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Added OUYA project file. #1154

Merged
merged 1 commit into from

3 participants

@KonajuGames
Owner

Added OUYA project template.
Modified installer script to install OUYA files.

No specific OUYA functionality (GamePad support for OuyaController) yet. That's next.

@KonajuGames KonajuGames Added OUYA project file.
Added OUYA project template.
Modified installer script to install OUYA files.

No specific OUYA functionality (GamePad support for OuyaController) yet. That's next.
eb16ac4
@tomspilman tomspilman commented on the diff
ProjectTemplates/VisualStudio2010/OUYA/OuyaGame1.csproj
@@ -0,0 +1,96 @@
+<?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>{B0CC19B4-0B81-4DA7-9409-32408AC14F2C}</ProjectGuid>
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@tomspilman tomspilman commented on the diff
...ates/VisualStudio2010/OUYA/Properties/AssemblyInfo.cs
((9 lines not shown))
+[assembly: AssemblyTitle("$projectname$")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("$registeredorganization$")]
+[assembly: AssemblyProduct("$projectname$")]
+[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("$guid1$")]
@tomspilman Owner

If you use $guid1$ here then make sure you use $guid2$ in the project.

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@tomspilman
Owner

I don't have access to merge in the dependencies repo... else I would do that.

@dellis1972
Owner
@tomspilman
Owner

Since Sly isn't around i'll go ahead and merge this.

I have another template fix pull request coming in a few minutes that I can add the guid fix to.

@tomspilman tomspilman merged commit 26c9a56 into mono:develop3d
@tomspilman
Owner

The fixes are up here #1156

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Commits on Jan 5, 2013
  1. @KonajuGames

    Added OUYA project file.

    KonajuGames authored
    Added OUYA project template.
    Modified installer script to install OUYA files.
    
