[monogame] Replaced old projects with cross-platform desktop project

This commit is contained in:
badlogic 2017-02-23 15:31:46 +01:00
parent 6256ebcb86
commit ee64dd98eb
29 changed files with 564 additions and 1059 deletions

View File

@ -17,6 +17,11 @@ spine-monogame supports all Spine features.
## Setup ## Setup
1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip). 1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
1. Open the Windows 8 Store or Xamarin Studio project files in `spine-monogame`. 1. Copy the contents of the `spine-csharp/src` and `spine-xna/src` directories into your project.
Alternatively, the contents of the `spine-csharp/src` and `spine-xna/src` directories can be copied into your project. ## Example
1. Download the Spine Runtimes source using [git](https://help.github.com/articles/set-up-git) or by downloading it [as a zip](https://github.com/EsotericSoftware/spine-runtimes/archive/master.zip).
1. Open the `spine-monogame-example.sln` Solution in either Visual Studio 2015 or Xamarin Studio
1. Right click the `spine-monogame-example` project in the solution explorer and select `Properties`
1. Select `Debug` and set the working directory to point to `spine-runtimes/spine-xna/example`

View File

@ -0,0 +1,28 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "spine-monogame-example", "example\spine-monogame-example.csproj", "{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Debug|x86.ActiveCfg = Debug|Any CPU
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Debug|x86.Build.0 = Debug|Any CPU
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Release|Any CPU.Build.0 = Release|Any CPU
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Release|x86.ActiveCfg = Release|Any CPU
{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}.Release|x86.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,15 @@
#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#

View File

@ -0,0 +1,206 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Spine;
namespace Spine {
public class Example : Microsoft.Xna.Framework.Game {
GraphicsDeviceManager graphics;
SkeletonMeshRenderer skeletonRenderer;
Skeleton skeleton;
Slot headSlot;
AnimationState state;
SkeletonBounds bounds = new SkeletonBounds();
#if WINDOWS_STOREAPP
private string assetsFolder = @"Assets\";
#else
private string assetsFolder = "data/";
#endif
public Example () {
IsMouseVisible = true;
graphics = new GraphicsDeviceManager(this);
graphics.IsFullScreen = false;
graphics.PreferredBackBufferWidth = 800;
graphics.PreferredBackBufferHeight = 600;
}
protected override void Initialize () {
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent () {
skeletonRenderer = new SkeletonMeshRenderer(GraphicsDevice);
skeletonRenderer.PremultipliedAlpha = true;
// String name = "spineboy";
// String name = "goblins-mesh";
// String name = "raptor";
String name = "tank";
// String name = "star";
bool binaryData = true;
Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
float scale = 1;
if (name == "spineboy") scale = 0.6f;
if (name == "raptor") scale = 0.5f;
if (name == "tank") scale = 0.3f;
SkeletonData skeletonData;
if (binaryData) {
SkeletonBinary binary = new SkeletonBinary(atlas);
binary.Scale = scale;
skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
} else {
SkeletonJson json = new SkeletonJson(atlas);
json.Scale = scale;
skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
}
skeleton = new Skeleton(skeletonData);
if (name == "goblins-mesh") skeleton.SetSkin("goblin");
// Define mixing between animations.
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
state = new AnimationState(stateData);
if (name == "spineboy") {
stateData.SetMix("run", "jump", 0.2f);
stateData.SetMix("jump", "run", 0.4f);
// Event handling for all animations.
state.Start += Start;
state.End += End;
state.Complete += Complete;
state.Event += Event;
state.SetAnimation(0, "test", false);
TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
entry.End += End; // Event handling for queued animations.
state.AddAnimation(0, "run", true, 0);
}
else if (name == "raptor") {
state.SetAnimation(0, "walk", true);
state.AddAnimation(1, "gungrab", false, 2);
}
else if (name == "star") {
// no animation in star
}
else if (name == "tank") {
state.SetAnimation(0, "drive", true);
} else {
state.SetAnimation(0, "walk", true);
}
skeleton.X = 400 + (name == "tank" ? 300: 0);
skeleton.Y = 580;
skeleton.UpdateWorldTransform();
headSlot = skeleton.FindSlot("head");
}
protected override void UnloadContent () {
// TODO: Unload any non ContentManager content here
}
protected override void Update (GameTime gameTime) {
// TODO: Add your update logic here
#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
#endif
base.Update(gameTime);
}
protected override void Draw (GameTime gameTime) {
GraphicsDevice.Clear(Color.Black);
state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
state.Apply(skeleton);
skeleton.UpdateWorldTransform();
skeletonRenderer.Begin();
skeletonRenderer.Draw(skeleton);
skeletonRenderer.End();
bounds.Update(skeleton, true);
MouseState mouse = Mouse.GetState();
if (headSlot != null) {
headSlot.G = 1;
headSlot.B = 1;
if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
if (hit != null) {
headSlot.G = 0;
headSlot.B = 0;
}
}
}
base.Draw(gameTime);
}
public void Start (TrackEntry entry) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": start");
#endif
}
public void End (TrackEntry entry) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": end");
#endif
}
public void Complete (TrackEntry entry) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": complete ");
#endif
}
public void Event (TrackEntry entry, Event e) {
#if !WINDOWS_STOREAPP
Console.WriteLine(entry + ": event " + e);
#endif
}
}
}

