Commit efac9aba authored by Sylvain Berfini's avatar Sylvain Berfini 🎩

Added sample Xamarin project

parent ecfa5e8a
Makefile
android
iOS
Xamarin/Xamarin.Droid/Libs/arm64-v8a/
Xamarin/Xamarin.Droid/Libs/armeabi-v7a/
Xamarin/Xamarin.Droid/Libs/x86/
Xamarin/Xamarin.Droid/Libs/liblinphone.jar
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
......

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 14
VisualStudioVersion = 14.0.25420.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Xamarin.Droid", "Xamarin\Xamarin.Droid\Xamarin.Droid.csproj", "{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Xamarin.iOS", "Xamarin\Xamarin.iOS\Xamarin.iOS.csproj", "{BB13F4DA-470A-41BA-A348-07FF20535A88}"
EndProject
Project("{D954291E-2A0B-460D-934E-DC6B0785DB48}") = "Xamarin", "Xamarin\Xamarin\Xamarin.shproj", "{7AF1D22A-E663-4772-B0B6-00A1D857138B}"
EndProject
Global
GlobalSection(SharedMSBuildProjectFiles) = preSolution
Xamarin\Xamarin\Xamarin.projitems*{7af1d22a-e663-4772-b0b6-00a1d857138b}*SharedItemsImports = 13
Xamarin\Xamarin\Xamarin.projitems*{a4c630be-6cf3-4953-92a7-e7c6648bede7}*SharedItemsImports = 4
Xamarin\Xamarin\Xamarin.projitems*{bb13f4da-470a-41ba-a348-07ff20535a88}*SharedItemsImports = 4
EndGlobalSection
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Debug|iPhone = Debug|iPhone
Debug|iPhoneSimulator = Debug|iPhoneSimulator
Release|Any CPU = Release|Any CPU
Release|iPhone = Release|iPhone
Release|iPhoneSimulator = Release|iPhoneSimulator
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|Any CPU.Build.0 = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|Any CPU.Deploy.0 = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|iPhone.ActiveCfg = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|iPhone.Build.0 = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|iPhone.Deploy.0 = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|iPhoneSimulator.ActiveCfg = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|iPhoneSimulator.Build.0 = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Debug|iPhoneSimulator.Deploy.0 = Debug|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|Any CPU.ActiveCfg = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|Any CPU.Build.0 = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|Any CPU.Deploy.0 = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|iPhone.ActiveCfg = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|iPhone.Build.0 = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|iPhone.Deploy.0 = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|iPhoneSimulator.ActiveCfg = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|iPhoneSimulator.Build.0 = Release|Any CPU
{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}.Release|iPhoneSimulator.Deploy.0 = Release|Any CPU
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Debug|Any CPU.ActiveCfg = Debug|iPhone
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Debug|iPhone.ActiveCfg = Debug|iPhone
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Debug|iPhone.Build.0 = Debug|iPhone
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Debug|iPhoneSimulator.ActiveCfg = Debug|iPhoneSimulator
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Debug|iPhoneSimulator.Build.0 = Debug|iPhoneSimulator
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Release|Any CPU.ActiveCfg = Release|iPhone
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Release|iPhone.ActiveCfg = Release|iPhone
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Release|iPhone.Build.0 = Release|iPhone
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Release|iPhoneSimulator.ActiveCfg = Release|iPhoneSimulator
{BB13F4DA-470A-41BA-A348-07FF20535A88}.Release|iPhoneSimulator.Build.0 = Release|iPhoneSimulator
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal
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");
using Android.App;
using Android.Runtime;
using Android.OS;
using Android.Content.Res;
using System;
using System.IO;
using System.Threading;
using Linphone;
namespace LinphoneXamarin.Droid
{
[Activity (Label = "LinphoneXamarin.Droid", MainLauncher = true, Icon = "@drawable/icon")]
public class MainActivity : Activity
{
private Core core;
private void LinphoneCoreIterate()
{
while (true)
{
RunOnUiThread(() => core.Iterate());
System.Threading.Thread.Sleep(50);
}
}
private void OnGlobal(Core lc, GlobalState gstate, string message)
{
Console.WriteLine("Global state changed: " + gstate);
}
protected override void OnCreate(Bundle bundle)
{
base.OnCreate(bundle);
// Copy the default_rc from the Assets to the device
// The same can be done for the factory_rc
AssetManager assets = this.Assets;
string path = this.FilesDir.AbsolutePath;
using (var br = new BinaryReader(Application.Context.Assets.Open("linphonerc_default")))
{
using (var bw = new BinaryWriter(new FileStream(path + "/default_rc", FileMode.Create)))
{
byte[] buffer = new byte[2048];
int length = 0;
while ((length = br.Read(buffer, 0, buffer.Length)) > 0)
{
bw.Write(buffer, 0, length);
}
}
}
// Load the libraries
Java.Lang.JavaSystem.LoadLibrary("bctoolbox");
Java.Lang.JavaSystem.LoadLibrary("ortp");
Java.Lang.JavaSystem.LoadLibrary("mediastreamer_base");
Java.Lang.JavaSystem.LoadLibrary("mediastreamer_voip");
Java.Lang.JavaSystem.LoadLibrary("linphone");
SetContentView(Resource.Layout.Main);