    No specific OUYA functionality (GamePad support for OuyaController) yet. That's next.
This page is out of date. Refresh to see the latest.
Showing with 897 additions and 3 deletions.
  1. +11 −0 Installers/Windows/MonoGame.nsi
  2. +439 −0 MonoGame.Framework/MonoGame.Framework.Ouya.csproj
  3. +5 −3 MonoGame.Framework/Properties/AssemblyInfo.cs
  4. +31 −0 ProjectTemplates/VisualStudio2010/OUYA/Activity1.cs
  5. +19 −0 ProjectTemplates/VisualStudio2010/OUYA/Assets/AboutAssets.txt
  6. BIN  ProjectTemplates/VisualStudio2010/OUYA/Assets/Content/spriteFont1.xnb
  7. +86 −0 ProjectTemplates/VisualStudio2010/OUYA/Game1.cs
  8. +48 −0 ProjectTemplates/VisualStudio2010/OUYA/MonoGameOUYA.vstemplate
  9. +96 −0 ProjectTemplates/VisualStudio2010/OUYA/OuyaGame1.csproj
  10. +41 −0 ProjectTemplates/VisualStudio2010/OUYA/Properties/AssemblyInfo.cs
  11. +44 −0 ProjectTemplates/VisualStudio2010/OUYA/Resources/AboutResources.txt
  12. BIN  ProjectTemplates/VisualStudio2010/OUYA/Resources/Drawable-xhdpi/ouya_icon.png
  13. BIN  ProjectTemplates/VisualStudio2010/OUYA/Resources/Drawable/Icon.png
  14. BIN  ProjectTemplates/VisualStudio2010/OUYA/Resources/Drawable/Splash.png
  15. +65 −0 ProjectTemplates/VisualStudio2010/OUYA/Resources/Resource.Designer.cs
  16. +5 −0 ProjectTemplates/VisualStudio2010/OUYA/Resources/Values/Strings.xml
  17. +7 −0 ProjectTemplates/VisualStudio2010/OUYA/Resources/Values/Styles.xml
  18. BIN  ProjectTemplates/VisualStudio2010/OUYA/__PreviewImage.png
  19. BIN  ProjectTemplates/VisualStudio2010/OUYA/__TemplateIcon.png
View
11 Installers/Windows/MonoGame.nsi
@@ -64,10 +64,16 @@ Section "MonoGame Core Components" ;No components page, name is not important
File '..\..\ThirdParty\Libs\PVRTexLib\Windows_x86_32\Dll\PVRTexLib.dll'
File /oname=libmojoshader.dll '..\..\ThirdParty\Libs\libmojoshader_32.dll'
File '..\..\ThirdParty\Libs\lame_enc.dll'
+ File '..\..\ThirdParty\Libs\OUYA\*.dll'
SetOutPath '$PROGRAMFILES\${APPNAME}\v${VERSION}\Assemblies\Android'
File /nonfatal '..\..\MonoGame.Framework\bin\Android\Release\*.dll'
File /nonfatal ' ..\..\MonoGame.Framework\bin\Android\Release\*.xml'
+
+ SetOutPath '$PROGRAMFILES\${APPNAME}\v${VERSION}\Assemblies\OUYA'
+ File /nonfatal '..\..\MonoGame.Framework\bin\OUYA\Release\*.dll'
+ File /nonfatal ' ..\..\MonoGame.Framework\bin\OUYA\Release\*.xml'
+ File '..\..\ThirdParty\Libs\OUYA\*.dll'
SetOutPath '$PROGRAMFILES\${APPNAME}\v${VERSION}\Assemblies\WindowsGL'
File /nonfatal '..\..\MonoGame.Framework\bin\WindowsGL\Release\*.dll'
@@ -114,6 +120,7 @@ Section "MonoGame Core Components" ;No components page, name is not important
WriteRegStr HKLM 'SOFTWARE\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\WindowsGL'
WriteRegStr HKLM 'SOFTWARE\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\Linux'
WriteRegStr HKLM 'SOFTWARE\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\Android'
+ WriteRegStr HKLM 'SOFTWARE\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\OUYA'
WriteRegStr HKLM 'SOFTWARE\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\Windows8'
WriteRegStr HKLM 'SOFTWARE\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\WindowsPhone\ARM'
WriteRegStr HKLM 'SOFTWARE\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\WindowsPhone\x86'
@@ -124,6 +131,7 @@ Section "MonoGame Core Components" ;No components page, name is not important
WriteRegStr HKLM 'SOFTWARE\Wow6432Node\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\WindowsGL'
WriteRegStr HKLM 'SOFTWARE\Wow6432Node\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\Linux'
WriteRegStr HKLM 'SOFTWARE\Wow6432Node\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\Android'
+ WriteRegStr HKLM 'SOFTWARE\Wow6432Node\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\OUYA'
WriteRegStr HKLM 'SOFTWARE\Wow6432Node\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\Windows8'
WriteRegStr HKLM 'SOFTWARE\Wow6432Node\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\WindowsPhone\ARM'
WriteRegStr HKLM 'SOFTWARE\Wow6432Node\Microsoft\.NETFramework\v4.0.30319\AssemblyFoldersEx\${APPNAME}' '' '$INSTDIR\Assemblies\WindowsPhone\x86'
@@ -178,6 +186,9 @@ Section "MonoDevelop Templates"
File /nonfatal '..\..\MonoGame.Framework\bin\WindowsGL\Release\*.dll'
SetOutPath "$0AddIns\MonoDevelop.MonoGame\assemblies\Android"
File /nonfatal '..\..\MonoGame.Framework\bin\Android\Release\*.dll'
+ SetOutPath "$0AddIns\MonoDevelop.MonoGame\assemblies\OUYA"
+ File /nonfatal '..\..\MonoGame.Framework\bin\OUYA\Release\*.dll'
+ File /nonfatal '..\..\ThirdParty\Libs\OUYA\*.dll'
SetOutPath "$0AddIns\MonoDevelop.MonoGame\assemblies\Linux"
File /nonfatal '..\..\MonoGame.Framework\bin\Linux\Release\*.dll'
SetOutPath "$0AddIns\MonoDevelop.MonoGame\assemblies\MacOS"
View
439 MonoGame.Framework/MonoGame.Framework.Ouya.csproj
@@ -0,0 +1,439 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+ <PropertyGroup>
+ <Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
+ <Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
+ <ProductVersion>8.0.30703</ProductVersion>
+ <SchemaVersion>2.0</SchemaVersion>
+ <ProjectGuid>{8BEA875D-66D2-4A5F-B137-83D262A3851D}</ProjectGuid>
