game = new Game1())
|
||||
game.Run();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("BlankApp.Windows")]
|
||||
[assembly: AssemblyProduct("BlankApp.Windows")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("4231a526-f3e8-4e67-9f5b-ef55108d40ed")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
@@ -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="BlankApp.Windows"/>
|
||||
<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 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame iPhone/iPad Application",
|
||||
"groupIdentity": "MonoGame.BlankApp.iOS",
|
||||
"identity": "MonoGame.BlankApp.iOS.CSharp",
|
||||
"shortName": "mgios",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.iOS.csproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame game project for iOS."
|
||||
}
|
||||
@@ -0,0 +1,129 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
|
||||
<ProjectTypeGuids>{FEACFBD2-3405-455C-9665-78FE426C6842};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<ProjectGuid>{CA7AB65C-57DE-412C-AF42-E7E6EDDF2D5F}</ProjectGuid>
|
||||
<OutputType>Exe</OutputType>
|
||||
<RootNamespace>BlankApp</RootNamespace>
|
||||
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
|
||||
<AssemblyName>BlankApp</AssemblyName>
|
||||
<MonoGamePlatform>iOS</MonoGamePlatform>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<ConsolePause>false</ConsolePause>
|
||||
<MtouchArch>i386, x86_64</MtouchArch>
|
||||
<MtouchLink>None</MtouchLink>
|
||||
<MtouchUseRefCounting>true</MtouchUseRefCounting>
|
||||
<MtouchUseSGen>true</MtouchUseSGen>
|
||||
<MtouchFastDev>true</MtouchFastDev>
|
||||
<MtouchDebug>true</MtouchDebug>
|
||||
<MtouchProfiling>true</MtouchProfiling>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
|
||||
<DebugType>none</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<ConsolePause>false</ConsolePause>
|
||||
<MtouchArch>i386, x86_64</MtouchArch>
|
||||
<MtouchLink>None</MtouchLink>
|
||||
<MtouchUseRefCounting>true</MtouchUseRefCounting>
|
||||
<MtouchUseSGen>true</MtouchUseSGen>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<ConsolePause>false</ConsolePause>
|
||||
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
|
||||
<DeviceSpecificBuild>true</DeviceSpecificBuild>
|
||||
<MtouchDebug>true</MtouchDebug>
|
||||
<MtouchUseSGen>true</MtouchUseSGen>
|
||||
<MtouchUseRefCounting>true</MtouchUseRefCounting>
|
||||
<MtouchProfiling>true</MtouchProfiling>
|
||||
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
|
||||
<CodesignKey>iPhone Developer</CodesignKey>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
|
||||
<DebugType>none</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<ConsolePause>false</ConsolePause>
|
||||
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
|
||||
<MtouchUseSGen>true</MtouchUseSGen>
|
||||
<MtouchUseRefCounting>true</MtouchUseRefCounting>
|
||||
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
|
||||
<CodesignKey>iPhone Developer</CodesignKey>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Ad-Hoc|iPhone' ">
|
||||
<DebugType>none</DebugType>
|
||||
<Optimize>True</Optimize>
|
||||
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<ConsolePause>False</ConsolePause>
|
||||
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
|
||||
<MtouchUseRefCounting>true</MtouchUseRefCounting>
|
||||
<MtouchUseSGen>true</MtouchUseSGen>
|
||||
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
|
||||
<BuildIpa>True</BuildIpa>
|
||||
<CodesignProvision>Automatic:AdHoc</CodesignProvision>
|
||||
<CodesignKey>iPhone Distribution</CodesignKey>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'AppStore|iPhone' ">
|
||||
<DebugType>none</DebugType>
|
||||
<Optimize>True</Optimize>
|
||||
<OutputPath>bin\$(Platform)\$(Configuration)</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<ConsolePause>False</ConsolePause>
|
||||
<MtouchArch>ARMv7, ARMv7s, ARM64</MtouchArch>
|
||||
<MtouchUseSGen>true</MtouchUseSGen>
|
||||