View File

@ -0,0 +1,12 @@
using System;
namespace Spine {
static class ExampleProgram {
static void Main (string[] args) {
using (Example game = new Example()) {
game.Run();
}
}
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 256 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 144 KiB

View File

@ -9,8 +9,8 @@ using System.Runtime.InteropServices;
[assembly: AssemblyProduct("spine-monogame-example")] [assembly: AssemblyProduct("spine-monogame-example")]
[assembly: AssemblyConfiguration("")] [assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")] [assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("Esoteric Software")] [assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright © Esoteric Software 2013-2016")] [assembly: AssemblyCopyright("Copyright © 2017")]
[assembly: AssemblyTrademark("")] [assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")] [assembly: AssemblyCulture("")]
@ -19,6 +19,9 @@ using System.Runtime.InteropServices;
// COM, set the ComVisible attribute to true on that type. // COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)] [assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("f47bbbe2-ac55-4263-b224-1c8fcef4714b")]
// Version information for an assembly consists of the following four values: // Version information for an assembly consists of the following four values:
// //
// Major Version // Major Version

View File

@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="spine_monogame_example"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
</windowsSettings>
</application>
</assembly>

View File

@ -0,0 +1,249 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{0A7474EC-4DF9-40E7-B920-D1D1601F20A7}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>spine_monogame_example</RootNamespace>
<AssemblyName>spine-monogame-example</AssemblyName>
<FileAlignment>512</FileAlignment>
<MonoGamePlatform>DesktopGL</MonoGamePlatform>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|AnyCPU'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;LINUX</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|AnyCPU'">
<OutputPath>bin\$(MonoGamePlatform)\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;LINUX</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>AnyCPU</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>false</Prefer32Bit>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
</PropertyGroup>
<ItemGroup>
<Compile Include="..\..\spine-csharp\src\Animation.cs">
<Link>spine-csharp\Animation.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\AnimationState.cs">
<Link>spine-csharp\AnimationState.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\AnimationStateData.cs">
<Link>spine-csharp\AnimationStateData.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Atlas.cs">
<Link>spine-csharp\Atlas.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\AtlasAttachmentLoader.cs">
<Link>spine-csharp\Attachments\AtlasAttachmentLoader.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\Attachment.cs">
<Link>spine-csharp\Attachments\Attachment.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\AttachmentLoader.cs">
<Link>spine-csharp\Attachments\AttachmentLoader.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\AttachmentType.cs">
<Link>spine-csharp\Attachments\AttachmentType.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\BoundingBoxAttachment.cs">
<Link>spine-csharp\Attachments\BoundingBoxAttachment.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\MeshAttachment.cs">
<Link>spine-csharp\Attachments\MeshAttachment.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\PathAttachment.cs">
<Link>spine-csharp\Attachments\PathAttachment.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\PointAttachment.cs">
<Link>spine-csharp\Attachments\PointAttachment.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\RegionAttachment.cs">
<Link>spine-csharp\Attachments\RegionAttachment.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Attachments\VertexAttachment.cs">
<Link>spine-csharp\Attachments\VertexAttachment.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\BlendMode.cs">
<Link>spine-csharp\BlendMode.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Bone.cs">
<Link>spine-csharp\Bone.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\BoneData.cs">
<Link>spine-csharp\BoneData.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Event.cs">
<Link>spine-csharp\Event.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\EventData.cs">
<Link>spine-csharp\EventData.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\ExposedList.cs">
<Link>spine-csharp\ExposedList.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\IConstraint.cs">
<Link>spine-csharp\IConstraint.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\IkConstraint.cs">
<Link>spine-csharp\IkConstraint.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\IkConstraintData.cs">
<Link>spine-csharp\IkConstraintData.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\IUpdatable.cs">
