Loader Project, make it easier to debug SMAPI application

This commit is contained in:
yangzhi 2020-02-07 15:12:06 +08:00
parent 6931e817a4
commit 8544971d6a
22 changed files with 10865 additions and 14 deletions

View File

@ -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 your 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");

3214
src/Loader/Loader.csproj Normal file

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,14 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="122" android:versionName="1.4.4.122" android:installLocation="auto" package="com.zane.stardewvalley" platformBuildVersionCode="28" platformBuildVersionName="9">
<uses-sdk android:minSdkVersion="19" android:targetSdkVersion="28" />
<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="android.permission.WAKE_LOCK" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
<uses-permission android:name="android.permission.ACCESS_WIFI_STATE" />
<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.VIBRATE" />
<application android:label="SMAPI Stardew Valley" android:icon="@mipmap/ic_launcher" android:name="android.app.Application" android:allowBackup="true" android:resizeableActivity="false">
</application>
<uses-permission android:name="com.android.vending.CHECK_LICENSE" />
</manifest>

View File

@ -0,0 +1,30 @@
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("Loader")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Loader")]
[assembly: AssemblyCopyright("Copyright © 2018")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
[assembly: ComVisible(false)]
// 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")]

View File

@ -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-XXX/icon.png)
would keep its resources in the "Resources" directory of the application:
Resources/
drawable/
icon.png
layout/
main.xml
values/
strings.xml
In order to get the build system to recognize Android resources, set the build action 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 "R"
(this is an Android convention) that contains the tokens for each one of the resources
included. For example, for the above Resources layout, this is what the R class would expose:
public class R {
public class drawable {
public const int icon = 0x123;
}
public class layout {
public const int main = 0x456;
}
public class strings {
public const int first_string = 0xabc;
public const int second_string = 0xbcd;
}
}
You would then use R.drawable.icon to reference the drawable/icon.png file, or R.layout.main
to reference the layout/main.xml file, or R.strings.first_string to reference the first
string in the dictionary file values/strings.xml.

7491
src/Loader/Resources/Resource.designer.cs generated Normal file

File diff suppressed because it is too large Load Diff

Binary file not shown.

After

Width:  |  Height:  |  Size: 30 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

View File

@ -0,0 +1,9 @@
<?xml version="1.0" encoding="utf-8"?>
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<item>
<color android:color="#ffffff" />
</item>
<item>
<bitmap android:tileMode="disabled" android:gravity="center" android:src="@drawable/splash_logos_crop"/>
</item>
</layer-list>

Binary file not shown.

After

Width:  |  Height:  |  Size: 314 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 965 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 373 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.1 KiB

View File

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="colorPrimary">#2c3e50</color>
<color name="colorPrimaryDark">#1B3147</color>
<color name="colorAccent">#3498db</color>
</resources>

View File

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<color name="ic_launcher_background">#2C3E50</color>
</resources>

View File

@ -0,0 +1,4 @@
<resources>
<string name="app_name">Loader</string>
<string name="action_settings">Settings</string>
</resources>

View File

@ -0,0 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<style name="Theme.Splash" parent="android:Theme">
<item name="android:windowBackground">@drawable/splash_screen</item>
<item name="android:windowNoTitle">true</item>
<item name="android:windowFullscreen">true</item>
</style>
</resources>

View File

@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<paths xmlns:android="http://schemas.android.com/apk/res/android">
<external-path name="external_files" path="." />
<files-path name="files" path="." />
<internal-path name="internal_files" path="." />
</paths>

View File

@ -15,8 +15,6 @@
<PackageReference Include="HtmlAgilityPack" Version="1.11.18" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<PackageReference Include="Pathoschild.Http.FluentClient" Version="3.3.1" />
<PackageReference Include="System.Management" Version="4.5.0" Condition="'$(OS)' == 'Windows_NT'" />
<PackageReference Include="Microsoft.Win32.Registry" Version="4.5.0" Condition="'$(OS)' == 'Windows_NT' AND '$(TargetFramework)' == 'netstandard2.0'"/>
</ItemGroup>
<ItemGroup>

