(ded4a3e0a) v0.9.0.7

This commit is contained in:
Joonas Rikkonen
2019-06-25 16:00:44 +03:00
parent e5ae622c77
commit 4a51db77b5
1777 changed files with 421528 additions and 917 deletions
@@ -0,0 +1,27 @@
using Android.App;
using Android.Content.PM;
using Android.OS;
using Android.Views;
namespace $safeprojectname$
{
[Activity(Label = "$projectname$"
, 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 | ConfigChanges.ScreenLayout)]
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 +1,97 @@
<?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>$guid1$</ProjectGuid>
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>$safeprojectname$</RootNamespace>
<AssemblyName>$safeprojectname$</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>v4.4</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="OpenTK-1.0" />
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Xml" />
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\Android\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Activity1.cs" />
<Compile Include="Game1.cs" />
<Compile Include="Resources\Resource.Designer.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Resources\AboutResources.txt" />
<None Include="Assets\AboutAssets.txt" />
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\Values\Strings.xml" />
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\Drawable\Icon.png" />
</ItemGroup>
<ItemGroup>
<Folder Include="Resources\Layout\" />
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\Drawable\Splash.png" />
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\Values\Styles.xml" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Novell\Novell.MonoDroid.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
@@ -0,0 +1,19 @@
Any raw assets you want to be deployed with your application can be placed in
this directory (and child directories) and given a Build Action of "AndroidAsset".
These files will be deployed with you package and will be accessible using Android's
AssetManager, like this:
public class ReadAsset : Activity
{
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
InputStream input = Assets.Open ("my_asset.txt");
}
}
Additionally, some Android functions will automatically load asset files:
Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf");
@@ -0,0 +1,15 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(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 $safeprojectname$
{
/// <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 +1,46 @@
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame Android Project</Name>
<Description>A MonoGame game project for Android which requires "Mono for Android" by Xamarin.</Description>
<ProjectType>CSharp</ProjectType>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<ProjectSubType>
</ProjectSubType>
<SortOrder>43200</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>Game</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
</TemplateData>
<TemplateContent>
<Project TargetFileName="AndroidApplication1.csproj" File="AndroidApplication1.csproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="Activity1.cs">Activity1.cs</ProjectItem>
<Folder Name="Assets" TargetFolderName="Assets">
<ProjectItem ReplaceParameters="true" TargetFileName="AboutAssets.txt">AboutAssets.txt</ProjectItem>
</Folder>
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<Folder Name="Properties" TargetFolderName="Properties">
<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
</Folder>
<Folder Name="Resources" TargetFolderName="Resources">
<ProjectItem ReplaceParameters="true" TargetFileName="AboutResources.txt">AboutResources.txt</ProjectItem>
<Folder Name="Drawable" TargetFolderName="Drawable">
<ProjectItem ReplaceParameters="false" TargetFileName="Icon.png">Icon.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Splash.png">Splash.png</ProjectItem>
</Folder>
<Folder Name="Layout" TargetFolderName="Layout" />
<ProjectItem ReplaceParameters="true" TargetFileName="Resource.Designer.cs">Resource.Designer.cs</ProjectItem>
<Folder Name="Values" TargetFolderName="Values">
<ProjectItem ReplaceParameters="true" TargetFileName="Strings.xml">Strings.xml</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Styles.xml">Styles.xml</ProjectItem>
</Folder>
</Folder>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
</VSTemplate>
@@ -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("$projectname$")]
[assembly: AssemblyProduct("$projectname$")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
[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("$guid2$")]
// 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.
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@@ -0,0 +1,65 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.269
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace $safeprojectname$
{
public partial class Resource
{
public partial class Attribute
{
private Attribute()
{
}
}
public partial class Drawable
{
// aapt resource value: 0x7f020000
public const int Icon = 2130837504;
// aapt resource value: 0x7f020001
public const int Splash = 2130837505;
private Drawable()
{
}
}
public partial class String
{
// aapt resource value: 0x7f030001
public const int ApplicationName = 2130903041;
// aapt resource value: 0x7f030000
public const int Hello = 2130903040;
private String()
{
}
}
public partial class Style
{
// aapt resource value: 0x7f040000
public const int Theme_Splash = 2130968576;
private Style()
{
}
}
}
}
@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="Hello">Hello World, Click Me!</string>
<string name="ApplicationName">$safeprojectname$</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>
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@@ -0,0 +1,35 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework.Content.Pipeline;
using TInput = System.String;
using TOutput = System.String;
namespace $safeprojectname$
{
/// <summary>
/// This class will be instantiated by the XNA Framework Content Pipeline
/// to import a file from disk into the specified type, TImport.
///
/// This should be part of a Content Pipeline Extension Library project.