<Link>spine-csharp\IUpdatable.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Json.cs">
<Link>spine-csharp\Json.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\MathUtils.cs">
<Link>spine-csharp\MathUtils.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\PathConstraint.cs">
<Link>spine-csharp\PathConstraint.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\PathConstraintData.cs">
<Link>spine-csharp\PathConstraintData.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Skeleton.cs">
<Link>spine-csharp\Skeleton.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\SkeletonBinary.cs">
<Link>spine-csharp\SkeletonBinary.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\SkeletonBounds.cs">
<Link>spine-csharp\SkeletonBounds.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\SkeletonData.cs">
<Link>spine-csharp\SkeletonData.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\SkeletonJson.cs">
<Link>spine-csharp\SkeletonJson.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Skin.cs">
<Link>spine-csharp\Skin.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\Slot.cs">
<Link>spine-csharp\Slot.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\SlotData.cs">
<Link>spine-csharp\SlotData.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\TransformConstraint.cs">
<Link>spine-csharp\TransformConstraint.cs</Link>
</Compile>
<Compile Include="..\..\spine-csharp\src\TransformConstraintData.cs">
<Link>spine-csharp\TransformConstraintData.cs</Link>
</Compile>
<Compile Include="..\..\spine-xna\src\MeshBatcher.cs">
<Link>spine-xna\MeshBatcher.cs</Link>
</Compile>
<Compile Include="..\..\spine-xna\src\RegionBatcher.cs">
<Link>spine-xna\RegionBatcher.cs</Link>
</Compile>
<Compile Include="..\..\spine-xna\src\SkeletonMeshRenderer.cs">
<Link>spine-xna\SkeletonMeshRenderer.cs</Link>
</Compile>
<Compile Include="..\..\spine-xna\src\SkeletonRegionRenderer.cs">
<Link>spine-xna\SkeletonRegionRenderer.cs</Link>
</Compile>
<Compile Include="..\..\spine-xna\src\Util.cs">
<Link>spine-xna\Util.cs</Link>
</Compile>
<Compile Include="..\..\spine-xna\src\XnaTextureLoader.cs">
<Link>spine-xna\XnaTextureLoader.cs</Link>
</Compile>
<Compile Include="ExampleGame.cs" />
<Compile Include="ExampleProgram.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.ico" />
<EmbeddedResource Include="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\SDL2.dll">
<Link>x86\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\SDL2.dll">
<Link>x64\SDL2.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\soft_oal.dll">
<Link>x86\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\soft_oal.dll">
<Link>x64\soft_oal.dll</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libSDL2-2.0.so.0">
<Link>x86\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libSDL2-2.0.so.0">
<Link>x64\libSDL2-2.0.so.0</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x86\libopenal.so.1">
<Link>x86\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\x64\libopenal.so.1">
<Link>x64\libopenal.so.1</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libSDL2-2.0.0.dylib">
<Link>libSDL2-2.0.0.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\libopenal.1.dylib">
<Link>libopenal.1.dylib</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\DesktopGL\MonoGame.Framework.dll.config">
<Link>MonoGame.Framework.dll.config</Link>
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
<None Include="app.manifest" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<Import Project="$(MSBuildExtensionsPath)\MonoGame\v3.0\MonoGame.Content.Builder.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

Binary file not shown.

Before

Width:  |  Height:  |  Size: 801 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 329 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 2.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 429 B

View File

@ -1,27 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Package xmlns="http://schemas.microsoft.com/appx/2010/manifest">
<Identity Name="250c9491-a89c-4807-9d04-9e460d32af09" Publisher="CN=Spine" Version="1.0.0.0" />
<Properties>
<DisplayName>spine-monogame-example</DisplayName>
<PublisherDisplayName>Spine</PublisherDisplayName>
<Logo>Assets\StoreLogo.png</Logo>
</Properties>
<Prerequisites>
<OSMinVersion>6.2.1</OSMinVersion>
<OSMaxVersionTested>6.2.1</OSMaxVersionTested>
</Prerequisites>
<Resources>
<Resource Language="x-generate" />
</Resources>
<Applications>
<Application Id="App" Executable="$targetnametoken$.exe" EntryPoint="spine_monogame_example.App">
<VisualElements DisplayName="spine-monogame-example" Logo="Assets\Logo.png" SmallLogo="Assets\SmallLogo.png" Description="spine-monogame-example" ForegroundText="light" BackgroundColor="#464646">
<DefaultTile ShowName="allLogos" />
<SplashScreen Image="Assets\SplashScreen.png" />
</VisualElements>
</Application>
</Applications>
<Capabilities>
<Capability Name="internetClient" />
</Capabilities>
</Package>