+ <ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
+ <OutputType>Library</OutputType>
+ <AppDesignerFolder>Properties</AppDesignerFolder>
+ <RootNamespace>Microsoft.Xna.Framework</RootNamespace>
+ <AssemblyName>MonoGame.Framework</AssemblyName>
+ <FileAlignment>512</FileAlignment>
+ <AndroidSupportedAbis>armeabi-v7a%3bx86</AndroidSupportedAbis>
+ <AndroidStoreUncompressedFileExtensions />
+ <MandroidI18n />
+ <AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
+ <DeployExternal>False</DeployExternal>
+ <TargetFrameworkVersion>v4.1</TargetFrameworkVersion>
+ <TargetFrameworkProfile />
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+ <DebugSymbols>True</DebugSymbols>
+ <DebugType>full</DebugType>
+ <Optimize>False</Optimize>
+ <OutputPath>bin\OUYA\Debug\</OutputPath>
+ <DefineConstants>TRACE;DEBUG;ANDROID;GLES;GLSL;OPENGL;OUYA</DefineConstants>
+ <ErrorReport>prompt</ErrorReport>
+ <WarningLevel>4</WarningLevel>
+ <AllowUnsafeBlocks>True</AllowUnsafeBlocks>
+ <MonoDroidLinkMode>None</MonoDroidLinkMode>
+ <AndroidLinkMode>None</AndroidLinkMode>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
+ <DebugType>pdbonly</DebugType>
+ <Optimize>True</Optimize>
+ <OutputPath>bin\OUYA\Release\</OutputPath>
+ <DefineConstants>TRACE;ANDROID;GLES;OPENGL;OUYA</DefineConstants>
+ <ErrorReport>prompt</ErrorReport>
+ <WarningLevel>4</WarningLevel>
+ <AndroidUseSharedRuntime>False</AndroidUseSharedRuntime>
+ <AllowUnsafeBlocks>True</AllowUnsafeBlocks>
+ <AndroidLinkMode>SdkOnly</AndroidLinkMode>
+ <EmbedAssembliesIntoApk>True</EmbedAssembliesIntoApk>
+ </PropertyGroup>
+ <ItemGroup>
+ <Reference Include="Mono.Android" />
+ <Reference Include="mscorlib" />
+ <Reference Include="OpenTK" />
+ <Reference Include="Ouya.Console.Api">
+ <HintPath>..\ThirdParty\Libs\OUYA\Ouya.Console.Api.dll</HintPath>
+ </Reference>
+ <Reference Include="System" />
+ <Reference Include="System.Core" />
+ <Reference Include="System.Xml.Linq" />
+ <Reference Include="System.Xml" />
+ </ItemGroup>
+ <ItemGroup>
+ <Compile Include="Android\AndroidCompatibility.cs" />
+ <Compile Include="Android\AndroidGamePlatform.cs" />
+ <Compile Include="Android\Devices\Sensors\Accelerometer.cs" />
+ <Compile Include="Android\Devices\Sensors\Compass.cs" />
+ <Compile Include="Input\Mouse.cs" />
+ <Compile Include="Android\Input\Touch\AndroidTouchEventManager.cs" />
+ <Compile Include="Android\OrientationListener.cs" />
+ <Compile Include="Android\ScreenReciever.cs" />
+ <Compile Include="Android\TitleContainer.cs" />
+ <Compile Include="Audio\AudioCategory.cs" />
+ <Compile Include="Content\ContentManager.cs" />
+ <Compile Include="Content\ContentExtensions.cs" />
+ <Compile Include="Content\ContentReaders\ArrayReader.cs" />
+ <Compile Include="Content\ContentReaders\BoundingFrustumReader.cs" />
+ <Compile Include="Content\ContentReaders\BoundingSphereReader.cs" />
+ <Compile Include="Content\ContentReaders\ByteReader.cs" />
+ <Compile Include="Content\ContentReaders\CurveReader.cs" />
+ <Compile Include="Content\ContentReaders\DateTimeReader.cs" />
+ <Compile Include="Content\ContentReaders\DecimalReader.cs" />
+ <Compile Include="Content\ContentReaders\DualTextureEffectReader.cs" />
+ <Compile Include="Content\ContentReaders\EffectReader.cs" />
+ <Compile Include="Content\ContentReaders\EnvironmentMapEffectReader.cs" />
+ <Compile Include="Content\ContentReaders\ModelReader.cs" />
+ <Compile Include="Content\ContentReaders\NullableReader.cs" />
+ <Compile Include="Content\ContentReaders\PlaneReader.cs" />
+ <Compile Include="Content\ContentReaders\PointReader.cs" />
+ <Compile Include="Content\ContentReaders\QuaternionReader.cs" />
+ <Compile Include="Content\ContentReaders\RayReader.cs" />
+ <Compile Include="Content\ContentReaders\SByteReader.cs" />
+ <Compile Include="Content\ContentReaders\SkinnedEffectReader.cs" />
+ <Compile Include="Content\ContentReaders\SongReader.cs" />
+ <Compile Include="Content\ContentReaders\SoundEffectReader.cs" />
+ <Compile Include="Content\ContentReaders\SpriteFontReader.cs" />
+ <Compile Include="Content\ContentReaders\Texture2DReader.cs" />
+ <Compile Include="Content\ContentReaders\TextureCubeReader.cs" />
+ <Compile Include="Content\ContentReaders\TextureReader.cs" />
+ <Compile Include="Content\ContentReaders\UInt16Reader.cs" />
+ <Compile Include="Content\ContentReaders\UInt32Reader.cs" />
+ <Compile Include="Content\ContentReaders\UInt64Reader.cs" />
+ <Compile Include="Content\ContentReaders\Vector2Reader.cs" />
+ <Compile Include="Content\ContentReaders\Vector4Reader.cs" />
+ <Compile Include="Content\ContentReaders\VertexDeclarationReader.cs" />
+ <Compile Include="Content\ContentReaders\VideoReader.cs" />
+ <Compile Include="Content\ResourceContentManager.cs" />
+ <Compile Include="Game.cs" />
+ <Compile Include="GamePlatform.cs" />
+ <Compile Include="GraphicsDeviceManager.cs" />
+ <Compile Include="Graphics\CubeMapFace.cs" />
+ <Compile Include="Graphics\DisplayMode.cs" />
+ <Compile Include="Graphics\Shader\ConstantBufferCollection.cs" />
+ <Compile Include="Graphics\Shader\ConstantBuffer.cs" />
+ <Compile Include="Graphics\Shader\Shader.cs" />