<MtouchUseRefCounting>true</MtouchUseRefCounting>
|
||||
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
|
||||
<CodesignProvision>Automatic:AppStore</CodesignProvision>
|
||||
<CodesignKey>iPhone Distribution</CodesignKey>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="Xamarin.iOS" />
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\iOS\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Program.cs" />
|
||||
<Compile Include="Game1.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Entitlements.plist" />
|
||||
<None Include="Info.plist" />
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BundleResource Include="Default.png" />
|
||||
<BundleResource Include="GameThumbnail.png" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,13 @@
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:iOS
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
After Width: | Height: | Size: 26 KiB |
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,74 @@
|
||||
using System;
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace BlankApp.iOS
|
||||
{
|
||||
/// <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";
|
||||
graphics.IsFullScreen = true;
|
||||
}
|
||||
|
||||
/// <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 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)
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
After Width: | Height: | Size: 15 KiB |
@@ -0,0 +1,23 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDisplayName</key>
|
||||
<string>BlankApp.iOS</string>
|
||||
<key>CFBundleIconFiles</key>
|
||||
<array>
|
||||
<string>GameThumbnail.png</string>
|
||||
</array>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>project.MonoGame.BlankApp.iOS</string>
|
||||
<key>MinimumOSVersion</key>
|
||||
<string>7.0</string>
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationPortraitUpsideDown</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,31 @@
|
||||
using System;
|
||||
using Foundation;
|
||||
using UIKit;
|
||||
|
||||
namespace BlankApp.iOS
|
||||
{
|
||||
[Register("AppDelegate")]
|
||||
class Program : UIApplicationDelegate
|
||||
{
|
||||
private static Game1 game;
|
||||
|
||||
internal static void RunGame()
|
||||
{
|
||||
game = new Game1();
|
||||
game.Run();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The main entry point for the application.
|
||||
/// </summary>
|
||||
static void Main(string[] args)
|
||||
{
|
||||
UIApplication.Main(args, null, "AppDelegate");
|
||||
}
|
||||
|
||||
public override void FinishedLaunching(UIApplication app)
|
||||
{
|
||||
RunGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("BlankApp.iOS")]
|
||||
[assembly: AssemblyProduct("BlankApp.iOS")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
|
||||
// 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 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,20 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame tvOS Application",
|
||||
"groupIdentity": "MonoGame.BlankApp.tvOS",
|
||||
"identity": "MonoGame.BlankApp.tvOS.CSharp",
|
||||
"shortName": "mgtvos",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"path": "BlankApp.tvOS.csproj"
|
||||
},
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"description": "A MonoGame game project for tvOS."
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
|
||||
<ProjectGuid>{1F773957-AC74-404D-9F23-FD09C6978844}</ProjectGuid>
|
||||
<ProjectTypeGuids>{06FA79CB-D6CD-4721-BB4B-1BD202089C55};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<OutputType>Exe</OutputType>
|
||||
<RootNamespace>BlankApp</RootNamespace>
|
||||
<AssemblyName>BlankApp</AssemblyName>
|
||||
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
|
||||
<MonoGamePlatform>iOS</MonoGamePlatform>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\iPhoneSimulator\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<CodesignKey>iPhone Developer</CodesignKey>
|
||||
<DeviceSpecificBuild>true</DeviceSpecificBuild>
|
||||
<MtouchDebug>true</MtouchDebug>