View File

@ -1,200 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{0A121D95-0803-47DC-B839-FF76AE8F7E7F}</ProjectGuid>
<OutputType>AppContainerExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>Spine</RootNamespace>
<AssemblyName>spine-monogame-example</AssemblyName>
<DefaultLanguage>en-US</DefaultLanguage>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{BC8A1FFA-BEE3-4634-8014-F334798102B3};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<PackageCertificateKeyFile>spine-monogame-example_TemporaryKey.pfx</PackageCertificateKeyFile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Windows8\Debug\</OutputPath>
<DefineConstants>TRACE;DEBUG;NETFX_CORE;WINDOWS_STOREAPP</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Windows8\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_STOREAPP</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|ARM'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\Windows8\ARM\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE</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\Windows8\ARM\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>ARM</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\Windows8\x64\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE</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\Windows8\x64\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\Windows8\x86\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE</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\Windows8\x86\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<!-- A reference to the entire .Net Framework and Windows SDK are automatically included -->
<Reference Include="MonoGame.Framework">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="SharpDX">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XInput">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.XInput.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct2D1">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.Direct2D1.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="SharpDX.MediaFoundation">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.MediaFoundation.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XAudio2">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.XAudio2.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="..\..\..\spine-xna\example\src\ExampleGame.cs">
<Link>ExampleGame.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\example\src\ExampleProgram.cs">
<Link>ExampleProgram.cs</Link>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
<Content Include="..\..\..\spine-xna\example\data\goblins-mesh.png">
<Link>Assets\goblins-mesh.png</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\raptor.png">
<Link>Assets\raptor.png</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\spineboy.atlas">
<Link>Assets\spineboy.atlas</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\spineboy.json">
<Link>Assets\spineboy.json</Link>
</Content>
</ItemGroup>
<ItemGroup>
<Content Include="..\..\..\spine-xna\example\data\spineboy.png">
<Link>Assets\spineboy.png</Link>
</Content>
<Content Include="Assets\Logo.png" />
<Content Include="Assets\SmallLogo.png" />
<Content Include="Assets\SplashScreen.png" />
<Content Include="Assets\StoreLogo.png" />
</ItemGroup>
<ItemGroup>
<Folder Include="Content\" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\..\spine-monogame\windows8-store\src\SpineMonogameWindows8Store.csproj">
<Project>{8e5baee2-8ccc-4a32-8bcf-5ff438056c0e}</Project>
<Name>SpineMonogameWindows8Store</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Content Include="..\..\..\spine-xna\example\data\raptor.atlas">
<Link>Assets\raptor.atlas</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\raptor.json">
<Link>Assets\raptor.json</Link>
</Content>
</ItemGroup>
<ItemGroup>
<Content Include="..\..\..\spine-xna\example\data\goblins-mesh.atlas">
<Link>Assets\goblins-mesh.atlas</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\goblins-mesh.json">
<Link>Assets\goblins-mesh.json</Link>
</Content>
</ItemGroup>
<PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '11.0' ">
<VisualStudioVersion>11.0</VisualStudioVersion>
</PropertyGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.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>