+ <Compile Include="Graphics\Shader\ShaderStage.cs" />
+ <Compile Include="Graphics\Effect\DualTextureEffect.cs" />
+ <Compile Include="Graphics\Effect\EffectAnnotation.cs" />
+ <Compile Include="Graphics\Effect\EffectAnnotationCollection.cs" />
+ <Compile Include="Graphics\Effect\EnvironmentMapEffect.cs" />
+ <Compile Include="Graphics\Effect\SkinnedEffect.cs" />
+ <Compile Include="Graphics\Effect\SpriteEffect.cs" />
+ <Compile Include="Graphics\GraphicsAdapter.cs" />
+ <Compile Include="Graphics\Model.cs" />
+ <Compile Include="Graphics\ModelBone.cs" />
+ <Compile Include="Graphics\ModelBoneCollection.cs" />
+ <Compile Include="Graphics\ModelEffectCollection.cs" />
+ <Compile Include="Graphics\ModelMesh.cs" />
+ <Compile Include="Graphics\ModelMeshCollection.cs" />
+ <Compile Include="Graphics\ModelMeshPart.cs" />
+ <Compile Include="Graphics\ModelMeshPartCollection.cs" />
+ <Compile Include="Graphics\PackedVector\HalfSingle.cs" />
+ <Compile Include="Graphics\PackedVector\HalfTypeHelper.cs" />
+ <Compile Include="Graphics\PackedVector\NormalizedShort2.cs" />
+ <Compile Include="Graphics\PackedVector\NormalizedShort4.cs" />
+ <Compile Include="Graphics\PresentationParameters.cs" />
+ <Compile Include="Graphics\PresentInterval.cs" />
+ <Compile Include="Graphics\States\SamplerState.cs" />
+ <Compile Include="Graphics\Texture2D.cs" />
+ <Compile Include="Graphics\TextureCube.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\AccelerometerFailedException.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\AccelerometerReading.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\CalibrationEventArgs.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\CompassReading.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\ISensorReading.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\SensorBase.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\SensorFailedException.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\SensorReadingEventArgs.cs" />
+ <Compile Include="Microsoft\Devices\Sensors\SensorState.cs" />
+ <Compile Include="PrimaryThreadLoader.cs" />
+ <Compile Include="Properties\AssemblyInfo.cs" />
+ <Compile Include="Android\AndroidGameActivity.cs" />
+ <Compile Include="Audio\AudioChannels.cs" />
+ <Compile Include="Audio\SoundEffect.cs" />
+ <Compile Include="Graphics\GraphicsExtensions.cs" />
+ <Compile Include="Graphics\Effect\BasicEffect.cs" />
+ <Compile Include="Graphics\Effect\Effect.cs" />
+ <Compile Include="Graphics\Effect\EffectParameter.cs" />
+ <Compile Include="Graphics\Effect\EffectParameterCollection.cs" />
+ <Compile Include="Graphics\Effect\EffectPass.cs" />
+ <Compile Include="Graphics\Effect\EffectPassCollection.cs" />
+ <Compile Include="Graphics\Effect\EffectTechnique.cs" />
+ <Compile Include="Graphics\Effect\EffectTechniqueCollection.cs" />
+ <Compile Include="Graphics\States\BlendState.cs" />
+ <Compile Include="Graphics\States\BlendFunction.cs" />
+ <Compile Include="Graphics\States\Blend.cs" />
+ <Compile Include="Graphics\States\CompareFunction.cs" />
+ <Compile Include="Graphics\States\CullMode.cs" />
+ <Compile Include="Graphics\States\DepthFormat.cs" />
+ <Compile Include="Graphics\States\DepthStencilState.cs" />
+ <Compile Include="Graphics\States\FillMode.cs" />
+ <Compile Include="Graphics\States\RasterizerState.cs" />
+ <Compile Include="Graphics\States\SaveStateMode.cs" />
+ <Compile Include="Graphics\States\StencilOperation.cs" />
+ <Compile Include="Graphics\TextureCollection.cs" />
+ <Compile Include="Graphics\Vertices\BufferUsage.cs" />
+ <Compile Include="Graphics\Vertices\IndexBuffer.cs" />
+ <Compile Include="Graphics\Vertices\IVertexType.cs" />
+ <Compile Include="Graphics\Vertices\PrimitiveType.cs" />
+ <Compile Include="Graphics\Vertices\VertexBuffer.cs" />
+ <Compile Include="Graphics\Vertices\DynamicIndexBuffer.cs" />
+ <Compile Include="Graphics\Vertices\DynamicVertexBuffer.cs" />
+ <Compile Include="Graphics\Vertices\VertexColorTexture.cs" />
+ <Compile Include="Graphics\Vertices\VertexDeclaration.cs" />
+ <Compile Include="Graphics\Vertices\VertexDeclarationCache.cs" />
+ <Compile Include="Graphics\Vertices\VertexElement.cs" />
+ <Compile Include="Graphics\Vertices\VertexElementDeclaration.cs" />
+ <Compile Include="Graphics\Vertices\VertexElementFormat.cs" />
+ <Compile Include="Graphics\Vertices\VertexElementUsage.cs" />
+ <Compile Include="Graphics\Vertices\VertexPosition2ColorTexture.cs" />
+ <Compile Include="Graphics\Vertices\VertexPositionColor.cs" />
+ <Compile Include="Graphics\Vertices\VertexPositionColorTexture.cs" />
+ <Compile Include="Graphics\Vertices\VertexPositionNormalTexture.cs" />
+ <Compile Include="Graphics\Vertices\VertexPositionTexture.cs" />
+ <Compile Include="Android\Audio\Sound.cs" />
+ <Compile Include="Android\Input\GamePad.cs" />
+ <Compile Include="Android\Media\Video.cs" />
+ <Compile Include="Android\Media\VideoPlayer.cs" />
+ <Compile Include="Android\PowerStatus.cs" />
+ <Compile Include="Audio\AudioEmitter.cs" />
+ <Compile Include="Audio\AudioListener.cs" />
+ <Compile Include="Audio\SoundEffectInstance.cs" />
+ <Compile Include="Audio\SoundState.cs" />
