4 Commits

Author SHA1 Message Date
seriussoft 636b96cade Merge branch 'seriussoft-patch-0.0.0.1-update-.gitignore-file-contents' of seriussoft/FF-Helper into Dev.Next
Pull Request Merge Action
2020-01-10 16:40:58 +00:00
seriussoft f85e13a899 Update '.gitignore' to resolve issues whereby NECESSARY FILES are not committed or recorded...
- Because this repo will eventually house stuff from all across the board (VS, VSCode, Eclipse, Unity, Xamarin, Java, Android, iOS, UWP/Windows, MS Office, etc), they were ALL added to the single .gitignore on repo creation to avoid missing some.
- HOWEVER, this broke several commits because they overlap (Unity ignores ALL .csproj , .sln , and similar project/solution files because you might use VS to edit files, but they didn't want your UNITY code to be compiled by VS or MSBUILD except through Unity factories...I was unawares of this (and others to be listed below), so they are being commented out and then mentioned above as to where they are commented out so that when we are ready to add them for their respective directories and the local .gitignore files, we can merely copy-paste them into the appropriate files and uncomment them...this way they will correctly ignore ONLY where ignoring said files is necessary/appropriate/desirable
- File Types and Sections affected are as follows:

---- SQL's .MDF files (necessary for web related work that's in dev and/or small/quick projects with  mdf files for local easy-to-move database files with their executables)

---- GhostDoc's xml configs (necessary for any GhostDoc or SandCastle documentation work that reads from my XMLDoc files for VS projects)

---- Unity's ignoring of all project and solution level files used/necessary by/for Visual Studio and their projects/solutions (biggest problem right now)

---- Java/Eclipse's .CProject and related file extensions for any C++ code, be it manually created or automagically created (factory/auto-generation)

---- Java/Eclipse's .target file - this is a necessary file extension per Visual Studio (at the minimum) which tells VS how to order things when calling MSBuild on multiple projects (specifically, there's the .csproj project file, then the *.*.props file[s] for pre-csproj MSBuild instructions, and finally *.*.target file[s] for post-csproj MSBuild instructions)

---- MonoDevelop's *.resources (used by all manner of VS Project development (.csproj projects, C++ project files, .lib mentions, *.dl links, .vbproj projects, and more all use *.resource and/or *.resources for housing information about resource bits (such as strings, icons, images, binary data, etc... it is especially useful/necessary for Xamarin.Forms Android projects...)