View File

@ -1,64 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "spine-monogame-example", "spine-monogame-example.csproj", "{0A121D95-0803-47DC-B839-FF76AE8F7E7F}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SpineMonogameWindows8Store", "..\src\SpineMonogameWindows8Store.csproj", "{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|ARM = Debug|ARM
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|Any CPU = Release|Any CPU
Release|ARM = Release|ARM
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|Any CPU.Build.0 = Debug|Any CPU
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|Any CPU.Deploy.0 = Debug|Any CPU
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|ARM.ActiveCfg = Debug|ARM
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|ARM.Build.0 = Debug|ARM
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|ARM.Deploy.0 = Debug|ARM
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|x64.ActiveCfg = Debug|x64
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|x64.Build.0 = Debug|x64
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|x64.Deploy.0 = Debug|x64
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|x86.ActiveCfg = Debug|x86
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|x86.Build.0 = Debug|x86
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Debug|x86.Deploy.0 = Debug|x86
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|Any CPU.ActiveCfg = Release|Any CPU
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|Any CPU.Build.0 = Release|Any CPU
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|Any CPU.Deploy.0 = Release|Any CPU
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|ARM.ActiveCfg = Release|ARM
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|ARM.Build.0 = Release|ARM
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|ARM.Deploy.0 = Release|ARM
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|x64.ActiveCfg = Release|x64
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|x64.Build.0 = Release|x64
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|x64.Deploy.0 = Release|x64
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|x86.ActiveCfg = Release|x86
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|x86.Build.0 = Release|x86
{0A121D95-0803-47DC-B839-FF76AE8F7E7F}.Release|x86.Deploy.0 = Release|x86
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|Any CPU.Build.0 = Debug|Any CPU
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|ARM.ActiveCfg = Debug|ARM
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|ARM.Build.0 = Debug|ARM
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|x64.ActiveCfg = Debug|x64
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|x64.Build.0 = Debug|x64
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|x86.ActiveCfg = Debug|x86
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Debug|x86.Build.0 = Debug|x86
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|Any CPU.ActiveCfg = Release|Any CPU
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|Any CPU.Build.0 = Release|Any CPU
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|ARM.ActiveCfg = Release|ARM
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|ARM.Build.0 = Release|ARM
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|x64.ActiveCfg = Release|x64
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|x64.Build.0 = Release|x64
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|x86.ActiveCfg = Release|x86
{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}.Release|x86.Build.0 = Release|x86
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -1,29 +0,0 @@
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("spine-monogame-win8store-example")]
[assembly: AssemblyProduct("spine-monogame-win8store-example")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("Esoteric Software")]
[assembly: AssemblyCopyright("Copyright © Esoteric Software 2013-2016")]
[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)]

View File

@ -1,238 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProductVersion>8.0.30703</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{8E5BAEE2-8CCC-4A32-8BCF-5FF438056C0E}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SpineMonogameWindows8Store</RootNamespace>
<AssemblyName>SpineMonogameWindows8Store</AssemblyName>
<DefaultLanguage>en-US</DefaultLanguage>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{BC8A1FFA-BEE3-4634-8014-F334798102B3};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>TRACE;DEBUG;NETFX_CORE;WINDOWS_STOREAPP</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_STOREAPP</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|ARM'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\ARM\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE</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\ARM\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>ARM</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x64\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE</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\x64\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x86\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE</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\x86\Release\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
</PropertyGroup>
<ItemGroup>
<!-- A reference to the entire .Net Framework and Windows SDK are automatically included -->
<Reference Include="MonoGame.Framework">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="SharpDX">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XInput">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.XInput.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct2D1">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.Direct2D1.dll</HintPath>
</Reference>
<Reference Include="SharpDX.Direct3D11">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.Direct3D11.dll</HintPath>
</Reference>
<Reference Include="SharpDX.DXGI">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.DXGI.dll</HintPath>
</Reference>
<Reference Include="SharpDX.MediaFoundation">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.MediaFoundation.dll</HintPath>
</Reference>
<Reference Include="SharpDX.XAudio2">
<HintPath>$(MSBuildExtensionsPath)\..\MonoGame\v3.0\Assemblies\Windows8\SharpDX.XAudio2.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="..\..\..\spine-csharp\src\Animation.cs">
<Link>spine-csharp\Animation.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\AnimationState.cs">
<Link>spine-csharp\AnimationState.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\AnimationStateData.cs">
<Link>spine-csharp\AnimationStateData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Atlas.cs">
<Link>spine-csharp\Atlas.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\AtlasAttachmentLoader.cs">
<Link>spine-csharp\Attachments\AtlasAttachmentLoader.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\Attachment.cs">
<Link>spine-csharp\Attachments\Attachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\AttachmentLoader.cs">
<Link>spine-csharp\Attachments\AttachmentLoader.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\BoundingBoxAttachment.cs">
<Link>spine-csharp\Attachments\BoundingBoxAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\AttachmentType.cs">
<Link>spine-csharp\Attachments\AttachmentType.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\MeshAttachment.cs">
<Link>spine-csharp\Attachments\MeshAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\RegionAttachment.cs">
<Link>spine-csharp\Attachments\RegionAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\SkinnedMeshAttachment.cs">
<Link>spine-csharp\Attachments\SkinnedMeshAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Bone.cs">
<Link>spine-csharp\Bone.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\BoneData.cs">
<Link>spine-csharp\BoneData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Event.cs">
<Link>spine-csharp\Event.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\EventData.cs">
<Link>spine-csharp\EventData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\IkConstraint.cs">
<Link>spine-csharp\IkConstraint.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\IkConstraintData.cs">
<Link>spine-csharp\IkConstraintData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Json.cs">
<Link>spine-csharp\Json.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Skeleton.cs">
<Link>spine-csharp\Skeleton.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SkeletonBounds.cs">
<Link>spine-csharp\SkeletonBounds.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SkeletonData.cs">
<Link>spine-csharp\SkeletonData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SkeletonJson.cs">
<Link>spine-csharp\SkeletonJson.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Skin.cs">
<Link>spine-csharp\Skin.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Slot.cs">
<Link>spine-csharp\Slot.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SlotData.cs">
<Link>spine-csharp\SlotData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\MeshBatcher.cs">
<Link>spine-xna\MeshBatcher.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\RegionBatcher.cs">
<Link>spine-xna\RegionBatcher.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\SkeletonMeshRenderer.cs">
<Link>spine-xna\SkeletonMeshRenderer.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\SkeletonRegionRenderer.cs">
<Link>spine-xna\SkeletonRegionRenderer.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\Util.cs">
<Link>spine-xna\Util.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\XnaTextureLoader.cs">
<Link>spine-xna\XnaTextureLoader.cs</Link>
</Compile>
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '11.0' ">
<VisualStudioVersion>11.0</VisualStudioVersion>
</PropertyGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.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>