|
||||
<MtouchNoSymbolStrip>true</MtouchNoSymbolStrip>
|
||||
<MtouchFastDev>true</MtouchFastDev>
|
||||
<IOSDebuggerPort>30282</IOSDebuggerPort>
|
||||
<MtouchLink>None</MtouchLink>
|
||||
<MtouchArch>x86_64</MtouchArch>
|
||||
<MtouchHttpClientHandler>HttpClientHandler</MtouchHttpClientHandler>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\iPhone\Release</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<CodesignKey>iPhone Developer</CodesignKey>
|
||||
<MtouchUseLlvm>true</MtouchUseLlvm>
|
||||
<MtouchFloat32>true</MtouchFloat32>
|
||||
<MtouchEnableBitcode>true</MtouchEnableBitcode>
|
||||
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
|
||||
<MtouchLink>SdkOnly</MtouchLink>
|
||||
<MtouchArch>ARM64</MtouchArch>
|
||||
<MtouchHttpClientHandler>HttpClientHandler</MtouchHttpClientHandler>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\iPhoneSimulator\Release</OutputPath>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<CodesignKey>iPhone Developer</CodesignKey>
|
||||
<DeviceSpecificBuild>true</DeviceSpecificBuild>
|
||||
<MtouchNoSymbolStrip>true</MtouchNoSymbolStrip>
|
||||
<MtouchLink>None</MtouchLink>
|
||||
<MtouchArch>x86_64</MtouchArch>
|
||||
<MtouchHttpClientHandler>HttpClientHandler</MtouchHttpClientHandler>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\iPhone\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<CodesignKey>iPhone Developer</CodesignKey>
|
||||
<DeviceSpecificBuild>true</DeviceSpecificBuild>
|
||||
<MtouchDebug>true</MtouchDebug>
|
||||
<MtouchNoSymbolStrip>true</MtouchNoSymbolStrip>
|
||||
<MtouchFastDev>true</MtouchFastDev>
|
||||
<MtouchFloat32>true</MtouchFloat32>
|
||||
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
|
||||
<MtouchLink>SdkOnly</MtouchLink>
|
||||
<MtouchArch>ARM64</MtouchArch>
|
||||
<MtouchHttpClientHandler>HttpClientHandler</MtouchHttpClientHandler>
|
||||
<PlatformTarget>x86</PlatformTarget>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="Xamarin.TVOS" />
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\tvOS\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Info.plist" />
|
||||
<None Include="Entitlements.plist" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Game1.cs" />
|
||||
<Compile Include="Main.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<BundleResource Include="Default.png" />
|
||||
<BundleResource Include="GameThumbnail.png" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Xamarin\TVOS\Xamarin.TVOS.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,12 @@
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
After Width: | Height: | Size: 26 KiB |
@@ -0,0 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" ?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -0,0 +1,73 @@
|
||||
using System;
|
||||
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace BlankApp.tvOS
|
||||
{
|
||||
/// <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)
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
After Width: | Height: | Size: 15 KiB |
@@ -0,0 +1,30 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<key>CFBundleDisplayName</key>
|
||||
<string>BlankApp.tvOS</string>
|
||||
<key>CFBundleName</key>
|
||||
<string>BlankApp.tvOS</string>
|
||||
<key>CFBundleIdentifier</key>
|
||||
<string>com.companyname.blankapp-tvos</string>
|
||||
<key>CFBundleShortVersionString</key>
|
||||
<string>1.0</string>
|
||||
<key>CFBundleVersion</key>
|
||||
<string>1.0</string>
|
||||
<key>MinimumOSVersion</key>
|
||||
<string>11.0</string>
|
||||
<key>UIDeviceFamily</key>
|
||||
<array>
|
||||
<integer>3</integer>
|
||||
</array>
|
||||
<key>UISupportedInterfaceOrientations</key>
|
||||
<array>
|
||||
<string>UIInterfaceOrientationPortrait</string>
|
||||
<string>UIInterfaceOrientationLandscapeLeft</string>
|
||||
<string>UIInterfaceOrientationLandscapeRight</string>
|
||||
</array>
|
||||
<key>XSAppIconAssets</key>
|
||||
<string>Resources/Images.xcassets/AppIcons.appiconset</string>
|
||||
