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Xamarin.Forms/solution/MagicBall/Android/Assets/AboutAssets.txt
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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". | ||
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These files will be deployed with your package and will be accessible using Android's | ||
AssetManager, like this: | ||
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public class ReadAsset : Activity | ||
{ | ||
protected override void OnCreate (Bundle bundle) | ||
{ | ||
base.OnCreate (bundle); | ||
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InputStream input = Assets.Open ("my_asset.txt"); | ||
} | ||
} | ||
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Additionally, some Android functions will automatically load asset files: | ||
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Typeface tf = Typeface.CreateFromAsset (Context.Assets, "fonts/samplefont.ttf"); |
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Xamarin.Forms/solution/MagicBall/Android/MagicBall.Android.csproj
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<?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> | ||
<ProjectTypeGuids>{EFBA0AD7-5A72-4C68-AF49-83D382785DCF};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids> | ||
<ProjectGuid>{647583D6-B311-431D-9C87-0D3B31BCAC07}</ProjectGuid> | ||
<OutputType>Library</OutputType> | ||
<RootNamespace>MagicBall.Android</RootNamespace> | ||
<MonoAndroidAssetsPrefix>Assets</MonoAndroidAssetsPrefix> | ||
<MonoAndroidResourcePrefix>Resources</MonoAndroidResourcePrefix> | ||
<AndroidResgenClass>Resource</AndroidResgenClass> | ||
<AndroidResgenFile>Resources\Resource.designer.cs</AndroidResgenFile> | ||
<AndroidApplication>True</AndroidApplication> | ||
<AndroidUseLatestPlatformSdk>False</AndroidUseLatestPlatformSdk> | ||
<AssemblyName>MagicBall.Android</AssemblyName> | ||
<TargetFrameworkVersion>v4.4</TargetFrameworkVersion> | ||
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' "> | ||
<DebugSymbols>true</DebugSymbols> | ||
<DebugType>full</DebugType> | ||
<Optimize>false</Optimize> | ||
<OutputPath>bin\Debug</OutputPath> | ||
<DefineConstants>DEBUG;</DefineConstants> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<AndroidLinkMode>None</AndroidLinkMode> | ||
<ConsolePause>false</ConsolePause> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> | ||
<DebugType>full</DebugType> | ||
<Optimize>true</Optimize> | ||
<OutputPath>bin\Release</OutputPath> | ||
<ErrorReport>prompt</ErrorReport> | ||
<WarningLevel>4</WarningLevel> | ||
<AndroidUseSharedRuntime>false</AndroidUseSharedRuntime> | ||
<ConsolePause>false</ConsolePause> | ||
</PropertyGroup> | ||
<ItemGroup> | ||
<Reference Include="System" /> | ||
<Reference Include="System.Xml" /> | ||
<Reference Include="System.Core" /> | ||
<Reference Include="Mono.Android" /> | ||
<Reference Include="Xamarin.Android.Support.v4"> | ||
<HintPath>..\packages\Xamarin.Android.Support.v4.19.0.2\lib\MonoAndroid10\Xamarin.Android.Support.v4.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Xamarin.Forms.Platform.Android"> | ||
<HintPath>..\packages\Xamarin.Forms.1.0.6186\lib\MonoAndroid10\Xamarin.Forms.Platform.Android.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Xamarin.Forms.Core"> | ||
<HintPath>..\packages\Xamarin.Forms.1.0.6186\lib\MonoAndroid10\Xamarin.Forms.Core.dll</HintPath> | ||
</Reference> | ||
<Reference Include="Xamarin.Forms.Xaml"> | ||
<HintPath>..\packages\Xamarin.Forms.1.0.6186\lib\MonoAndroid10\Xamarin.Forms.Xaml.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<ProjectReference Include="..\MagicBall\MagicBall.csproj"> | ||
<Project>{6B969506-02E9-4A9E-932D-1072A440791A}</Project> | ||
<Name>MagicBall</Name> | ||
</ProjectReference> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<Compile Include="MainActivity.cs" /> | ||
<Compile Include="Resources\Resource.designer.cs" /> | ||
<Compile Include="Properties\AssemblyInfo.cs" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<None Include="Resources\AboutResources.txt" /> | ||
<None Include="Assets\AboutAssets.txt" /> | ||
<None Include="Properties\AndroidManifest.xml" /> | ||
<None Include="packages.config" /> | ||
</ItemGroup> | ||
<ItemGroup> | ||
<AndroidResource Include="Resources\layout\Main.axml" /> | ||
<AndroidResource Include="Resources\values\Strings.xml" /> | ||
<AndroidResource Include="Resources\drawable\Icon.png" /> | ||
<AndroidResource Include="Resources\drawable\ball.png" /> | ||
</ItemGroup> | ||
<Import Project="$(MSBuildExtensionsPath)\Novell\Novell.MonoDroid.CSharp.targets" /> | ||
<Import Project="..\packages\Xamarin.Forms.1.0.6186\build\portable-win+net45+wp80+MonoAndroid10+MonoTouch10\Xamarin.Forms.targets" Condition="Exists('..\packages\Xamarin.Forms.1.0.6186\build\portable-win+net45+wp80+MonoAndroid10+MonoTouch10\Xamarin.Forms.targets')" /> | ||
</Project> |
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using System; | ||
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using Android.App; | ||
using Android.Content; | ||
using Android.Content.PM; | ||
using Android.Runtime; | ||
using Android.Views; | ||
using Android.Widget; | ||
using Android.OS; | ||
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using Xamarin.Forms.Platform.Android; | ||
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namespace MagicBall.Android | ||
{ | ||