View File

@ -1,40 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Spine;
using Foundation;
using UIKit;
namespace spinemonogameexample
{
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to
// application events from iOS.
[Register ("AppDelegate")]
public partial class AppDelegate : UIApplicationDelegate
{
// class-level declarations
UIWindow window;
//
// This method is invoked when the application has loaded and is ready to run. In this
// method you should instantiate the window, load the UI into it and then make the window
// visible.
//
// You have 17 seconds to return from this method, or iOS will terminate your application.
//
public override bool FinishedLaunching (UIApplication app, NSDictionary options)
{
// create a new window instance based on the screen size
window = new UIWindow (UIScreen.MainScreen.Bounds);
var animationDemo = new Example ();
animationDemo.Run ();
return true;
}
}
}

View File

@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
</dict>
</plist>

View File

@ -1,33 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDisplayName</key>
<string>spine-monogame-example</string>
<key>CFBundleIdentifier</key>
<string>com.your-company.spinemonogameexample</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>MinimumOSVersion</key>
<string>7.0</string>
<key>UIDeviceFamily</key>
<array>
<integer>2</integer>
</array>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>

View File

@ -1,20 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Foundation;
using UIKit;
namespace spinemonogameexample
{
public class Application
{
// This is the main entry point of the application.
static void Main (string[] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.
UIApplication.Main (args, null, "AppDelegate");
}
}
}

View File

@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="MonoGame.Framework.iOS" version="3.5.0.1678" targetFramework="xamarinios10" />
</packages>

View File

@ -1,156 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">iPhoneSimulator</Platform>
<ProjectTypeGuids>{FEACFBD2-3405-455C-9665-78FE426C6842};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<ProjectGuid>{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>spinemonogameexample</RootNamespace>
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
<AssemblyName>spinemonogameexample</AssemblyName>
<TargetFrameworkIdentifier>Xamarin.iOS</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v1.0</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhoneSimulator' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhoneSimulator\Debug</OutputPath>
<DefineConstants>DEBUG;IOS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<MtouchLink>None</MtouchLink>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
<CodesignKey>iPhone Developer</CodesignKey>
<MtouchArch>i386</MtouchArch>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhoneSimulator' ">
<Optimize>true</Optimize>
<OutputPath>bin\iPhoneSimulator\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<MtouchLink>None</MtouchLink>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<DefineConstants>IOS</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|iPhone' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\iPhone\Debug</OutputPath>
<DefineConstants>DEBUG;IOS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<MtouchDebug>true</MtouchDebug>
<CodesignKey>iPhone Developer</CodesignKey>
<MtouchArch>ARMv7</MtouchArch>
<IpaPackageName>
</IpaPackageName>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|iPhone' ">
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<ConsolePause>false</ConsolePause>
<CodesignKey>iPhone Developer</CodesignKey>
<MtouchArch>ARMv7, ARM64</MtouchArch>
<DefineConstants>IOS</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Ad-Hoc|iPhone' ">
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\Ad-Hoc</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<BuildIpa>true</BuildIpa>
<CodesignProvision>Automatic:AdHoc</CodesignProvision>
<CodesignKey>iPhone Distribution</CodesignKey>
<MtouchArch>ARMv7, ARM64</MtouchArch>
<DefineConstants>IOS</DefineConstants>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'AppStore|iPhone' ">
<Optimize>true</Optimize>
<OutputPath>bin\iPhone\AppStore</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<CodesignKey>iPhone Distribution</CodesignKey>
<CodesignEntitlements>Entitlements.plist</CodesignEntitlements>
<ConsolePause>false</ConsolePause>
<CodesignProvision>Automatic:AppStore</CodesignProvision>
<MtouchArch>ARMv7, ARM64</MtouchArch>
<DefineConstants>IOS</DefineConstants>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="Xamarin.iOS" />
<Reference Include="MonoGame.Framework">
<HintPath>packages\MonoGame.Framework.iOS.3.5.0.1678\lib\XamariniOS\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Folder Include="Resources\" />
<Folder Include="data\" />
</ItemGroup>
<ItemGroup>
<None Include="Info.plist" />
<None Include="Entitlements.plist" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Compile Include="Main.cs" />
<Compile Include="AppDelegate.cs" />
<Compile Include="..\..\..\spine-xna\example\src\ExampleGame.cs">
<Link>ExampleGame.cs</Link>
</Compile>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\src\spine-monogame-xamarinstudio-ios.csproj">
<Project>{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}</Project>
<Name>spine-monogame-xamarinstudio-ios</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Content Include="..\..\..\spine-xna\example\data\raptor.atlas">
<Link>data\raptor.atlas</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\raptor.json">
<Link>data\raptor.json</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\raptor.png">
<Link>data\raptor.png</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\spineboy.atlas">
<Link>data\spineboy.atlas</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\spineboy.json">
<Link>data\spineboy.json</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\spineboy.png">
<Link>data\spineboy.png</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\goblins-mesh.png">
<Link>data\goblins-mesh.png</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\goblins-mesh.json">
<Link>data\goblins-mesh.json</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\goblins-mesh.atlas">
<Link>data\goblins-mesh.atlas</Link>
</Content>
<Content Include="..\..\..\spine-xna\example\data\raptor.skel">
<Link>data\raptor.skel</Link>
</Content>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
</Project>