+ <Compile Include="BatteryChargeStatus.cs" />
+ <Compile Include="BoundingBox.cs" />
+ <Compile Include="BoundingFrustum.cs" />
+ <Compile Include="BoundingSphere.cs" />
+ <Compile Include="ContainmentType.cs" />
+ <Compile Include="Curve.cs" />
+ <Compile Include="CurveContinuity.cs" />
+ <Compile Include="CurveKey.cs" />
+ <Compile Include="CurveKeyCollection.cs" />
+ <Compile Include="CurveLoopType.cs" />
+ <Compile Include="CurveTangent.cs" />
+ <Compile Include="DisplayOrientation.cs" />
+ <Compile Include="DrawableGameComponent.cs" />
+ <Compile Include="GameComponent.cs" />
+ <Compile Include="GameComponentCollection.cs" />
+ <Compile Include="GameComponentCollectionEventArgs.cs" />
+ <Compile Include="GameServiceContainer.cs" />
+ <Compile Include="GameTime.cs" />
+ <Compile Include="Android\AndroidGameWindow.cs" />
+ <Compile Include="GameWindow.cs" />
+ <Compile Include="GraphicsDeviceInformation.cs" />
+ <Compile Include="Graphics\Texture.cs" />
+ <Compile Include="IDrawable.cs" />
+ <Compile Include="IGameComponent.cs" />
+ <Compile Include="IGraphicsDeviceManager.cs" />
+ <Compile Include="Input\ButtonDefinition.cs" />
+ <Compile Include="Input\Buttons.cs" />
+ <Compile Include="Input\ButtonState.cs" />
+ <Compile Include="Input\GamePadButtons.cs" />
+ <Compile Include="Input\GamePadCapabilities.cs" />
+ <Compile Include="Input\GamePadType.cs" />
+ <Compile Include="Input\GamePadDPad.cs" />
+ <Compile Include="Input\GamePadState.cs" />
+ <Compile Include="Input\GamePadThumbSticks.cs" />
+ <Compile Include="Input\GamePadTriggers.cs" />
+ <Compile Include="Android\Input\Keyboard.cs" />
+ <Compile Include="Input\Keys.cs" />
+ <Compile Include="Input\KeyState.cs" />
+ <Compile Include="Input\MouseState.cs" />
+ <Compile Include="Input\ThumbStickDefinition.cs" />
+ <Compile Include="IUpdateable.cs" />
+ <Compile Include="MathHelper.cs" />
+ <Compile Include="Matrix.cs" />
+ <Compile Include="Media\MediaPlayer.cs" />
+ <Compile Include="Media\MediaQueue.cs" />
+ <Compile Include="Media\MediaSourceType.cs" />
+ <Compile Include="Media\MediaState.cs" />
+ <Compile Include="Media\Playlist.cs" />
+ <Compile Include="Media\PlaylistCollection.cs" />
+ <Compile Include="Media\SongCollection.cs" />
+ <Compile Include="PerformanceCounter.cs" />
+ <Compile Include="Plane.cs" />
+ <Compile Include="PlaneIntersectionType.cs" />
+ <Compile Include="PlayerIndex.cs" />
+ <Compile Include="Point.cs" />
+ <Compile Include="PowerLineStatus.cs" />
+ <Compile Include="PreparingDeviceSettingsEventArgs.cs" />
+ <Compile Include="Quaternion.cs" />
+ <Compile Include="Ray.cs" />
+ <Compile Include="Rectangle.cs" />
+ <Compile Include="ReusableItemList.cs" />
+ <Compile Include="Threading.cs" />
+ <Compile Include="Vector2.cs" />
+ <Compile Include="Vector3.cs" />
+ <Compile Include="Vector4.cs" />
+ <Compile Include="Content\ContentLoadException.cs" />
+ <Compile Include="Content\ContentReader.cs" />
+ <Compile Include="Content\ContentTypeReader.cs" />
+ <Compile Include="Content\ContentTypeReaderManager.cs" />
+ <Compile Include="Content\ContentReaders\CharReader.cs" />
+ <Compile Include="Content\ContentReaders\ListReader.cs" />
+ <Compile Include="Content\ContentReaders\RectangleReader.cs" />
+ <Compile Include="Content\ContentReaders\StringReader.cs" />
+ <Compile Include="Content\ContentReaders\Vector3Reader.cs" />
+ <Compile Include="Graphics\ClearOptions.cs" />
+ <Compile Include="Graphics\CompilerOptions.cs" />
+ <Compile Include="Graphics\DeviceType.cs" />
+ <Compile Include="Graphics\GraphicsDevice.cs" />
+ <Compile Include="Graphics\GraphicsDeviceInformation.cs" />
+ <Compile Include="Graphics\GraphicsDeviceStatus.cs" />
+ <Compile Include="Graphics\GraphicsProfile.cs" />
+ <Compile Include="Graphics\GraphicsResource.cs" />
+ <Compile Include="Graphics\IGraphicsDeviceService.cs" />
+ <Compile Include="Graphics\MultiSampleType.cs" />
+ <Compile Include="Graphics\RenderTarget2D.cs" />
+ <Compile Include="Graphics\RenderTargetUsage.cs" />
+ <Compile Include="Graphics\ResourceType.cs" />
+ <Compile Include="Graphics\SetDataOptions.cs" />
+ <Compile Include="Graphics\SpriteBatch.cs" />
+ <Compile Include="Graphics\SpriteBatcher.cs" />
+ <Compile Include="Graphics\SpriteBatchItem.cs" />
+ <Compile Include="Graphics\SpriteBlendMode.cs" />
+ <Compile Include="Graphics\SpriteEffects.cs" />
+ <Compile Include="Graphics\SpriteFont.cs" />
+ <Compile Include="Graphics\SpriteSortMode.cs" />
+ <Compile Include="Graphics\SurfaceFormat.cs" />
+ <Compile Include="Graphics\TextureUsage.cs" />
+ <Compile Include="Graphics\Viewport.cs" />
+ <Compile Include="Input\Touch\GestureSample.cs" />
+ <Compile Include="Input\Touch\GestureType.cs" />
+ <Compile Include="Input\Touch\TouchCollection.cs" />
+ <Compile Include="Input\Touch\TouchLocation.cs" />
+ <Compile Include="Input\Touch\TouchLocationState.cs" />
+ <Compile Include="Input\Touch\TouchPanel.cs" />
+ <Compile Include="Input\Touch\TouchPanelCapabilities.cs" />
+ <Compile Include="Storage\StorageContainer.cs" />
+ <Compile Include="Storage\StorageDevice.cs" />
+ <Compile Include="Graphics\Effect\IEffectFog.cs" />