[Activity (Label = "MagicBall.Android.Android", MainLauncher = true, ConfigurationChanges = ConfigChanges.ScreenSize | ConfigChanges.Orientation)] | ||
public class MainActivity : AndroidActivity | ||
{ | ||
protected override void OnCreate (Bundle bundle) | ||
{ | ||
base.OnCreate (bundle); | ||
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Xamarin.Forms.Forms.Init (this, bundle); | ||
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SetPage (App.GetMainPage ()); | ||
} | ||
} | ||
} | ||
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Xamarin.Forms/solution/MagicBall/Android/Properties/AndroidManifest.xml
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<?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="MagicBall.Android"> | ||
<uses-sdk /> | ||
<application android:label="MagicBall.Android"> | ||
</application> | ||
</manifest> |
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Xamarin.Forms/solution/MagicBall/Android/Properties/AssemblyInfo.cs
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using System.Reflection; | ||
using System.Runtime.CompilerServices; | ||
using Android.App; | ||
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// Information about this assembly is defined by the following attributes. | ||
// Change them to the values specific to your project. | ||
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[assembly: AssemblyTitle ("MagicBall.Android")] | ||
[assembly: AssemblyDescription ("")] | ||
[assembly: AssemblyConfiguration ("")] | ||
[assembly: AssemblyCompany ("")] | ||
[assembly: AssemblyProduct ("")] | ||
[assembly: AssemblyCopyright ("mike_bluestein")] | ||
[assembly: AssemblyTrademark ("")] | ||
[assembly: AssemblyCulture ("")] | ||
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// The assembly version has the format "{Major}.{Minor}.{Build}.{Revision}". | ||
// The form "{Major}.{Minor}.*" will automatically update the build and revision, | ||
// and "{Major}.{Minor}.{Build}.*" will update just the revision. | ||
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[assembly: AssemblyVersion ("1.0.0")] | ||
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// The following attributes are used to specify the signing key for the assembly, | ||
// if desired. See the Mono documentation for more information about signing. | ||
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//[assembly: AssemblyDelaySign(false)] | ||
//[assembly: AssemblyKeyFile("")] | ||
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Xamarin.Forms/solution/MagicBall/Android/Resources/AboutResources.txt
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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. | ||
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For example, a sample Android app that contains a user interface layout (main.axml), | ||
an internationalization string table (strings.xml) and some icons (drawable-XXX/icon.png) | ||
would keep its resources in the "Resources" directory of the application: | ||
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Resources/ | ||
drawable/ | ||
icon.png | ||
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layout/ | ||
main.axml | ||
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values/ | ||
strings.xml | ||
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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: | ||
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public class R { | ||
public class drawable { | ||
public const int icon = 0x123; | ||
} | ||
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public class layout { | ||
public const int main = 0x456; | ||
} | ||
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public class strings { | ||
public const int first_string = 0xabc; | ||
public const int second_string = 0xbcd; | ||
} | ||
} | ||
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You would then use R.drawable.icon to reference the drawable/icon.png file, or R.layout.main | ||
to reference the layout/main.axml file, or R.strings.first_string to reference the first | ||
string in the dictionary file values/strings.xml. |
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Xamarin.Forms/solution/MagicBall/Android/Resources/Resource.designer.cs
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Xamarin.Forms/solution/MagicBall/Android/Resources/layout/Main.axml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" | ||
android:orientation="vertical" | ||
android:layout_width="fill_parent" | ||
android:layout_height="fill_parent" | ||
> | ||
<Button | ||
android:id="@+id/myButton" | ||
android:layout_width="fill_parent" | ||
android:layout_height="wrap_content" | ||
android:text="@string/hello" | ||
/> | ||
</LinearLayout> | ||
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Xamarin.Forms/solution/MagicBall/Android/Resources/values/Strings.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<resources> | ||
<string name="hello">Hello World, Click Me!</string> | ||
<string name="app_name">MagicBall.Android.Android</string> | ||
</resources> |
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<?xml version="1.0" encoding="utf-8"?> | ||
<packages> | ||
<package id="Xamarin.Android.Support.v4" version="19.0.2" targetFramework="MonoAndroid44" /> | ||
<package id="Xamarin.Forms" version="1.0.6186" targetFramework="MonoAndroid44" /> | ||
</packages> |
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