View File

@ -1,46 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "spine-monogame-example", "spine-monogame-example.csproj", "{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "spine-monogame-xamarinstudio-ios", "..\src\spine-monogame-xamarinstudio-ios.csproj", "{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|iPhoneSimulator = Debug|iPhoneSimulator
Release|iPhoneSimulator = Release|iPhoneSimulator
Debug|iPhone = Debug|iPhone
Release|iPhone = Release|iPhone
Ad-Hoc|iPhone = Ad-Hoc|iPhone
AppStore|iPhone = AppStore|iPhone
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Ad-Hoc|iPhone.ActiveCfg = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Ad-Hoc|iPhone.Build.0 = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.AppStore|iPhone.ActiveCfg = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.AppStore|iPhone.Build.0 = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Debug|iPhone.ActiveCfg = Debug|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Debug|iPhone.Build.0 = Debug|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Debug|iPhoneSimulator.ActiveCfg = Debug|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Debug|iPhoneSimulator.Build.0 = Debug|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Release|iPhone.ActiveCfg = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Release|iPhone.Build.0 = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Release|iPhoneSimulator.ActiveCfg = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Release|iPhoneSimulator.Build.0 = Release|Any CPU
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Ad-Hoc|iPhone.ActiveCfg = Ad-Hoc|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Ad-Hoc|iPhone.Build.0 = Ad-Hoc|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.AppStore|iPhone.ActiveCfg = AppStore|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.AppStore|iPhone.Build.0 = AppStore|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Debug|iPhone.ActiveCfg = Debug|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Debug|iPhone.Build.0 = Debug|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Debug|iPhoneSimulator.ActiveCfg = Debug|iPhoneSimulator
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Debug|iPhoneSimulator.Build.0 = Debug|iPhoneSimulator
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Release|iPhone.ActiveCfg = Release|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Release|iPhone.Build.0 = Release|iPhone
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Release|iPhoneSimulator.ActiveCfg = Release|iPhoneSimulator
{1B40F8C5-B8CA-4F5C-8B48-61D1E8981CA9}.Release|iPhoneSimulator.Build.0 = Release|iPhoneSimulator
EndGlobalSection
GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = spine-monogame-example.csproj
EndGlobalSection
EndGlobal

View File

@ -1,4 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="MonoGame.Framework.iOS" version="3.5.0.1678" targetFramework="xamarinios10" />
</packages>

