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Fix to enable Windows 10 template to work on clean VS2017 only machin…
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…es (MonoGame#5546)

As noted in MonoGame#5515 , Current Windows 10 template only works on machines with BOTH VS2015 & VS2017.  On machines with only VS2017, the template fails to create with a Wizard version error.

Does not affect opening existing projects.

Also only ignores unsupported templates, such as Windows 8.1/Phone
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SimonDarksideJ authored and KonajuGames committed Mar 5, 2017
1 parent 05da9c5 commit b2e0ea9
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Showing 25 changed files with 651 additions and 2 deletions.
5 changes: 3 additions & 2 deletions Installers/Windows/MonoGame.nsi
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Expand Up @@ -261,8 +261,9 @@ Section "Visual Studio 2017 Templates" VS2017
InstallTemplates:
SetOutPath "$DOCUMENTS\Visual Studio 2017\Templates\ProjectTemplates\Visual C#\MonoGame"
File /r '..\..\ProjectTemplates\VisualStudio2010\*.zip'
File /r '..\..\ProjectTemplates\VisualStudio2013\WindowsPhone8.1.zip'
File /r '..\..\ProjectTemplates\VisualStudio2015\*.zip'
File /r '..\..\ProjectTemplates\VisualStudio2013\MonoGameShared.zip'
File /r '..\..\ProjectTemplates\VisualStudio2015\WindowsUniversal10.VB.zip'
File /r '..\..\ProjectTemplates\VisualStudio2017\*.zip'
GOTO EndTemplates
CannotInstallTemplates:
DetailPrint "Visual Studio 2017 not found"
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8 changes: 8 additions & 0 deletions ProjectTemplates/VisualStudio2017/WindowsUniversal10/App.xaml
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<Application
x:Class="$safeprojectname$.App"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:local="using:$safeprojectname$"
RequestedTheme="Light">

</Application>
134 changes: 134 additions & 0 deletions ProjectTemplates/VisualStudio2017/WindowsUniversal10/App.xaml.cs
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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.InteropServices.WindowsRuntime;
using Windows.ApplicationModel;
using Windows.ApplicationModel.Activation;
using Windows.Foundation;
using Windows.Foundation.Collections;
using Windows.UI.ViewManagement;
using Windows.UI.Xaml;
using Windows.UI.Xaml.Controls;
using Windows.UI.Xaml.Controls.Primitives;
using Windows.UI.Xaml.Data;
using Windows.UI.Xaml.Input;
using Windows.UI.Xaml.Media;
using Windows.UI.Xaml.Navigation;

// The Blank Application template is documented at http://go.microsoft.com/fwlink/?LinkId=402347&clcid=0x409

namespace $safeprojectname$
{
/// <summary>
/// Provides application-specific behavior to supplement the default Application class.
/// </summary>
sealed partial class App : Application
{
static string deviceFamily;

/// <summary>
/// Initializes the singleton application object. This is the first line of authored code
/// executed, and as such is the logical equivalent of main() or WinMain().
/// </summary>
public App()
{
this.InitializeComponent();
this.Suspending += OnSuspending;

//API check to ensure the "RequiresPointerMode" property exists, ensuring project is running on build 14393 or later
if (Windows.Foundation.Metadata.ApiInformation.IsPropertyPresent("Windows.UI.Xaml.Application", "RequiresPointerMode"))
{
//If running on the Xbox, disable the default on screen pointer
if (IsXbox())
{
Application.Current.RequiresPointerMode = ApplicationRequiresPointerMode.WhenRequested;
}
}
}

/// <summary>
/// Detection code in Windows 10 to identify the platform it is being run on
/// This function returns true if the project is running on an XboxOne
/// </summary>
public static bool IsXbox()
{
if (deviceFamily == null)
deviceFamily = Windows.System.Profile.AnalyticsInfo.VersionInfo.DeviceFamily;

return deviceFamily == "Windows.Xbox";
}

/// <summary>
/// Invoked when the application is launched normally by the end user. Other entry points
/// will be used such as when the application is launched to open a specific file.
/// </summary>
/// <param name="e">Details about the launch request and process.</param>
protected override void OnLaunched(LaunchActivatedEventArgs e)
{
// By default we want to fill the entire core window.
ApplicationView.GetForCurrentView().SetDesiredBoundsMode(ApplicationViewBoundsMode.UseCoreWindow);