View File

@ -72,6 +72,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SMAPI", "SMAPI\SMAPI.csproj
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SMAPI.Mods.VirtualKeyboard", "SMAPI.Mods.VirtualKeyboard\SMAPI.Mods.VirtualKeyboard.csproj", "{29CCE9C9-6811-415D-A681-A6D47073924D}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Loader", "Loader\Loader.csproj", "{45D7D2FB-6B70-45D1-A595-6E289D6A3468}"
EndProject
Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
SMAPI.Internal\SMAPI.Internal.projitems*{85208f8d-6fd1-4531-be05-7142490f59fe}*SharedItemsImports = 13
@ -134,6 +136,12 @@ Global
{29CCE9C9-6811-415D-A681-A6D47073924D}.Debug|Any CPU.Build.0 = Debug|Any CPU
{29CCE9C9-6811-415D-A681-A6D47073924D}.Release|Any CPU.ActiveCfg = Release|Any CPU
{29CCE9C9-6811-415D-A681-A6D47073924D}.Release|Any CPU.Build.0 = Release|Any CPU
{45D7D2FB-6B70-45D1-A595-6E289D6A3468}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{45D7D2FB-6B70-45D1-A595-6E289D6A3468}.Debug|Any CPU.Build.0 = Debug|Any CPU
{45D7D2FB-6B70-45D1-A595-6E289D6A3468}.Debug|Any CPU.Deploy.0 = Debug|Any CPU
{45D7D2FB-6B70-45D1-A595-6E289D6A3468}.Release|Any CPU.ActiveCfg = Release|Any CPU
{45D7D2FB-6B70-45D1-A595-6E289D6A3468}.Release|Any CPU.Build.0 = Release|Any CPU
{45D7D2FB-6B70-45D1-A595-6E289D6A3468}.Release|Any CPU.Deploy.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -26,7 +26,6 @@
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<LangVersion>8.0</LangVersion>
<LangVersion>latest</LangVersion>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
@ -43,10 +42,10 @@
<HintPath>..\..\..\..\..\AndroidStudioProjects\SMAPI Android Installer\app\src\main\assets\Stardew\0Harmony.dll</HintPath>
</Reference>
<Reference Include="Google.Android.Vending.Expansion.Downloader">
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.118\assemblies\Google.Android.Vending.Expansion.Downloader.dll</HintPath>
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.122\assemblies\Google.Android.Vending.Expansion.Downloader.dll</HintPath>
</Reference>
<Reference Include="Google.Android.Vending.Licensing">
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.118\assemblies\Google.Android.Vending.Licensing.dll</HintPath>
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.122\assemblies\Google.Android.Vending.Licensing.dll</HintPath>
</Reference>
<Reference Include="Microsoft.CSharp" />
<Reference Include="Mono.Android" />
@ -54,7 +53,7 @@
<HintPath>..\..\..\..\..\AndroidStudioProjects\SMAPI Android Installer\app\src\main\assets\Stardew\Mono.Cecil.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework">
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.118\assemblies\MonoGame.Framework.dll</HintPath>
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.122\assemblies\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="MonoMod.RuntimeDetour">
<HintPath>..\..\..\..\..\AndroidStudioProjects\SMAPI Android Installer\app\src\main\assets\Stardew\MonoMod.RuntimeDetour.dll</HintPath>
@ -68,11 +67,14 @@
<Reference Include="SMAPI.Toolkit">
<HintPath>..\SMAPI.Toolkit\bin\Debug\net4.5\SMAPI.Toolkit.dll</HintPath>
</Reference>
<Reference Include="SMAPI.Toolkit.CoreInterfaces">
<HintPath>..\SMAPI.Toolkit.CoreInterfaces\bin\Debug\net4.5\SMAPI.Toolkit.CoreInterfaces.dll</HintPath>
</Reference>
<Reference Include="StardewValley">
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.118\assemblies\StardewValley.dll</HintPath>
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.122\assemblies\StardewValley.dll</HintPath>
</Reference>
<Reference Include="StardewValley.GameData">
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.118\assemblies\StardewValley.GameData.dll</HintPath>
<HintPath>..\..\..\..\..\Downloads\StardewValleyAndroidStuff\base_1.4.4.122\assemblies\StardewValley.GameData.dll</HintPath>
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
@ -386,12 +388,6 @@
<Content Include="icon.ico" />
<Content Include="steam_appid.txt" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SMAPI.Toolkit.CoreInterfaces\SMAPI.Toolkit.CoreInterfaces.csproj">
<Project>{ed8e41fa-ddfa-4a77-932e-9853d279a129}</Project>
<Name>SMAPI.Toolkit.CoreInterfaces</Name>
</ProjectReference>
</ItemGroup>
<Import Project="..\SMAPI.Internal\SMAPI.Internal.projitems" Label="Shared" />
<Import Project="$(MSBuildExtensionsPath)\Xamarin\Android\Xamarin.Android.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.