Again, these are necessary for later on (planned out already), so i wanted to avoid having to build brand new repo's just to determine the .gitignore contents for each of these sections that will be used for local .gitignore files when necessary, but didn't expect them to block necessary files, and because of this, will have to start over on my work getting the Xamarin projects loaded and committed (and hopefully building..hopefully)...
2020-01-10 16:37:55 +00:00
Nate VanBuskirk c6d2535ca0 Added Mobile/Android/iOS/UWP Xamarin CS Projects
- All projects build except Android
- Android one requires you to have less than 255 characters in the .obj directory BEFORE it can compile and build correctly to the output path, no matter where it is, and this is further limited because it will repeat the full directory structure WITHIN the existing directory path for the current projects...which means i really get about 100 characters for my full dir path of the project due to the length of the full "longname" being repeated (total 2x representations in the path)...so i'm going to commit the changes, push it up, then pull it back down closer to the root of my dev drive...complete nonsense, but what can you do?
2020-01-10 00:31:52 -06:00
Nate VanBuskirk eaac71df55 Stock from Github repo
- WPF Client (empty)
- MVVM code base (limited)
- Images, Sprites, and other Rss
2020-01-09 17:10:28 -06:00
225 changed files with 10955 additions and 27 deletions
+35 -27
View File
@@ -1,3 +1,11 @@
#IGNORED/REMOVED
# SQL Server files (lines: 379-382)
# GhostDoc plugin setting file (lines: 396-397)
# Autogenerated VS/MD/Consulo solution and project files [UNITY -> kills Visual Studio...do only on project directory basis...] (lines: 549-565)
# CDT-specific (C/C++ Development Tooling) [Eclipse/Java] (lines: 605-606)
# sbteclipse plugin [Eclipse effects .target files necessary for Xamarin and .NET CORE,.NET Standard, & .NET. Fwk apps per MSBuild] (lines: 617-618)
#Mono Project Files [*.resources necessary for xamarin projects, c# projects, .net fwk/core/standard projects, and c++ projects ... @ bear minimum...] (lines: 667-670)
# ---> Android
# Built application files
*.apk
@@ -369,9 +377,9 @@ ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
#*.mdf
#*.ldf
#*.ndf
# Business Intelligence projects
*.rdl.data
@@ -386,7 +394,7 @@ ServiceFabricBackup/
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
#*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
@@ -475,8 +483,8 @@ MigrationBackup/
*.code-workspace
# ---> NotepadPP
# Notepad++ backups #
*.bak
# Notepad++ backups #
*.bak
# ---> SublimeText
# Cache files for Sublime Text
@@ -539,22 +547,22 @@ GitHub.sublime-settings
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
#ExportedObj/
#.consulo/
#*.csproj
#*.unityproj
#*.sln
#*.suo
#*.tmp
#*.user
#*.userprefs
#*.pidb
#*.booproj
#*.svd
#*.pdb
#*.mdb
#*.opendb
#*.VC.db
# Unity3D generated meta files
*.pidb.meta
@@ -595,7 +603,7 @@ local.properties
*.pydevproject
# CDT-specific (C/C++ Development Tooling)
.cproject
#.cproject
# CDT- autotools
.autotools
@@ -607,7 +615,7 @@ local.properties
.buildpath
# sbteclipse plugin
.target
#.target
# Tern plugin
.tern-project
@@ -657,9 +665,9 @@ Backup of *.doc*
*.usertasks
#Mono Project Files
*.pidb
*.resources
test-results/
#*.pidb
#*.resources
#test-results/
# ---> TortoiseGit
# Project-level settings
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
</startup>
</configuration>
+8
View File
@@ -0,0 +1,8 @@
<Application x:Class="FF7_WPF.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
StartupUri="MainWindow.xaml">
<Application.Resources>
</Application.Resources>
</Application>
@@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Configuration;
using System.Data;
using System.Linq;
using System.Threading.Tasks;
using System.Windows;
namespace FF7_WPF
{
/// <summary>
/// Interaction logic for App.xaml
/// </summary>
public partial class App : Application
{
}
}
@@ -0,0 +1,8 @@
<Window x:Class="FF7_WPF.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="350" Width="525">
<Grid>
</Grid>
</Window>
@@ -0,0 +1,28 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
namespace FF7_WPF
{
/// <summary>
/// Interaction logic for MainWindow.xaml
/// </summary>
public partial class MainWindow : Window
{
public MainWindow()
{
InitializeComponent();
}
}
}
@@ -0,0 +1,55 @@
using System.Reflection;
using System.Resources;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Windows;
// 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("FF7-WPF")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("FF7-WPF")]
[assembly: AssemblyCopyright("Copyright © 2016")]
[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)]
//In order to begin building localizable applications, set
//<UICulture>CultureYouAreCodingWith</UICulture> in your .csproj file
//inside a <PropertyGroup>. For example, if you are using US english
//in your source files, set the <UICulture> to en-US. Then uncomment
//the NeutralResourceLanguage attribute below. Update the "en-US" in
//the line below to match the UICulture setting in the project file.
//[assembly: NeutralResourcesLanguage("en-US", UltimateResourceFallbackLocation.Satellite)]
[assembly: ThemeInfo(
ResourceDictionaryLocation.None, //where theme specific resource dictionaries are located
//(used if a resource is not found in the page,
// or application resource dictionaries)
ResourceDictionaryLocation.SourceAssembly //where the generic resource dictionary is located
//(used if a resource is not found in the page,
// app, or any theme specific resource dictionaries)
)]
// 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")]
@@ -0,0 +1,71 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace FF7_WPF.Properties
{
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("FF7_WPF.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}
@@ -0,0 +1,117 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>
@@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34014
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace FF7_WPF.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}
@@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="uri:settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>
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@@ -0,0 +1,3 @@
green-left
green-right
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+5
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@@ -0,0 +1,5 @@
http://www.ffmages.com/final-fantasy-vii/characters/
https://steamcommunity.com/sharedfiles/filedetails/?id=180660361
@@ -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");
@@ -0,0 +1,33 @@
using System;
using Android.App;
using Android.Content.PM;
using Android.Runtime;
using Android.Views;
using Android.Widget;
using Android.OS;
namespace FF7.Grinder.Mobile.Droid
{
[Activity(Label = "FF7.Grinder.Mobile", Icon = "@mipmap/icon", Theme = "@style/MainTheme", MainLauncher = true, ConfigurationChanges = ConfigChanges.ScreenSize | ConfigChanges.Orientation)]
public class MainActivity : global::Xamarin.Forms.Platform.Android.FormsAppCompatActivity
{
protected override void OnCreate(Bundle savedInstanceState)
{
TabLayoutResource = Resource.Layout.Tabbar;
ToolbarResource = Resource.Layout.Toolbar;
base.OnCreate(savedInstanceState);
Xamarin.Essentials.Platform.Init(this, savedInstanceState);
global::Xamarin.Forms.Forms.Init(this, savedInstanceState);
LoadApplication(new App());
}
public override void OnRequestPermissionsResult(int requestCode, string[] permissions, [GeneratedEnum] Android.Content.PM.Permission[] grantResults)
{
Xamarin.Essentials.Platform.OnRequestPermissionsResult(requestCode, permissions, grantResults);
base.OnRequestPermissionsResult(requestCode, permissions, grantResults);
}
}
}
@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:versionCode="1" android:versionName="1.0" package="com.companyname.ff7.grinder.mobile">
<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="27" />
<application android:label="FF7.Grinder.Mobile.Android"></application>
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" />
</manifest>
@@ -0,0 +1,34 @@
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("FF7.Grinder.Mobile.Android")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("FF7.Grinder.Mobile.Android")]
[assembly: AssemblyCopyright("Copyright © 2014")]
[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")]
// 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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