#if DEBUG
if (System.Diagnostics.Debugger.IsAttached)
{
this.DebugSettings.EnableFrameRateCounter = true;
}
#endif

Frame rootFrame = Window.Current.Content as Frame;

// Do not repeat app initialization when the Window already has content,
// just ensure that the window is active
if (rootFrame == null)
{
// Create a Frame to act as the navigation context and navigate to the first page
rootFrame = new Frame();

rootFrame.NavigationFailed += OnNavigationFailed;

if (e.PreviousExecutionState == ApplicationExecutionState.Terminated)
{
//TODO: Load state from previously suspended application
}

// Place the frame in the current Window
Window.Current.Content = rootFrame;
}

if (rootFrame.Content == null)
{
// When the navigation stack isn't restored navigate to the first page,
// configuring the new page by passing required information as a navigation
// parameter
rootFrame.Navigate(typeof(GamePage), e.Arguments);
}
// Ensure the current window is active
Window.Current.Activate();
}

/// <summary>
/// Invoked when Navigation to a certain page fails
/// </summary>
/// <param name="sender">The Frame which failed navigation</param>
/// <param name="e">Details about the navigation failure</param>
void OnNavigationFailed(object sender, NavigationFailedEventArgs e)
{
throw new Exception("Failed to load Page " + e.SourcePageType.FullName);
}