</dict>
|
||||
</plist>
|
||||
@@ -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 BlankApp.tvOS
|
||||
{
|
||||
#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 +1,29 @@
|
||||
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("BlankApp.tvOS")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyProduct("")]
|
||||
[assembly: AssemblyCopyright("")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[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 +1,3 @@
|
||||
{
|
||||
|
||||
}
|
||||
@@ -0,0 +1,176 @@
|
||||
{
|
||||
"author": "MonoGameTeam",
|
||||
"classifications": [ "MonoGame" ],
|
||||
"name": "MonoGame Application",
|
||||
"groupIdentity": "MonoGame.BlankApp",
|
||||
"identity": "MonoGame.BlankApp.CSharp",
|
||||
"shortName": "monogame-blank",
|
||||
"tags": {
|
||||
"language": "C#",
|
||||
"type": "project"
|
||||
},
|
||||
"primaryOutputs": [
|
||||
{
|
||||
"condition": "CreateAndroidProject",
|
||||
"path": "BlankApp\\BlankApp.Android\\BlankApp.Android.csproj"
|
||||
},
|
||||
{
|
||||
"condition": "CreateiOSProject",
|
||||
"path": "BlankApp\\BlankApp.iOS\\BlankApp.iOS.csproj"
|
||||
},
|
||||
{
|
||||
"condition": "CreateUWPProject",
|
||||
"path": "BlankApp\\BlankApp.UWP\\BlankApp.UWP.csproj"
|
||||
},
|
||||
{
|
||||
"condition": "CreateWindowsProject",
|
||||
"path": "BlankApp\\BlankApp.Windows\\BlankApp.Windows.csproj"
|
||||
},
|
||||
{
|
||||
"condition": "CreateDesktopProject",
|
||||
"path": "BlankApp\\BlankApp.Desktop\\BlankApp.Desktop.csproj"
|
||||
},
|
||||
{
|
||||
"condition": "CreateSharedProject",
|
||||
"path": "BlankApp\\BlankApp\\BlankApp.shproj"
|
||||
},
|
||||
{
|
||||
"condition": "CreateNetStandardProject",
|
||||
"path": "BlankApp\\BlankApp\\BlankApp.csproj"
|
||||
}
|
||||
],
|
||||
"sourceName": "BlankApp",
|
||||
"preferNameDirectory" : "true",
|
||||
"guids": [
|
||||
"C7B4DAAA-FAB0-4526-A544-2CB0A84645B0", // Shared Project
|
||||
"99E19497-29A6-4B77-B773-BEC55F9B55DC", // .NET Standard Library
|
||||
"DE3BCAE4-7EAD-4015-AD18-5D1ADE379906", // iOS
|
||||
"8D9F8CF0-E178-402D-8D40-A88B7B5F3D42", // Android
|
||||
"0991AD91-851A-4C1B-9401-8573FF8D5FF7" // UWP
|
||||
],
|
||||
"symbols" : {
|
||||
"AppIdentifier" : {
|
||||
"type" : "parameter",
|
||||
"description": "Overrides the Info.plist's CFBundleIdentifier",
|
||||
"replaces": "com.xamarin.BlankApp",
|
||||
"datatype": "string",
|
||||
"defaultValue": "com.companyname"
|
||||
},
|
||||
"MinimumOSVersion" : {
|
||||
"type": "parameter",
|
||||
"description": "Overrides the Info.plist's MinimumOSVersion",
|
||||
"replaces": "8.0",
|
||||
"datatype": "string",
|
||||
"onlyIf": [
|
||||
{
|
||||
"after": "<string>",
|
||||
"before": "</string>"
|
||||
}
|
||||
]
|
||||
},
|
||||
"UseUniversal": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "false"
|
||||
},
|
||||
"UseIPhone": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "false"
|
||||
},
|
||||
"UseIPad": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "false"
|
||||
},
|
||||
"WindowsSdk": {
|
||||
"type": "parameter",
|
||||
"description": "Window SDK Version. Minimum Version is Fall Creator's Update (10.0.16278).",
|
||||
"dataType": "string",
|
||||
"replaces": "10.0.16267.0"
|
||||
},
|
||||
"AndroidSdk": {
|
||||
"type": "parameter",
|
||||
"dataType": "string",
|
||||
"replaces": "v7.1"
|
||||
},
|
||||
|
||||
// Project Symbols
|
||||
"CreateNetStandardProject": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "false"
|
||||
},
|
||||
"NoCodeSharing": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "false"
|
||||
},
|
||||
"CreateSharedProject": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "true"
|
||||
},
|
||||
"CreateiOSProject": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "true"
|
||||
},
|
||||
"CreateAndroidProject": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "true"
|
||||
},
|
||||
"CreateUWPProject": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "true"
|
||||
},
|
||||