///
/// TODO: change the ContentImporter attribute to specify the correct file
/// extension, display name, and default processor for this importer.
/// </summary>
[ContentImporter(".xyz", DisplayName = "XYZ Importer", DefaultProcessor = "ContentProcessor1")]
public class ContentImporter1 : ContentImporter<TInput>
{
public override TInput Import(string filename, ContentImporterContext context)
{
// TODO: process the input object, and return the modified data.
throw new NotImplementedException();
}
}
}
@@ -0,0 +1,29 @@
using System;
using Microsoft.Xna.Framework.Content.Pipeline;
// TODO: replace these with the processor input and output types.
using TInput = System.String;
using TOutput = System.String;
namespace $safeprojectname$
{
/// <summary>
/// This class will be instantiated by the XNA Framework Content Pipeline
/// to apply custom processing to content data, converting an object of
/// type TInput to TOutput. The input and output types may be the same if
/// the processor wishes to alter data without changing its type.
///
/// This should be part of a Content Pipeline Extension Library project.
///
/// TODO: change the ContentProcessor attribute to specify the correct
/// display name for this processor.
/// </summary>
[ContentProcessor(DisplayName = "$safeprojectname$.ContentProcessor1")]
public class ContentProcessor1 : ContentProcessor<TInput, TOutput>
{
public override TOutput Process(TInput input, ContentProcessorContext context)
{
// TODO: process the input object, and return the modified data.
throw new NotImplementedException();
}
}
}
@@ -0,0 +1,55 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{$guid1$}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>$safeprojectname$</RootNamespace>
<AssemblyName>$safeprojectname$</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="MonoGame.Framework">
<HintPath>$(MSBuildExtensionsPath)\MonoGame\v3.0\Tools\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework.Content.Pipeline">
<HintPath>$(MSBuildExtensionsPath)\MonoGame\v3.0\Tools\MonoGame.Framework.Content.Pipeline.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="ContentImporter1.cs" />
<Compile Include="ContentProcessor1.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.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 +1,27 @@
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame Content Pipeline Extension Project</Name>
<Description>A MonoGame project for creating a custom content importer and processor</Description>
<ProjectType>CSharp</ProjectType>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<ProjectSubType>
</ProjectSubType>
<SortOrder>43200</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>MonoGameContentPipelineExtension</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
</TemplateData>
<TemplateContent>
<Project TargetFileName="MonoGameContentPipelineExtension.csproj" File="MonoGameContentPipelineExtension.csproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="ContentImporter1.cs">ContentImporter1.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="ContentProcessor1.cs">ContentProcessor1.cs</ProjectItem>
<Folder Name="Properties" TargetFolderName="Properties">
<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
</Folder>
</Project>
</TemplateContent>
</VSTemplate>
@@ -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("$projectname$")]
[assembly: AssemblyProduct("$projectname$")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
[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("$guid2$")]
// 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")]
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@@ -0,0 +1,15 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/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 $safeprojectname$
{
/// <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);
}
}
}
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@@ -0,0 +1,34 @@
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame Cross Platform Desktop Project</Name>
<Description>A MonoGame game project for Windows, Mac and Linux using OpenGL.</Description>
<ProjectType>CSharp</ProjectType>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<ProjectSubType>
</ProjectSubType>
<SortOrder>43300</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>Game</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
<CreateInPlace>true</CreateInPlace>
</TemplateData>
<TemplateContent>
<Project TargetFileName="MonoGameDesktopGLApplication.csproj" File="MonoGameDesktopGLApplication.csproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Icon.ico">Icon.ico</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Icon.bmp">Icon.bmp</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Program.cs">Program.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="app.manifest">app.manifest</ProjectItem>
<Folder Name="Properties" TargetFolderName="Properties">
<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
</Folder>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
</VSTemplate>
@@ -0,0 +1,117 @@
<?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>$guid1$</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>$safeprojectname$</RootNamespace>
<AssemblyName>$safeprojectname$</AssemblyName>
<FileAlignment>512</FileAlignment>
<MonoGamePlatform>DesktopGL</MonoGamePlatform>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;LINUX</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;LINUX</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
</PropertyGroup>
<ItemGroup>
<Compile Include="Game1.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\SDL2.dll">
<Link>x86\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\SDL2.dll">
<Link>x64\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\soft_oal.dll">
<Link>x86\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\soft_oal.dll">
<Link>x64\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libSDL2-2.0.so.0">
<Link>x86\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libSDL2-2.0.so.0">
<Link>x64\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libopenal.so.1">
<Link>x86\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libopenal.so.1">
<Link>x64\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libSDL2-2.0.0.dylib">
<Link>libSDL2-2.0.0.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libopenal.1.dylib">
<Link>libopenal.1.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll.config">
<Link>MonoGame.Framework.dll.config</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="app.manifest" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(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 +1,20 @@
using System;
namespace $safeprojectname$
{
/// <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("$projectname$")]
[assembly: AssemblyProduct("$projectname$")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
[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("$guid2$")]
