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add missing files
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luiges90 committed Feb 11, 2023
1 parent 564f487 commit 304033c
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Showing 17 changed files with 48,116 additions and 11 deletions.
2 changes: 2 additions & 0 deletions .gitignore
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Expand Up @@ -295,7 +295,9 @@ __pycache__/
*.xsd.cs

# Images and resource files
Content
Content/bin
Assets

# No keystores!
Docs
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47,241 changes: 47,241 additions & 0 deletions WorldOfTheThreeKingdoms.Android/WorldOfTheThreeKingdoms.Android.csproj.bak

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54 changes: 54 additions & 0 deletions WorldOfTheThreeKingdoms.Pipeline/MessageLProcessor.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.ComponentModel;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;

using TInput = System.String;
using TOutput = System.String;

using FontProcessor = Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor;

namespace WorldOfTheThreeKingdoms.Pipeline
{
/// <summary>
/// This class will be instantiated by the XNA Framework Content Pipeline
/// to apply custom processing to content data, converting an object of
/// type TInput to TOutput. The input and output types may be the same if
/// the processor wishes to alter data without changing its type.
///
/// This should be part of a Content Pipeline Extension Library project.
///
/// TODO: change the ContentProcessor attribute to specify the correct
/// display name for this processor.
/// </summary>
[ContentProcessor(DisplayName = "WorldOfTheThreeKingdoms.Pipeline.MessageLProcessor")]
public class MessageLProcessor : FontProcessor
{
public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context)
{
string fullPath = Path.GetFullPath(MessageFile);
context.AddDependency(fullPath);
string letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8);
foreach (char c in letters)
{
input.Characters.Add(c);
}
return base.Process(input, context);
}
[DefaultValue(@"Font\MessagesL.txt")]
[DisplayName("Message File")]
//[Description("The characters in this file will be automatically added to the font.")]
public string MessageFile
{
get { return messageFile; }
set { messageFile = value; }
}
private string messageFile = @"Font\MessagesL.txt";

}

}
53 changes: 53 additions & 0 deletions WorldOfTheThreeKingdoms.Pipeline/MessageProcessor.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.ComponentModel;
using Microsoft.Xna.Framework.Content.Pipeline;
using Microsoft.Xna.Framework.Content.Pipeline.Graphics;

using TInput = System.String;
using TOutput = System.String;

using FontProcessor = Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor;

namespace WorldOfTheThreeKingdoms.Pipeline
{
/// <summary>
/// This class will be instantiated by the XNA Framework Content Pipeline
/// to apply custom processing to content data, converting an object of
/// type TInput to TOutput. The input and output types may be the same if
/// the processor wishes to alter data without changing its type.
///
/// This should be part of a Content Pipeline Extension Library project.
///
/// TODO: change the ContentProcessor attribute to specify the correct
/// display name for this processor.
/// </summary>
[ContentProcessor(DisplayName = "WorldOfTheThreeKingdoms.Pipeline.MessageProcessor")]
public class MessageProcessor : FontProcessor
{
public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context)
{
string fullPath = Path.GetFullPath(MessageFile);
context.AddDependency(fullPath);
string letters = File.ReadAllText(fullPath, System.Text.Encoding.UTF8);
foreach (char c in letters)
{
input.Characters.Add(c);
}
return base.Process(input, context);
}
[DefaultValue(@"Font\Messages.txt")]
[DisplayName("Message File")]
//[Description("The characters in this file will be automatically added to the font.")]
public string MessageFile
{
get { return messageFile; }
set { messageFile = value; }
}
private string messageFile = @"Font\Messages.txt";

}
}
36 changes: 36 additions & 0 deletions WorldOfTheThreeKingdoms.Pipeline/Properties/AssemblyInfo.cs
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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;

// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("WorldOfTheThreeKingdoms.Pipeline")]
[assembly: AssemblyProduct("WorldOfTheThreeKingdoms.Pipeline")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyCopyright("Copyright © 2017")]
[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("cf57131e-7bd4-46e4-8eb3-a04486980b3b")]

// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" 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>{C35CA3CD-1AC6-4C2A-94B5-B25A3E292FB8}</ProjectGuid>
<OutputType>Library</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>WorldOfTheThreeKingdoms.Pipeline</RootNamespace>
<AssemblyName>WorldOfTheThreeKingdoms.Pipeline</AssemblyName>
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<TargetFrameworkProfile>
</TargetFrameworkProfile>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<Prefer32Bit>false</Prefer32Bit>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\x64\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<DebugType>full</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
<OutputPath>bin\x64\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<Optimize>true</Optimize>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<ErrorReport>prompt</ErrorReport>
<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
</PropertyGroup>
<ItemGroup>
<Reference Include="MonoGame.Framework, Version=3.6.0.1625, Culture=neutral, processorArchitecture=MSIL">
<SpecificVersion>False</SpecificVersion>
<HintPath>..\References\Win\MonoGame.Framework.dll</HintPath>
</Reference>
<Reference Include="MonoGame.Framework.Content.Pipeline">
<HintPath>..\References\Win\MonoGame.Framework.Content.Pipeline.dll</HintPath>
</Reference>
<Reference Include="System" />
</ItemGroup>
<ItemGroup>
<Compile Include="MessageLProcessor.cs" />
<Compile Include="MessageProcessor.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>
6 changes: 6 additions & 0 deletions WorldOfTheThreeKingdoms.Tools/App.config
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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1"/>
</startup>
</configuration>
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