"CreateWindowsProject": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "true"
|
||||
},
|
||||
"CreateDesktopProject": {
|
||||
"type": "parameter",
|
||||
"dataType": "bool",
|
||||
"defaultValue": "true"
|
||||
}
|
||||
},
|
||||
"sources": [{
|
||||
"modifiers": [
|
||||
{
|
||||
"condition": "(!CreateNetStandardProject)",
|
||||
"exclude": [ "BlankApp/BlankApp/BlankApp.csproj" ]
|
||||
},
|
||||
{
|
||||
"condition": "(!CreateSharedProject)",
|
||||
"exclude": [ "BlankApp/BlankApp/BlankApp.shproj", "BlankApp/BlankApp/BlankApp.projitems" ]
|
||||
},
|
||||
{
|
||||
"condition": "(!CreateiOSProject)",
|
||||
"exclude": [ "BlankApp/BlankApp.iOS/**/*" ]
|
||||
},
|
||||
{
|
||||
"condition": "(!CreateAndroidProject)",
|
||||
"exclude": [ "BlankApp/BlankApp.Android/**/*" ]
|
||||
},
|
||||
{
|
||||
"condition": "(!CreateUWPProject)",
|
||||
"exclude": [ "BlankApp/BlankApp.UWP/**/*" ]
|
||||
},
|
||||
{
|
||||
"condition": "(!CreateWindowsProject)",
|
||||
"exclude": [ "BlankApp/BlankApp.Windows/**/*" ]
|
||||
},
|
||||
{
|
||||
"condition": "(!CreateDesktopProject)",
|
||||
"exclude": [ "BlankApp/BlankApp.Desktop/**/*" ]
|
||||
},
|
||||
{
|
||||
"condition": "(!NoCodeSharing)",
|
||||
"exclude": [ "BlankApp/BlankApp/**/*" ]
|
||||
}
|
||||
]
|
||||
}]
|
||||
}
|
||||
@@ -0,0 +1,27 @@
|
||||
using Android.App;
|
||||
using Android.Content.PM;
|
||||
using Android.OS;
|
||||
using Android.Views;
|
||||
|
||||
namespace BlankApp.Android
|
||||
{
|
||||
[Activity(Label = "BlankApp.Android"
|
||||
, MainLauncher = true
|
||||
, Icon = "@drawable/icon"
|
||||
, Theme = "@style/Theme.Splash"
|
||||
, AlwaysRetainTaskState = true
|
||||
, LaunchMode = Android.Content.PM.LaunchMode.SingleInstance
|
||||
, ScreenOrientation = ScreenOrientation.FullUser
|
||||
, ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden | ConfigChanges.ScreenSize)]
|
||||
public class Activity1 : Microsoft.Xna.Framework.AndroidGameActivity
|
||||
{
|
||||
protected override void OnCreate(Bundle bundle)
|
||||
{
|
||||
base.OnCreate(bundle);
|
||||
var g = new Game1();
|
||||
SetContentView((View)g.Services.GetService(typeof(View)));
|
||||
g.Run();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
Any raw assets you want to be deployed with your application can be placed in
|
||||
this directory (and child directories) and given a Build Action of "AndroidAsset".
|
||||
|
||||
These files will be deployed with you package and will be accessible using Android's
|
||||
AssetManager, like this:
|
||||
|
||||
public class ReadAsset : Activity
|
||||
{
|
||||
protected override void OnCreate (Bundle bundle)
|
||||
{
|
||||
base.OnCreate (bundle);
|
||||
|
||||
InputStream input = Assets.Open ("my_asset.txt");
|
||||
}
|
||||
}
|
||||
|
||||
Additionally, some Android functions will automatically load asset files:
|
||||
|
||||
Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");
|
||||
@@ -0,0 +1,103 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
|
||||
<PropertyGroup>
|
||||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
|
||||
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
|
||||
<ProductVersion>8.0.30703</ProductVersion>
|
||||
<SchemaVersion>2.0</SchemaVersion>
|
||||
<ProjectGuid>{410C0262-131C-4D0E-910D-D01B4F7143E0}</ProjectGuid>
|
||||
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
|
||||
<OutputType>Library</OutputType>
|
||||
<AppDesignerFolder>Properties</AppDesignerFolder>
|
||||
<RootNamespace>BlankApp.Android</RootNamespace>
|
||||
<AssemblyName>BlankApp.Android</AssemblyName>
|
||||
<FileAlignment>512</FileAlignment>
|
||||
<AndroidApplication>true</AndroidApplication>
|
||||
<AndroidResgenFile>Resources\Resource.Designer.cs</AndroidResgenFile>
|
||||
<GenerateSerializationAssemblies>Off</GenerateSerializationAssemblies>
|
||||
<AndroidSupportedAbis>armeabi-v7a%3bx86</AndroidSupportedAbis>
|
||||
<AndroidStoreUncompressedFileExtensions>.m4a</AndroidStoreUncompressedFileExtensions>
|
||||
<MandroidI18n />
|
||||