// 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")]
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@@ -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="$safeprojectname$"/>
<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 +1,15 @@
#----------------------------- 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 $safeprojectname$
{
/// <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);
}
}
}
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@@ -0,0 +1,32 @@
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame Windows Project</Name>
<Description>A MonoGame game project for the Windows desktop using DirectX.</Description>
<ProjectType>CSharp</ProjectType>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<ProjectSubType>
</ProjectSubType>
<SortOrder>43100</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>Game</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
</TemplateData>
<TemplateContent>
<Project TargetFileName="MonoGameWindowsApplication.csproj" File="MonoGameWindowsApplication.csproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Icon.ico">Icon.ico</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Program.cs">Program.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="app.manifest">app.manifest</ProjectItem>
<Folder Name="Properties" TargetFolderName="Properties">
<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
</Folder>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
</VSTemplate>
@@ -0,0 +1,71 @@
<?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)' == '' ">x86</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>$guid1$</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>$safeprojectname$</RootNamespace>
<AssemblyName>$safeprojectname$</AssemblyName>
<FileAlignment>512</FileAlignment>
<MonoGamePlatform>Windows</MonoGamePlatform>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
<PlatformTarget>x86</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|x86' ">
<PlatformTarget>x86</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>
<Compile Include="Game1.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\Windows\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Content Include="Icon.ico" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
<None Include="app.manifest" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- 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 +1,22 @@
using System;
namespace $safeprojectname$
{
#if WINDOWS || LINUX
/// <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();
}
}
#endif
}
@@ -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("$projectname$")]
[assembly: AssemblyProduct("$projectname$")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
[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("$guid2$")]
// 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")]
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@@ -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="$safeprojectname$"/>
<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 +1,24 @@
<?xml version="1.0"?>
<project name="Aurora Ion Build Script" default="build" basedir=".">
<description>Default Ion Automated Build script</description>
<property name="os" value="${operating-system::get-platform(environment::get-operating-system())}" />
<target name="build" description="Build Visual Studio Templates">
<delete><fileset><include name="*.zip" /></fileset></delete>
<!-- Find any applications that have valid build scripts, configure their references and then build them -->
<foreach item="Folder" property="folder" in="./">
<zip zipfile="${folder}.zip">
<fileset basedir="${folder}">
<include name="**/*" />
</fileset>
</zip>
</foreach>
</target>
</project>
@@ -0,0 +1,13 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:iOS
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#
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@@ -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 +1,84 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace $safeprojectname$
{
/// <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)
{
// 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);
}
}
}
@@ -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>$guid1$</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>$safeprojectname$</RootNamespace>
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
<AssemblyName>$safeprojectname$</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>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\iOS\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="Game1.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="Entitlements.plist" />
<None Include="Info.plist" />
<MonoGameContentReference Include="Content\Content.mgcb" />
</ItemGroup>
<ItemGroup>
<BundleResource Include="Default.png" />
<BundleResource Include="GameThumbnail.png" />
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
</Project>
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@@ -0,0 +1,23 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDisplayName</key>
<string>$safeprojectname$</string>
<key>CFBundleIconFiles</key>
<array>
<string>GameThumbnail.png</string>
</array>
<key>CFBundleIdentifier</key>
<string>project.MonoGame.$safeprojectname$</string>
<key>MinimumOSVersion</key>
<string>7.0</string>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>
@@ -0,0 +1,34 @@
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame iOS Project</Name>
<Description>A MonoGame game project for iOS which requires Xamarin.iOS.</Description>
<ProjectType>CSharp</ProjectType>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<ProjectSubType>
</ProjectSubType>
<SortOrder>43300</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>Game</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
</TemplateData>
<TemplateContent>
<Project ReplaceParameters="true" TargetFileName="$safeprojectname$.csproj" File="Game1.csproj">
<ProjectItem ReplaceParameters="true" TargetFileName="Program.cs">Program.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Default.png">Default.png</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Entitlements.plist">Entitlements.plist</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="GameThumbnail.png">GameThumbnail.png</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Info.plist">Info.plist</ProjectItem>
<Folder Name="Properties" TargetFolderName="Properties">
<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
</Folder>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
</VSTemplate>
@@ -0,0 +1,31 @@
using System;
using Foundation;
using UIKit;
namespace $safeprojectname$
{
[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("$projectname$")]
[assembly: AssemblyProduct("$projectname$")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
[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("")]
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