+ <Compile Include="Graphics\Effect\IEffectLights.cs" />
+ <Compile Include="Graphics\Effect\IEffectMatrices.cs" />
+ <Compile Include="Graphics\ColorWriteChannels.cs" />
+ <Compile Include="Graphics\DirectionalLight.cs" />
+ <Compile Include="Graphics\States\TextureAddressMode.cs" />
+ <Compile Include="Graphics\States\TextureFilter.cs" />
+ <Compile Include="Color.cs" />
+ <Compile Include="Content\ContentReaders\BooleanReader.cs" />
+ <Compile Include="Content\ContentReaders\ColorReader.cs" />
+ <Compile Include="Content\ContentReaders\DictionaryReader.cs" />
+ <Compile Include="Content\ContentReaders\DoubleReader.cs" />
+ <Compile Include="Content\ContentReaders\EnumReader.cs" />
+ <Compile Include="Content\ContentReaders\Int16Reader.cs" />
+ <Compile Include="Content\ContentReaders\Int32Reader.cs" />
+ <Compile Include="Content\ContentReaders\Int64Reader.cs" />
+ <Compile Include="Content\ContentReaders\ReflectiveReader.cs" />
+ <Compile Include="Content\ContentReaders\SingleReader.cs" />
+ <Compile Include="Content\ContentReaders\TimeSpanReader.cs" />
+ <Compile Include="Content\ContentSerializerIgnoreAttribute.cs" />
+ <Compile Include="Content\ContentSerializerAttribute.cs" />
+ <Compile Include="Graphics\DxtUtil.cs" />
+ <Compile Include="Graphics\SamplerStateCollection.cs" />
+ <Compile Include="Graphics\RenderTargetBinding.cs" />
+ <Compile Include="Graphics\Effect\EffectParameterClass.cs" />
+ <Compile Include="Graphics\Effect\EffectParameterType.cs" />
+ <Compile Include="Graphics\DisplayModeCollection.cs" />
+ <Compile Include="Net\NetworkGamer.cs" />
+ <Compile Include="GamerServices\Achievement.cs" />
+ <Compile Include="GamerServices\AchievementCollection.cs" />
+ <Compile Include="GamerServices\Gamer.cs" />
+ <Compile Include="Android\GamerServices\SignedInGamer.cs" />
+ <Compile Include="Net\NetworkSession.cs" />
+ <Compile Include="Net\NetworkMachine.cs" />
+ <Compile Include="GamerServices\SignedInGamerCollection.cs" />
+ <Compile Include="GamerServices\GamerProfile.cs" />
+ <Compile Include="Net\GamerStates.cs" />
+ <Compile Include="GamerServices\FriendCollection.cs" />
+ <Compile Include="GamerServices\FriendGamer.cs" />
+ <Compile Include="GamerServices\GamerPrivileges.cs" />
+ <Compile Include="GamerServices\GamerDefaults.cs" />
+ <Compile Include="GamerServices\GamerPresence.cs" />
+ <Compile Include="Net\NetworkSessionType.cs" />
+ <Compile Include="Net\NetworkSessionProperties.cs" />
+ <Compile Include="Net\AvailableNetworkSession.cs" />
+ <Compile Include="Net\AvailableNetworkSessionCollection.cs" />
+ <Compile Include="Net\CommandEvent.cs" />
+ <Compile Include="Net\CommandEventType.cs" />
+ <Compile Include="Net\CommandGamerJoined.cs" />
+ <Compile Include="Net\CommandReceiveData.cs" />
+ <Compile Include="Net\CommandSendData.cs" />
+ <Compile Include="Net\CommandSessionStateChange.cs" />
+ <Compile Include="Net\ICommand.cs" />
+ <Compile Include="Net\LocalNetworkGamer.cs" />
+ <Compile Include="Net\MonoGamerPeer.cs" />
+ <Compile Include="Net\NetworkException.cs" />
+ <Compile Include="Net\NetworkMessageType.cs" />
+ <Compile Include="Net\NetworkNotAvailableException.cs" />
+ <Compile Include="Net\NetworkSessionEndReason.cs" />
+ <Compile Include="Net\NetworkSessionJoinError.cs" />
+ <Compile Include="Net\NetworkSessionJoinException.cs" />
+ <Compile Include="Net\NetworkSessionState.cs" />
+ <Compile Include="Net\PacketReader.cs" />
+ <Compile Include="Net\PacketWriter.cs" />
+ <Compile Include="Net\QualityOfService.cs" />
+ <Compile Include="Net\SendDataOptions.cs" />
+ <Compile Include="Graphics\PackedVector\IPackedVector.cs" />
+ <Compile Include="Graphics\PackedVector\Short2.cs" />
+ <Compile Include="GamerServices\GamerCollection.cs" />
+ <Compile Include="GamerServices\GamerPresenceMode.cs" />
+ <Compile Include="GamerServices\GamerPrivilegeSetting.cs" />
+ <Compile Include="GamerServices\GamerServicesComponent.cs" />
+ <Compile Include="GamerServices\GamerZone.cs" />
+ <Compile Include="GamerServices\MessageBoxIcon.cs" />
+ <Compile Include="Android\GamerServices\Guide.cs" />
+ <Compile Include="Net\CommandGamerLeft.cs" />
+ <Compile Include="Net\CommandGamerStateChange.cs" />
+ <Compile Include="Storage\StorageDeviceHelper.cs" />
+ <Compile Include="Content\LzxDecoder.cs" />
+ <Compile Include="Audio\AudioEngine.cs" />
+ <Compile Include="Audio\WaveBank.cs" />
+ <Compile Include="Audio\SoundBank.cs" />
+ <Compile Include="Audio\Cue.cs" />
+ <Compile Include="Audio\AudioStopOptions.cs" />
+ <Compile Include="Input\GamePadDeadZone.cs" />
+ <Compile Include="Input\KeyboardState.cs" />
+ <Compile Include="Graphics\Vertices\VertexElementColor.cs" />
+ <Compile Include="Audio\XactClip.cs" />
+ <Compile Include="Audio\XactSound.cs" />
+ <Compile Include="Android\Media\Song.cs" />
+ <Compile Include="Audio\NoAudioHardwareException.cs" />
+ <Compile Include="Android\GamerServices\MonoGameGamerServicesHelper.cs" />
+ <Compile Include="Audio\InstancePlayLimitException.cs" />
+ <Compile Include="Graphics\Vertices\IndexElementSize.cs" />
+ <Compile Include="LaunchParameters.cs" />
+ <Compile Include="Content\ContentReaders\BasicEffectReader.cs" />
