(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

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<Application
x:Class="$safeprojectname$.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:$safeprojectname$"
RequestedTheme="Light">
</Application>

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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 $safeprojectname$
{
/// <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();
}
}
}

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<?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>{$guid1$}</ProjectGuid>
<OutputType>AppContainerExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>$safeprojectname$</RootNamespace>
<AssemblyName>$projectname$</AssemblyName>
<DefaultLanguage>$currentuiculturename$</DefaultLanguage>
<TargetPlatformIdentifier>UAP</TargetPlatformIdentifier>
<TargetPlatformVersion Condition=" '$(TargetPlatformVersion)' == '' ">$targetplatformversion$</TargetPlatformVersion>
<TargetPlatformMinVersion>$targetplatformminversion$</TargetPlatformMinVersion>
<MinimumVisualStudioVersion>14</MinimumVisualStudioVersion>
<EnableDotNetNativeCompatibleProfile>true</EnableDotNetNativeCompatibleProfile>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{A5A43C5B-DE2A-4C0C-9213-0A381AF9435A};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
$if$($includeKeyFile$==true)
<PackageCertificateKeyFile>$projectname$_TemporaryKey.pfx</PackageCertificateKeyFile>
$endif$
<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>
$if$($targetplatformversion$ > 10.0.14393.0)
<PropertyGroup>
<RestoreProjectStyle>PackageReference</RestoreProjectStyle>
</PropertyGroup>
$else$
<ItemGroup>
<!-- A reference to the entire .Net Framework and Windows SDK are automatically included -->
<None Include="project.json" />
</ItemGroup>
$endif$
<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>
<ItemGroup>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
</Compile>
<Compile Include="GamePage.xaml.cs">
<DependentUpon>GamePage.xaml</DependentUpon>
</Compile>
<Compile Include="Game1.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
$if$($includeKeyFile$==true)
<None Include="$projectname$_TemporaryKey.pfx" />
$endif$
</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>
<PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '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>

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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: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyProduct("$projectname$")]
[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")]
[assembly: ComVisible(false)]

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:WindowsStoreApp
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#

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<!--
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>

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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)
{
// 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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<Page
x:Class="$safeprojectname$.GamePage"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:$safeprojectname$"
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>

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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 $safeprojectname$
{
/// <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);
}
}
}

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<?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="$guid9$"
Publisher="$XmlEscapedPublisherDistinguishedName$"
Version="1.0.0.0" />
<mp:PhoneIdentity PhoneProductId="$guid9$" PhonePublisherId="00000000-0000-0000-0000-000000000000"/>
<Properties>
<DisplayName>$projectname$</DisplayName>
<PublisherDisplayName>$XmlEscapedPublisher$</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="$safeprojectname$.App">
<uap:VisualElements
DisplayName="$projectname$"
Square150x150Logo="Assets\Logo.png"
Square44x44Logo="Assets\SmallLogo.png"
Description="$projectname$"
BackgroundColor="#464646">
<uap:SplashScreen Image="Assets\SplashScreen.png" />
</uap:VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