/// <summary>
/// Invoked when application execution is being suspended. Application state is saved
/// without knowing whether the application will be terminated or resumed with the contents
/// of memory still intact.
/// </summary>
/// <param name="sender">The source of the suspend request.</param>
/// <param name="e">Details about the suspend request.</param>
private void OnSuspending(object sender, SuspendingEventArgs e)
{
var deferral = e.SuspendingOperation.GetDeferral();
//TODO: Save application state and stop any background activity
deferral.Complete();
}
}
}
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<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="14.0" 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')" />
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">x86</Platform>
<ProjectGuid>{$guid1$}</ProjectGuid>
<OutputType>AppContainerExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>$safeprojectname$</RootNamespace>
<AssemblyName>$projectname$</AssemblyName>
<DefaultLanguage>$currentuiculturename$</DefaultLanguage>
<TargetPlatformIdentifier>UAP</TargetPlatformIdentifier>
<TargetPlatformVersion>10.0.14393.0</TargetPlatformVersion>
<TargetPlatformMinVersion>10.0.10240.0</TargetPlatformMinVersion>
<MinimumVisualStudioVersion>14</MinimumVisualStudioVersion>
<EnableDotNetNativeCompatibleProfile>true</EnableDotNetNativeCompatibleProfile>
<FileAlignment>512</FileAlignment>
<ProjectTypeGuids>{A5A43C5B-DE2A-4C0C-9213-0A381AF9435A};{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</ProjectTypeGuids>
$if$($includeKeyFile$==true)
<PackageCertificateKeyFile>$projectname$_TemporaryKey.pfx</PackageCertificateKeyFile>
$endif$
<MonoGamePlatform>WindowsStoreApp</MonoGamePlatform>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|ARM'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UAP</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\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>ARM</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
<UseDotNetNativeToolchain>true</UseDotNetNativeToolchain>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UAP</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\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x64</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
<UseDotNetNativeToolchain>true</UseDotNetNativeToolchain>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x86'">
<DebugSymbols>true</DebugSymbols>
<OutputPath>bin\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>DEBUG;TRACE;NETFX_CORE;WINDOWS_UAP</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\WindowsUniversal\$(Platform)\$(Configuration)\</OutputPath>
<DefineConstants>TRACE;NETFX_CORE;WINDOWS_UAP</DefineConstants>
<Optimize>true</Optimize>
<NoWarn>;2008</NoWarn>
<DebugType>pdbonly</DebugType>
<PlatformTarget>x86</PlatformTarget>
<UseVSHostingProcess>false</UseVSHostingProcess>
<ErrorReport>prompt</ErrorReport>
<Prefer32Bit>true</Prefer32Bit>
<UseDotNetNativeToolchain>true</UseDotNetNativeToolchain>
</PropertyGroup>
<ItemGroup>
<!-- A reference to the entire .Net Framework and Windows SDK are automatically included -->
<Reference Include="MonoGame.Framework">
<HintPath>$(MonoGameInstallDirectory)\MonoGame\v3.0\Assemblies\WindowsUniversal\MonoGame.Framework.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup>
<Compile Include="App.xaml.cs">
<DependentUpon>App.xaml</DependentUpon>
</Compile>
<Compile Include="GamePage.xaml.cs">
<DependentUpon>GamePage.xaml</DependentUpon>
</Compile>
<Compile Include="Game1.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="project.json" />
</ItemGroup>
<ItemGroup>
<AppxManifest Include="Package.appxmanifest">
<SubType>Designer</SubType>
</AppxManifest>
$if$($includeKeyFile$==true)
<None Include="$projectname$_TemporaryKey.pfx" />
$endif$
</ItemGroup>
<ItemGroup>
<Content Include="Properties\Default.rd.xml" />
<Content Include="Assets\LockScreenLogo.scale-200.png" />
<Content Include="Assets\SplashScreen.scale-200.png" />
<Content Include="Assets\Square150x150Logo.scale-200.png" />
<Content Include="Assets\Square44x44Logo.scale-200.png" />
<Content Include="Assets\Square44x44Logo.targetsize-24_altform-unplated.png" />
<Content Include="Assets\StoreLogo.png" />
<Content Include="Assets\Wide310x150Logo.scale-200.png" />
</ItemGroup>
<ItemGroup>
<MonoGameContentReference Include="Content\Content.mgcb" />
</ItemGroup>
<ItemGroup>
<ApplicationDefinition Include="App.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</ApplicationDefinition>
<Page Include="GamePage.xaml">
<Generator>MSBuild:Compile</Generator>
<SubType>Designer</SubType>
</Page>
</ItemGroup>
<PropertyGroup Condition=" '$(VisualStudioVersion)' == '' or '$(VisualStudioVersion)' &lt; '14.0' ">
<VisualStudioVersion>14.0</VisualStudioVersion>
</PropertyGroup>
<Import Project="$(MSBuildExtensionsPath)\Microsoft\WindowsXaml\v$(VisualStudioVersion)\Microsoft.Windows.UI.Xaml.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>
Empty file.
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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("$projectname$")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("$registeredorganization$")]
[assembly: AssemblyProduct("$projectname$")]
[assembly: AssemblyCopyright("Copyright © $registeredorganization$ $year$")]
[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)]
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#----------------------------- Global Properties ----------------------------#

/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:WindowsStoreApp
/config:
/profile:Reach
/compress:False

#-------------------------------- References --------------------------------#


#---------------------------------- Content ---------------------------------#

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<!--
This file contains Runtime Directives used by .NET Native. The defaults here are suitable for most
developers. However, you can modify these parameters to modify the behavior of the .NET Native
optimizer.
Runtime Directives are documented at http://go.microsoft.com/fwlink/?LinkID=391919
To fully enable reflection for App1.MyClass and all of its public/private members
<Type Name="App1.MyClass" Dynamic="Required All"/>
To enable dynamic creation of the specific instantiation of AppClass<T> over System.Int32
<TypeInstantiation Name="App1.AppClass" Arguments="System.Int32" Activate="Required Public" />
Using the Namespace directive to apply reflection policy to all the types in a particular namespace
<Namespace Name="DataClasses.ViewModels" Seralize="All" />
-->

<Directives xmlns="http://schemas.microsoft.com/netfx/2013/01/metadata">
<Application>
<!--
An Assembly element with Name="*Application*" applies to all assemblies in
the application package. The asterisks are not wildcards.
-->
<Assembly Name="*Application*" Dynamic="Required All" />


<!-- Add your application specific runtime directives here. -->


</Application>
</Directives>
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