<TargetFrameworkVersion>v7.1</TargetFrameworkVersion>
|
||||
<MonoGamePlatform>Android</MonoGamePlatform>
|
||||
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
|
||||
<AndroidUseLatestPlatformSdk>True</AndroidUseLatestPlatformSdk>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>DEBUG;TRACE;ANDROID</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<AndroidUseSharedRuntime>True</AndroidUseSharedRuntime>
|
||||
<AndroidLinkMode>None</AndroidLinkMode>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
|
||||
<DebugType>pdbonly</DebugType>
|
||||
<Optimize>true</Optimize>
|
||||
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
|
||||
<DefineConstants>TRACE;ANDROID</DefineConstants>
|
||||
<ErrorReport>prompt</ErrorReport>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<AndroidUseSharedRuntime>False</AndroidUseSharedRuntime>
|
||||
<AndroidLinkMode>SdkOnly</AndroidLinkMode>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="Mono.Android" />
|
||||
<Reference Include="mscorlib" />
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Xml" />
|
||||
<Reference Include="MonoGame.Framework">
|
||||
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\Android\MonoGame.Framework.dll</HintPath>
|
||||
</Reference>
|
||||
</ItemGroup>
|
||||
|
||||
<!--#if (CreateNetStandardProject)
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\BlankApp\BlankApp.csproj">
|
||||
<Project>{99E19497-29A6-4B77-B773-BEC55F9B55DC}</Project>
|
||||
<Name>BlankApp</Name>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
#endif-->
|
||||
|
||||
<!--#if (CreateSharedProject)
|
||||
<Import Condition="$(CreateSharedProject)" Project="..\BlankApp\BlankApp.projitems" Label="Shared" />
|
||||
#endif-->
|
||||
|
||||
<!--#if (NoCodeSharing)
|
||||
<ItemGroup>
|
||||
<Compile Include="Game1.cs" />
|
||||
</ItemGroup>
|
||||
#endif-->
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Include="Activity1.cs" />
|
||||
<Compile Include="Resources\Resource.Designer.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Resources\AboutResources.txt" />
|
||||
<None Include="Assets\AboutAssets.txt" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Folder Include="Resources\Layout\" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<AndroidResource Include="Resources\Values\Strings.xml" />
|
||||
<AndroidResource Include="Resources\Drawable\Icon.png" />
|
||||
<AndroidResource Include="Resources\Drawable\Splash.png" />
|
||||
<AndroidResource Include="Resources\Values\Styles.xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<MonoGameContentReference Include="Content\Content.mgcb" />
|
||||
<None Include="Properties\AndroidManifest.xml" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
|
||||
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
|
||||
</Project>
|
||||
@@ -0,0 +1,15 @@
|
||||
|
||||
#----------------------------- Global Properties ----------------------------#
|
||||
|
||||
/outputDir:bin/$(Platform)
|
||||
/intermediateDir:obj/$(Platform)
|
||||
/platform:Android
|
||||
/config:
|
||||
/profile:Reach
|
||||
/compress:False
|
||||
|
||||
#-------------------------------- References --------------------------------#
|
||||
|
||||
|
||||
#---------------------------------- Content ---------------------------------#
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
using Microsoft.Xna.Framework;
|
||||
using Microsoft.Xna.Framework.Graphics;
|
||||
using Microsoft.Xna.Framework.Input;
|
||||
|
||||
namespace BlankApp.Android
|
||||
{
|
||||
/// <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";
|
||||
|
||||
graphics.IsFullScreen = true;
|
||||
graphics.PreferredBackBufferWidth = 800;
|
||||
graphics.PreferredBackBufferHeight = 480;
|
||||
graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft | DisplayOrientation.LandscapeRight;
|
||||
}
|
||||
|
||||
/// <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>
|
||||
/// UnloadContent will be called once per game and is the place to unload
|
||||
/// game-specific content.