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<?xml version="1.0" encoding="utf-8"?>
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame Windows 10 Universal (XAML) Project</Name>
<Description>A MonoGame game project for Windows 10 UWP using XAML controls.</Description>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
<TemplateID>MonoGame.CS.WinRT.UAPGame</TemplateID>
<TemplateGroupID>WinRT-Native-UAP</TemplateGroupID>
<ProjectType>CSharp</ProjectType>
<SortOrder>43160</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>Game</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<TargetPlatformName>Windows</TargetPlatformName>
<RequiredPlatformVersion>6.1.0</RequiredPlatformVersion>
<CreateInPlace>true</CreateInPlace>
</TemplateData>
<TemplateContent PreferedSolutionConfiguration="Debug|x86">
<Project File="Application.csproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="App.xaml">App.xaml</ProjectItem>
<ProjectItem ReplaceParameters="true" OpenInEditor="!blend" TargetFileName="App.xaml.cs">App.xaml.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" OpenInEditor="blend" TargetFileName="GamePage.xaml">GamePage.xaml</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="GamePage.xaml.cs">GamePage.xaml.cs</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="project.json">project.json</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Properties\AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Properties\Default.rd.xml">Default.rd.xml</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Package.appxmanifest">Package-managed.appxmanifest</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\LockScreenLogo.scale-200.png">LockScreenLogo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\SplashScreen.scale-200.png">SplashScreen.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Square150x150Logo.scale-200.png">Square150x150Logo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Square44x44Logo.scale-200.png">Square44x44Logo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Square44x44Logo.targetsize-24_altform-unplated.png">Square44x44Logo.targetsize-24_altform-unplated.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\StoreLogo.png">StoreLogo.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Wide310x150Logo.scale-200.png">Wide310x150Logo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="$projectname$_TemporaryKey.pfx" BlendDoNotCreate="true">Application_TemporaryKey.pfx</ProjectItem>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
<WizardExtension>
<Assembly>Microsoft.VisualStudio.WinRT.TemplateWizards, Version=15.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</Assembly>
<FullClassName>Microsoft.VisualStudio.WinRT.TemplateWizards.CreateProjectCertificate.Wizard</FullClassName>
</WizardExtension>
<WizardExtension>
<Assembly>NuGet.VisualStudio.Interop, Version=1.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</Assembly>
<FullClassName>NuGet.VisualStudio.TemplateWizard</FullClassName>
</WizardExtension>
<WizardExtension>
<Assembly>Microsoft.VisualStudio.Universal.TemplateWizards, Version=15.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</Assembly>
<FullClassName>Microsoft.VisualStudio.Universal.TemplateWizards.PlatformVersion.Wizard</FullClassName>
</WizardExtension>
<WizardData>
<packages repository="registry" keyName="NETCoreSDK" isPreunzipped="true">
<package id="Microsoft.NETCore.UniversalWindowsPlatform" version="5.4.0" skipAssemblyReferences="false" />
</packages>
</WizardData>
</VSTemplate>

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{
"dependencies": {
"Microsoft.NETCore.UniversalWindowsPlatform": "5.2.2"
},
"frameworks": {
"uap10.0": {}
},
"runtimes": {
"win10-arm": {},
"win10-arm-aot": {},
"win10-x86": {},
"win10-x86-aot": {},
"win10-x64": {},
"win10-x64-aot": {}
}
}

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<?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>{$guid1$}</ProjectGuid>
<OutputType>AppContainerExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>$safeprojectname$</RootNamespace>
<AssemblyName>$projectname$</AssemblyName>
<DefaultLanguage>$currentuiculturename$</DefaultLanguage>
<TargetPlatformIdentifier>UAP</TargetPlatformIdentifier>
<TargetPlatformVersion Condition=" '$(TargetPlatformVersion)' == '' ">$targetplatformversion$</TargetPlatformVersion>
<TargetPlatformMinVersion>$targetplatformminversion$</TargetPlatformMinVersion>
<MinimumVisualStudioVersion>14</MinimumVisualStudioVersion>
<EnableDotNetNativeCompatibleProfile>true</EnableDotNetNativeCompatibleProfile>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{A5A43C5B-DE2A-4C0C-9213-0A381AF9435A};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
$if$($includeKeyFile$==true)
<PackageCertificateKeyFile>$projectname$_TemporaryKey.pfx</PackageCertificateKeyFile>
$endif$
<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>
$if$($targetplatformversion$ > 10.0.14393.0)
<PropertyGroup>
<RestoreProjectStyle>PackageReference</RestoreProjectStyle>
</PropertyGroup>
$else$
<ItemGroup>
<!-- A reference to the entire .Net Framework and Windows SDK are automatically included -->
<None Include="project.json" />
</ItemGroup>
$endif$
<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>
<ItemGroup>
<Compile Include="Program.cs" />
<Compile Include="Game1.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
$if$($includeKeyFile$==true)
<None Include="$projectname$_TemporaryKey.pfx" />
$endif$
</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>
<PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '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>

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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: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyProduct("$projectname$")]
[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")]
[assembly: ComVisible(false)]

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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:WindowsStoreApp
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#

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<!--
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>

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
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)
{
// 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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<?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="$guid9$"
Publisher="$XmlEscapedPublisherDistinguishedName$"
Version="1.0.0.0" />
<mp:PhoneIdentity PhoneProductId="$guid9$" PhonePublisherId="00000000-0000-0000-0000-000000000000"/>
<Properties>
<DisplayName>$projectname$</DisplayName>
<PublisherDisplayName>$XmlEscapedPublisher$</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="$safeprojectname$.App">
<uap:VisualElements
DisplayName="$projectname$"
Square150x150Logo="Assets\Logo.png"
Square44x44Logo="Assets\SmallLogo.png"
Description="$projectname$"
BackgroundColor="#464646">
<uap:SplashScreen Image="Assets\SplashScreen.png" />
</uap:VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