View File

@ -1,171 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}</ProjectGuid>
<ProjectTypeGuids>{FEACFBD2-3405-455C-9665-78FE426C6842};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
<OutputType>Library</OutputType>
<RootNamespace>spinecsharpxamarinios</RootNamespace>
<IPhoneResourcePrefix>Resources</IPhoneResourcePrefix>
<AssemblyName>spine-monogame-xamarinstudio-ios</AssemblyName>
<TargetFrameworkIdentifier>Xamarin.iOS</TargetFrameworkIdentifier>
<TargetFrameworkVersion>v1.0</TargetFrameworkVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;IOS</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>none</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release</OutputPath>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<ConsolePause>false</ConsolePause>
<DefineConstants>IOS</DefineConstants>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Xml" />
<Reference Include="System.Core" />
<Reference Include="Xamarin.iOS" />
<Reference Include="MonoGame.Framework">
<HintPath>..\example\packages\MonoGame.Framework.iOS.3.5.0.1678\lib\XamariniOS\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Folder Include="spine-csharp\" />
<Folder Include="spine-xna\" />
<Folder Include="spine-csharp\Attachments\" />
</ItemGroup>
<ItemGroup>
<Compile Include="..\..\..\spine-csharp\src\Attachments\AtlasAttachmentLoader.cs">
<Link>spine-csharp\Attachments\AtlasAttachmentLoader.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\Attachment.cs">
<Link>spine-csharp\Attachments\Attachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\AttachmentLoader.cs">
<Link>spine-csharp\Attachments\AttachmentLoader.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\BoundingBoxAttachment.cs">
<Link>spine-csharp\Attachments\BoundingBoxAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\AttachmentType.cs">
<Link>spine-csharp\Attachments\AttachmentType.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\RegionAttachment.cs">
<Link>spine-csharp\Attachments\RegionAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Animation.cs">
<Link>spine-csharp\Animation.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\AnimationState.cs">
<Link>spine-csharp\AnimationState.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\AnimationStateData.cs">
<Link>spine-csharp\AnimationStateData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Atlas.cs">
<Link>spine-csharp\Atlas.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Bone.cs">
<Link>spine-csharp\Bone.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\BoneData.cs">
<Link>spine-csharp\BoneData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\ExposedList.cs">
<Link>spine-csharp\ExposedList.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Json.cs">
<Link>spine-csharp\Json.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Skeleton.cs">
<Link>spine-csharp\Skeleton.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SkeletonBounds.cs">
<Link>spine-csharp\SkeletonBounds.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SkeletonData.cs">
<Link>spine-csharp\SkeletonData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SkeletonJson.cs">
<Link>spine-csharp\SkeletonJson.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Skin.cs">
<Link>spine-csharp\Skin.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Slot.cs">
<Link>spine-csharp\Slot.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SlotData.cs">
<Link>spine-csharp\SlotData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\Util.cs">
<Link>spine-xna\Util.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\XnaTextureLoader.cs">
<Link>spine-xna\XnaTextureLoader.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Event.cs">
<Link>spine-csharp\Event.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\EventData.cs">
<Link>spine-csharp\EventData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\MeshBatcher.cs">
<Link>spine-xna\MeshBatcher.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\RegionBatcher.cs">
<Link>spine-xna\RegionBatcher.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\SkeletonMeshRenderer.cs">
<Link>spine-xna\SkeletonMeshRenderer.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-xna\src\SkeletonRegionRenderer.cs">
<Link>spine-xna\SkeletonRegionRenderer.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\MeshAttachment.cs">
<Link>spine-csharp\Attachments\MeshAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\IkConstraint.cs">
<Link>spine-csharp\IkConstraint.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\IkConstraintData.cs">
<Link>spine-csharp\IkConstraintData.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\BlendMode.cs">
<Link>spine-csharp\BlendMode.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\SkeletonBinary.cs">
<Link>spine-csharp\SkeletonBinary.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\Attachments\WeightedMeshAttachment.cs">
<Link>spine-csharp\Attachments\WeightedMeshAttachment.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\IUpdatable.cs">
<Link>spine-csharp\IUpdatable.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\MathUtils.cs">
<Link>spine-csharp\MathUtils.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\TransformConstraint.cs">
<Link>spine-csharp\TransformConstraint.cs</Link>
</Compile>
<Compile Include="..\..\..\spine-csharp\src\TransformConstraintData.cs">
<Link>spine-csharp\TransformConstraintData.cs</Link>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildExtensionsPath)\Xamarin\iOS\Xamarin.iOS.CSharp.targets" />
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
</Project>

View File

@ -1,17 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "spine-monogame-xamarinstudio-ios", "spine-monogame-xamarinstudio-ios.csproj", "{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Debug|Any CPU.Build.0 = Debug|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Release|Any CPU.ActiveCfg = Release|Any CPU
{08DC311B-1F38-4CBD-B7B6-B734984A8CB3}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
EndGlobal