+ <Compile Include="Content\ContentReaders\BoundingBoxReader.cs" />
+ <Compile Include="Content\ContentReaders\IndexBufferReader.cs" />
+ <Compile Include="Content\ContentReaders\MatrixReader.cs" />
+ <Compile Include="Content\ContentReaders\VertexBufferReader.cs" />
+ <Compile Include="Content\ContentReaders\AlphaTestEffectReader.cs" />
+ <Compile Include="Graphics\Effect\AlphaTestEffect.cs" />
+ <Compile Include="Graphics\Effect\EffectHelpers.cs" />
+ <Compile Include="Graphics\Shader\ShaderProgramCache.cs" />
+ <Compile Include="Utilities\Hash.cs" />
+ <Compile Include="Graphics\Effect\EffectMaterial.cs" />
+ <Compile Include="Content\ContentReaders\EffectMaterialReader.cs" />
+ <Compile Include="Content\ContentReaders\ExternalReferenceReader.cs" />
+ </ItemGroup>
+ <ItemGroup>
+ <ProjectReference Include="..\ThirdParty\Lidgren.Network\Lidgren.Network.Android.csproj">
+ <Project>{565129E0-4EE5-4F6F-B403-C3484C9740BE}</Project>
+ <Name>Lidgren.Network.Android</Name>
+ </ProjectReference>
+ </ItemGroup>
+ <Import Project="$(MSBuildExtensionsPath)\Novell\Novell.MonoDroid.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>
+ -->
+ <ItemGroup>
+ <EmbeddedResource Include="Graphics\Effect\Resources\AlphaTestEffect.ogl.mgfxo" />
+ <EmbeddedResource Include="Graphics\Effect\Resources\BasicEffect.ogl.mgfxo" />
+ <EmbeddedResource Include="Graphics\Effect\Resources\DualTextureEffect.ogl.mgfxo" />
+ <EmbeddedResource Include="Graphics\Effect\Resources\EnvironmentMapEffect.ogl.mgfxo" />
+ <EmbeddedResource Include="Graphics\Effect\Resources\SkinnedEffect.ogl.mgfxo" />
+ <EmbeddedResource Include="Graphics\Effect\Resources\SpriteEffect.ogl.mgfxo" />
+ </ItemGroup>
+ <ItemGroup />
+</Project>
View
8 MonoGame.Framework/Properties/AssemblyInfo.cs
@@ -7,16 +7,18 @@
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("MonoGame.Framework")]
-#if ANDROID
+#if OUYA
+[assembly: AssemblyDescription("MonoGame for OUYA")]
+#elif ANDROID
[assembly: AssemblyDescription("MonoGame for Android")]
#elif WINDOWS
[assembly: AssemblyDescription("MonoGame for Windows Desktop (OpenGL)")]
#elif PSM
-[assembly: AssemblyDescription("MonoGame for Playstation Mobile")]
+[assembly: AssemblyDescription("MonoGame for PlayStation Mobile")]
#elif LINUX
[assembly: AssemblyDescription("MonoGame for Linux")]
#elif MAC
-[assembly: AssemblyDescription("MonoGame for MacOSX")]
+[assembly: AssemblyDescription("MonoGame for Mac OS X")]
#elif IOS
[assembly: AssemblyDescription("MonoGame for iOS")]
#elif WINDOWS_STOREAPP
View
31 ProjectTemplates/VisualStudio2010/OUYA/Activity1.cs
@@ -0,0 +1,31 @@
+using Android.App;
+using Android.Content.PM;
+using Android.OS;
+using Android.Content;
+using Ouya.Console.Api;
+
+namespace $safeprojectname$
+{
+ [Activity(Label = "$projectname$"
+ , MainLauncher = true
+ , Icon = "@drawable/icon"
+ , Theme = "@style/Theme.Splash"
+ , AlwaysRetainTaskState=true
+ , LaunchMode=Android.Content.PM.LaunchMode.SingleInstance
+ , ScreenOrientation = ScreenOrientation.SensorLandscape
+ , ConfigurationChanges = ConfigChanges.Orientation | ConfigChanges.Keyboard | ConfigChanges.KeyboardHidden)]
+ [IntentFilter(new[] { Intent.ActionMain }
+ , Categories = new[] { Intent.CategoryLauncher, OuyaIntent.CategoryGame })]
+ public class Activity1 : Microsoft.Xna.Framework.AndroidGameActivity
+ {
+ protected override void OnCreate(Bundle bundle)
+ {
+ base.OnCreate(bundle);
+ Game1.Activity = this;
+ var g = new Game1();
+ SetContentView(g.Window);
+ g.Run();
+ }
+ }
+}
+
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19 ProjectTemplates/VisualStudio2010/OUYA/Assets/AboutAssets.txt
@@ -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");
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BIN  ProjectTemplates/VisualStudio2010/OUYA/Assets/Content/spriteFont1.xnb
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86 ProjectTemplates/VisualStudio2010/OUYA/Game1.cs
@@ -0,0 +1,86 @@
+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 : Microsoft.Xna.Framework.Game
+ {
+ GraphicsDeviceManager graphics;
+ SpriteBatch spriteBatch;
+ SpriteFont font;
+
+ public Game1()
+ {
+ graphics = new GraphicsDeviceManager(this);
+
+ Content.RootDirectory = "Content";
+
+ graphics.IsFullScreen = true;
+ graphics.PreferredBackBufferWidth = 1280;
+ graphics.PreferredBackBufferHeight = 720;
+ graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft;
+ }
+
+ /// <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
+ font = Content.Load<SpriteFont>("spriteFont1");
+ }
+
+ /// <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)
+ {
+ graphics.GraphicsDevice.Clear (Color.CornflowerBlue);
+
+ spriteBatch.Begin();
+ spriteBatch.DrawString(font, "Hello from MonoGame!", new Vector2(16, 16), Color.White);
+ spriteBatch.End();
+
+ base.Draw (gameTime);
+ }
+ }
+}
View
48 ProjectTemplates/VisualStudio2010/OUYA/MonoGameOUYA.vstemplate
@@ -0,0 +1,48 @@
+<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
+ <TemplateData>
+ <Name>MonoGame OUYA Project</Name>
+ <Description>A MonoGame game project for OUYA which requires "Mono for Android" by Xamarin.</Description>