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using System;
namespace $safeprojectname$
{
/// <summary>
/// The main class.
/// </summary>
public static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
static void Main()
{
var factory = new MonoGame.Framework.GameFrameworkViewSource<Game1>();
Windows.ApplicationModel.Core.CoreApplication.Run(factory);
}
}
}

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<?xml version="1.0" encoding="utf-8"?>
<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
<TemplateData>
<Name>MonoGame Windows 10 Universal (Core Application) Project</Name>
<Description>A MonoGame game project for Windows 10 UWP using the Core Application framework (no XAML).</Description>
<Icon>__TemplateIcon.png</Icon>
<PreviewImage>__PreviewImage.png</PreviewImage>
<TemplateID>MonoGame.CS.WinRT.UAPGame</TemplateID>
<TemplateGroupID>WinRT-Native-UAP</TemplateGroupID>
<ProjectType>CSharp</ProjectType>
<SortOrder>43160</SortOrder>
<CreateNewFolder>true</CreateNewFolder>
<DefaultName>Game</DefaultName>
<ProvideDefaultName>true</ProvideDefaultName>
<LocationField>Enabled</LocationField>
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
<TargetPlatformName>Windows</TargetPlatformName>
<RequiredPlatformVersion>6.1.0</RequiredPlatformVersion>
<CreateInPlace>true</CreateInPlace>
</TemplateData>
<TemplateContent PreferedSolutionConfiguration="Debug|x86">
<Project File="Application.csproj" ReplaceParameters="true">
<ProjectItem ReplaceParameters="true" TargetFileName="Program.cs">Program.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="project.json">project.json</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Properties\AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Properties\Default.rd.xml">Default.rd.xml</ProjectItem>
<ProjectItem ReplaceParameters="true" TargetFileName="Package.appxmanifest">Package-managed.appxmanifest</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\LockScreenLogo.scale-200.png">LockScreenLogo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\SplashScreen.scale-200.png">SplashScreen.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Square150x150Logo.scale-200.png">Square150x150Logo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Square44x44Logo.scale-200.png">Square44x44Logo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Square44x44Logo.targetsize-24_altform-unplated.png">Square44x44Logo.targetsize-24_altform-unplated.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\StoreLogo.png">StoreLogo.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="Assets\Wide310x150Logo.scale-200.png">Wide310x150Logo.scale-200.png</ProjectItem>
<ProjectItem ReplaceParameters="false" TargetFileName="$projectname$_TemporaryKey.pfx" BlendDoNotCreate="true">Application_TemporaryKey.pfx</ProjectItem>
<Folder Name="Content" TargetFolderName="Content">
<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
</Folder>
</Project>
</TemplateContent>
<WizardExtension>
<Assembly>Microsoft.VisualStudio.WinRT.TemplateWizards, Version=15.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</Assembly>
<FullClassName>Microsoft.VisualStudio.WinRT.TemplateWizards.CreateProjectCertificate.Wizard</FullClassName>
</WizardExtension>
<WizardExtension>
<Assembly>NuGet.VisualStudio.Interop, Version=1.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</Assembly>
<FullClassName>NuGet.VisualStudio.TemplateWizard</FullClassName>
</WizardExtension>
<WizardExtension>
<Assembly>Microsoft.VisualStudio.Universal.TemplateWizards, Version=15.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a</Assembly>
<FullClassName>Microsoft.VisualStudio.Universal.TemplateWizards.PlatformVersion.Wizard</FullClassName>
</WizardExtension>
<WizardData>
<packages repository="registry" keyName="NETCoreSDK" isPreunzipped="true">
<package id="Microsoft.NETCore.UniversalWindowsPlatform" version="5.4.0" skipAssemblyReferences="false" />
</packages>
</WizardData>
</VSTemplate>

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{
"dependencies": {
"Microsoft.NETCore.UniversalWindowsPlatform": "5.2.2"
},
"frameworks": {
"uap10.0": {}
},
"runtimes": {
"win10-arm": {},
"win10-arm-aot": {},
"win10-x86": {},
"win10-x86-aot": {},
"win10-x64": {},
"win10-x64-aot": {}
}
}

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<?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>