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Adds a MonoGame template
The ones they provide are not very good. We need to use the NuGet packages. So created our own.
1 parent 94d6e54 commit ee03bb3

23 files changed

+758
-1
lines changed

FRC-Extension.sln

Lines changed: 70 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11

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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 14
4-
VisualStudioVersion = 14.0.23107.0
4+
VisualStudioVersion = 14.0.24720.0
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "FRC-Extension", "FRC-Extension\FRC-Extension.csproj", "{D68E4367-9381-4140-B090-7445E4BD3073}"
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EndProject
@@ -45,68 +45,136 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "VisualBasic", "VisualBasic"
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "ProjectTemplates", "ProjectTemplates", "{820D222D-AE85-4C05-9C06-8EF43458FF0E}"
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EndProject
48+
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WindowsMonoGameSimulator", "Templates\CSharp\Project-Templates\WindowsMonoGameSimulator\WindowsMonoGameSimulator.csproj", "{5B5754D7-AF0E-428B-8A1F-D6382A18A4F5}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|x86 = Debug|x86
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Release|Any CPU = Release|Any CPU
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
@@ -131,5 +199,6 @@ Global
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{F6724218-0C31-4428-A217-B4318E3026B2} = {820D222D-AE85-4C05-9C06-8EF43458FF0E}
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{5B5754D7-AF0E-428B-8A1F-D6382A18A4F5} = {B6DC656B-5E9A-4230-BD9E-A52B134BD0B5}
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EndGlobalSection
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EndGlobal

FRC-Extension/FRC-Extension.csproj

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<Content Include="packages\FRC.WPILib.Extras.2016.0.0.29.nupkg">
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<IncludeInVSIX>true</IncludeInVSIX>
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</Content>
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<Content Include="packages\monogame.framework.windowsdx.3.4.0.459.nupkg">
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<IncludeInVSIX>true</IncludeInVSIX>
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</Content>
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<None Include="source.extension.vsixmanifest">
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<SubType>Designer</SubType>
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</None>
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</BootstrapperPackage>
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Templates\CSharp\Project-Templates\WindowsMonoGameSimulator\WindowsMonoGameSimulator.csproj">
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<Project>{5B5754D7-AF0E-428B-8A1F-D6382A18A4F5}</Project>
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<Name>WindowsMonoGameSimulator</Name>
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<VSIXSubPath>ProjectTemplates</VSIXSubPath>
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<ReferenceOutputAssembly>false</ReferenceOutputAssembly>
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<IncludeOutputGroupsInVSIX>TemplateProjectOutputGroup%3b</IncludeOutputGroupsInVSIX>
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</ProjectReference>
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<ProjectReference Include="..\Templates\VisualBasic\Project-Templates\IterativeRobotVB\IterativeRobotVB.vbproj">
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<Project>{F6724218-0C31-4428-A217-B4318E3026B2}</Project>
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<Name>IterativeRobotVB</Name>

FRC-Extension/FRC-Extension.csproj.user

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<StartProgram>C:\Program Files %28x86%29\Microsoft Visual Studio 14.0\Common7\IDE\devenv.exe</StartProgram>
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<StartArguments>/rootsuffix Exp</StartArguments>
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</PropertyGroup>
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<PropertyGroup>
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<ProjectView>ProjectFiles</ProjectView>
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</PropertyGroup>
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</Project>
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FRC-Extension/source.extension.vsixmanifest

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<Asset Type="Microsoft.VisualStudio.ProjectTemplate" d:Source="Project" d:ProjectName="LabVIEWRobot" d:TargetPath="|LabVIEWRobot;TemplateProjectOutputGroup|" Path="ProjectTemplates" d:VsixSubPath="ProjectTemplates" />
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<Asset Type="Microsoft.VisualStudio.ProjectTemplate" d:Source="Project" d:TargetPath="|AttributedCommandRobot;TemplateProjectOutputGroup|" Path="ProjectTemplates" d:VsixSubPath="ProjectTemplates" />
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<Asset Type="Microsoft.VisualStudio.ProjectTemplate" d:Source="Project" d:ProjectName="IterativeRobotVB" d:TargetPath="|IterativeRobotVB;TemplateProjectOutputGroup|" Path="ProjectTemplates" d:VsixSubPath="ProjectTemplates" />
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<Asset Type="Microsoft.VisualStudio.ProjectTemplate" d:Source="Project" d:ProjectName="WindowsMonoGameSimulator" d:TargetPath="|WindowsMonoGameSimulator;TemplateProjectOutputGroup|" Path="ProjectTemplates" d:VsixSubPath="ProjectTemplates" />
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</Assets>
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</PackageManifest>
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#----------------------------- Global Properties ----------------------------#
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/outputDir:bin/Windows
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/intermediateDir:obj/Windows
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/platform:Windows
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/config:
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/profile:Reach
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/compress:False
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#-------------------------------- References --------------------------------#
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#---------------------------------- Content ---------------------------------#
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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namespace $safeprojectname$
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class Game1 : Game
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{
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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spriteBatch = new SpriteBatch(GraphicsDevice);
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// TODO: use this.Content to load your game content here
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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}
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}
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<VSTemplate Version="3.0.0" xmlns="http://schemas.microsoft.com/developer/vstemplate/2005" Type="Project">
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<TemplateData>
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<Name>MonoGame Windows Project</Name>
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<Description>A MonoGame game project for the Windows desktop using DirectX.</Description>
5+
<ProjectType>CSharp</ProjectType>
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<NumberOfParentCategoriesToRollUp>1</NumberOfParentCategoriesToRollUp>
7+
<ProjectSubType>
8+
</ProjectSubType>
9+
<SortOrder>43100</SortOrder>
10+
<CreateNewFolder>true</CreateNewFolder>
11+
<DefaultName>Game</DefaultName>
12+
<ProvideDefaultName>true</ProvideDefaultName>
13+
<LocationField>Enabled</LocationField>
14+
<EnableLocationBrowseButton>true</EnableLocationBrowseButton>
15+
<Icon>__TemplateIcon.png</Icon>
16+
<PreviewImage>__PreviewImage.png</PreviewImage>
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</TemplateData>
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<TemplateContent>
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<Project TargetFileName="MonoGameWindowsApplication.csproj" File="MonoGameWindowsApplication.csproj" ReplaceParameters="true">
20+
<ProjectItem ReplaceParameters="true" TargetFileName="Game1.cs">Game1.cs</ProjectItem>
21+
<ProjectItem ReplaceParameters="false" TargetFileName="Icon.ico">Icon.ico</ProjectItem>
22+
<ProjectItem ReplaceParameters="true" TargetFileName="Program.cs">Program.cs</ProjectItem>
23+
<Folder Name="Properties" TargetFolderName="Properties">
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<ProjectItem ReplaceParameters="true" TargetFileName="AssemblyInfo.cs">AssemblyInfo.cs</ProjectItem>
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</Folder>
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<Folder Name="Content" TargetFolderName="Content">
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<ProjectItem ReplaceParameters="true" TargetFileName="Content.mgcb">Content.mgcb</ProjectItem>
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</Folder>
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</Project>
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</TemplateContent>
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</VSTemplate>

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