+ <ProjectType>CSharp</ProjectType>
+ <ProjectSubType>
+ </ProjectSubType>
+ <SortOrder>1000</SortOrder>
+ <CreateNewFolder>true</CreateNewFolder>
+ <DefaultName>GameName</DefaultName>
+ <ProvideDefaultName>true</ProvideDefaultName>
+ <LocationField>Enabled</LocationField>
+ <EnableLocationBrowseButton>true</EnableLocationBrowseButton>
+ <Icon>__TemplateIcon.png</Icon>
+ <PreviewImage>__PreviewImage.png</PreviewImage>
+ </TemplateData>
+ <TemplateContent>
+ <Project TargetFileName="OuyaGame1.csproj" File="OuyaGame1.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 Name="Content" TargetFolderName="Content">
+ <ProjectItem ReplaceParameters="false" TargetFileName="spriteFont1.xnb">spriteFont1.xnb</ProjectItem>
+ </Folder>
+ </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="Drawable-xhdpi" TargetFolderName="Drawable-xhdpi">
+ <ProjectItem ReplaceParameters="false" TargetFileName="ouya_icon.png">ouya_icon.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>
+ </Project>
+ </TemplateContent>
+</VSTemplate>
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96 ProjectTemplates/VisualStudio2010/OUYA/OuyaGame1.csproj
@@ -0,0 +1,96 @@
+<?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>{B0CC19B4-0B81-4DA7-9409-32408AC14F2C}</ProjectGuid>
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+ <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 />
+ <MandroidI18n />
+ <TargetFrameworkVersion>v4.1</TargetFrameworkVersion>
+ </PropertyGroup>
+ <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
+ <DebugSymbols>true</DebugSymbols>
+ <DebugType>full</DebugType>
+ <Optimize>false</Optimize>
+ <OutputPath>bin\Debug\</OutputPath>
+ <DefineConstants>DEBUG;TRACE;ANDROID;OUYA</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\Release\</OutputPath>
+ <DefineConstants>TRACE;ANDROID;OUYA</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" />
+ <Reference Include="System" />
+ <Reference Include="System.Core" />
+ <Reference Include="System.Xml.Linq" />
+ <Reference Include="System.Xml" />
+ <Reference Include="MonoGame.Framework">
+ <HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\OUYA\MonoGame.Framework.dll</HintPath>
+ </Reference>
+ <Reference Include="Ouya.Console.Api">
+ <HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\OUYA\Ouya.Console.Api.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>
+ <AndroidAsset Include="Assets\Content\spriteFont1.xnb" />
+ <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>
+ <AndroidResource Include="Resources\Drawable-xhdpi\ouya_icon.png" />
+ </ItemGroup>
+ <Import Project="$(MSBuildExtensionsPath)\Novell\Novell.MonoDroid.CSharp.targets" />
+ <!-- To modify your build process, add your task inside one of the targets below and uncomment it.
+ Other similar extension points exist, see Microsoft.Common.targets.
+ <Target Name="BeforeBuild">
+ </Target>
+ <Target Name="AfterBuild">
+ </Target>
+ -->
+</Project>
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41 ProjectTemplates/VisualStudio2010/OUYA/Properties/AssemblyInfo.cs
@@ -0,0 +1,41 @@
+using System.Reflection;
+using System.Runtime.CompilerServices;
+using System.Runtime.InteropServices;
+using Android.App;
+
+// General Information about an assembly is controlled through the following
+// set of attributes. Change these attribute values to modify the information
+// associated with an assembly.
+[assembly: AssemblyTitle("$projectname$")]
+[assembly: AssemblyDescription("")]
+[assembly: AssemblyConfiguration("")]
+[assembly: AssemblyCompany("$registeredorganization$")]
+[assembly: AssemblyProduct("$projectname$")]
+[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("$guid1$")]
@tomspilman Owner

If you use $guid1$ here then make sure you use $guid2$ in the project.

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+
+// 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)]
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44 ProjectTemplates/VisualStudio2010/OUYA/Resources/AboutResources.txt
@@ -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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BIN  ProjectTemplates/VisualStudio2010/OUYA/Resources/Drawable/Icon.png
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BIN  ProjectTemplates/VisualStudio2010/OUYA/Resources/Drawable/Splash.png
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65 ProjectTemplates/VisualStudio2010/OUYA/Resources/Resource.Designer.cs
@@ -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()
+ {
+ }
+ }
+ }
+}
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5 ProjectTemplates/VisualStudio2010/OUYA/Resources/Values/Strings.xml
@@ -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>
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7 ProjectTemplates/VisualStudio2010/OUYA/Resources/Values/Styles.xml
@@ -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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BIN  ProjectTemplates/VisualStudio2010/OUYA/__PreviewImage.png
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BIN  ProjectTemplates/VisualStudio2010/OUYA/__TemplateIcon.png
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