|
||||
/// </summary>
|
||||
protected override void UnloadContent()
|
||||
{
|
||||
// TODO: Unload any non ContentManager 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)
|
||||
{
|
||||
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
|
||||
Exit();
|
||||
|
||||
// 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)
|
||||
{
|
||||
GraphicsDevice.Clear(Color.CornflowerBlue);
|
||||
|
||||
// TODO: Add your drawing code here
|
||||
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,5 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="BlankApp.Android" android:versionCode="1" android:versionName="1.0">
|
||||
<uses-sdk />
|
||||
<application android:label="BlankApp.Android"></application>
|
||||
</manifest>
|
||||
@@ -0,0 +1,41 @@
|
||||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
using Android.App;
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("BlankApp.Android")]
|
||||
[assembly: AssemblyProduct("BlankApp.Android")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyCompany("")]
|
||||
[assembly: AssemblyCopyright("Copyright © 2017")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
// Setting ComVisible to false makes the types in this assembly not visible
|
||||
// to COM components. If you need to access a type in this assembly from
|
||||
// COM, set the ComVisible attribute to true on that type.
|
||||
[assembly: ComVisible(false)]
|
||||
|
||||
// The following GUID is for the ID of the typelib if this project is exposed to COM
|
||||
[assembly: Guid("6f377592-2266-4c47-855e-6260ff75e1f4")]
|
||||
|
||||
// Version information for an assembly consists of the following four values:
|
||||
//
|
||||
// Major Version
|
||||
// Minor Version
|
||||
// Build Number
|
||||
// Revision
|
||||
//
|
||||
// You can specify all the values or you can default the Build and Revision Numbers
|
||||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
|
||||
// Add some common permissions, these can be removed if not needed
|
||||
[assembly: UsesPermission(Android.Manifest.Permission.Internet)]
|
||||
[assembly: UsesPermission(Android.Manifest.Permission.WriteExternalStorage)]
|
||||
@@ -0,0 +1,44 @@
|
||||
Images, layout descriptions, binary blobs and string dictionaries can be included
|
||||
in your application as resource files. Various Android APIs are designed to
|
||||
operate on the resource IDs instead of dealing with images, strings or binary blobs
|
||||
directly.
|
||||
|
||||
For example, a sample Android app that contains a user interface layout (Main.xml),
|
||||
an internationalization string table (Strings.xml) and some icons (drawable/Icon.png)
|
||||
would keep its resources in the "Resources" directory of the application:
|
||||
|
||||
Resources/
|
||||
Drawable/
|
||||
Icon.png
|
||||
|
||||
Layout/
|
||||
Main.axml
|
||||
|
||||
Values/
|
||||
Strings.xml
|
||||
|
||||
In order to get the build system to recognize Android resources, the build action should be set
|
||||
to "AndroidResource". The native Android APIs do not operate directly with filenames, but
|
||||
instead operate on resource IDs. When you compile an Android application that uses resources,
|
||||
the build system will package the resources for distribution and generate a class called
|
||||
"Resource" that contains the tokens for each one of the resources included. For example,
|
||||
for the above Resources layout, this is what the Resource class would expose:
|
||||
|
||||
public class Resource {
|
||||
public class Drawable {
|
||||
public const int Icon = 0x123;
|
||||
}
|
||||
|
||||
public class Layout {
|
||||
public const int Main = 0x456;
|
||||
}
|
||||
|
||||
public class String {
|
||||
public const int FirstString = 0xabc;
|
||||
public const int SecondString = 0xbcd;
|
||||
}
|
||||
}
|
||||
|
||||
You would then use Resource.Drawable.Icon to reference the Drawable/Icon.png file, or
|
||||
Resource.Layout.Main to reference the Layout/Main.axml file, or Resource.String.FirstString
|
||||
to reference the first string in the dictionary file Values/Strings.xml.
|
||||
|
After Width: | Height: | Size: 24 KiB |