// This is mandatory for Android
LinphoneAndroid.setAndroidContext(JNIEnv.Handle, this.Handle);
LinphoneAndroid.setNativeLogHandler();
CoreListener listener = Factory.Instance.CreateCoreListener();
listener.OnGlobalStateChanged = OnGlobal;
core =Factory.Instance.CreateCore(listener, path + "/default_rc", null);
Thread coreIterate = new Thread(LinphoneCoreIterate);
coreIterate.IsBackground = false;
coreIterate.Start();
}
}
}
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto" package="org.linphone.xamarin" android:versionCode="001" android:versionName="0.0.1">
<uses-sdk android:minSdkVersion="15" />
<uses-permission android:name="android.permission.INTERNET" />
<application android:label="LinphoneXamarin"></application>
</manifest>
\ No newline at end of file
using System.Reflection;
using System.Runtime.CompilerServices;
using Android.App;
// Information about this assembly is defined by the following attributes.
// Change them to the values specific to your project.
[assembly: AssemblyTitle ("LinphoneXamarin.Droid")]
[assembly: AssemblyDescription ("")]
[assembly: AssemblyConfiguration ("")]
[assembly: AssemblyCompany ("")]
[assembly: AssemblyProduct ("")]
[assembly: AssemblyCopyright ("")]
[assembly: AssemblyTrademark ("")]
[assembly: AssemblyCulture ("")]
// 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.
[assembly: AssemblyVersion ("1.0.0")]
// The following attributes are used to specify the signing key for the assembly,
// if desired. See the Mono documentation for more information about signing.
//[assembly: AssemblyDelaySign(false)]
//[assembly: AssemblyKeyFile("")]
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.
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:
Resources/
drawable/
icon.png
layout/
main.axml
values/
strings.xml
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:
public class R {
public class drawable {
public const int icon = 0x123;
}
public class layout {
public const int main = 0x456;
}
public class strings {
public const int first_string = 0xabc;
public const int second_string = 0xbcd;
}
}
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.
#pragma warning disable 1591
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.42000
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
[assembly: global::Android.Runtime.ResourceDesignerAttribute("LinphoneXamarin.Droid.Resource", IsApplication=true)]
namespace LinphoneXamarin.Droid
{
[System.CodeDom.Compiler.GeneratedCodeAttribute("Xamarin.Android.Build.Tasks", "1.0.0.0")]
public partial class Resource
{
static Resource()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
public static void UpdateIdValues()
{
}
public partial class Attribute
{
static Attribute()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private Attribute()
{
}
}
public partial class Drawable
{
// aapt resource value: 0x7f020000
public const int Icon = 2130837504;
static Drawable()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private Drawable()
{
}
}
public partial class Id
{
// aapt resource value: 0x7f050000
public const int myButton = 2131034112;
static Id()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private Id()
{
}
}
public partial class Layout
{
// aapt resource value: 0x7f030000
public const int Main = 2130903040;
static Layout()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private Layout()
{
}
}
public partial class String
{
// aapt resource value: 0x7f040001
public const int app_name = 2130968577;
// aapt resource value: 0x7f040000
public const int hello = 2130968576;
static String()
{
global::Android.Runtime.ResourceIdManager.UpdateIdValues();
}
private String()
{
}
}
}
}
#pragma warning restore 1591
<?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="match_parent"
android:layout_height="wrap_content"
android:text="@string/hello"
/>
</LinearLayout>
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="hello">Hello World, Click Me!</string>
<string name="app_name">LinphoneXamarin.Droid</string>
</resources>
<?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>{A4C630BE-6CF3-4953-92A7-E7C6648BEDE7}</ProjectGuid>
<OutputType>Library</OutputType>
<RootNamespace>LinphoneXamarin.Droid</RootNamespace>
<MonoAndroidAssetsPrefix>Assets</MonoAndroidAssetsPrefix>
<MonoAndroidResourcePrefix>Resources</MonoAndroidResourcePrefix>
<AndroidManifest>Properties\AndroidManifest.xml</AndroidManifest>
<AndroidResgenClass>Resource</AndroidResgenClass>
<AndroidResgenFile>Resources\Resource.designer.cs</AndroidResgenFile>
<AndroidApplication>True</AndroidApplication>
<AndroidUseLatestPlatformSdk>True</AndroidUseLatestPlatformSdk>
<TargetFrameworkVersion>v7.1</TargetFrameworkVersion>
<AssemblyName>LinphoneXamarin.Droid</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<DebugSymbols>True</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug</OutputPath>
<DefineConstants>DEBUG;ANDROID</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
<AndroidLinkMode>None</AndroidLinkMode>
<ConsolePause>false</ConsolePause>
<AndroidUseSharedRuntime>True</AndroidUseSharedRuntime>
<EmbedAssembliesIntoApk>False</EmbedAssembliesIntoApk>
<BundleAssemblies>False</BundleAssemblies>
<AndroidCreatePackagePerAbi>False</AndroidCreatePackagePerAbi>
<AndroidSupportedAbis>armeabi-v7a;x86;arm64-v8a</AndroidSupportedAbis>
<Debugger>Xamarin</Debugger>
<AotAssemblies>False</AotAssemblies>
<EnableLLVM>False</EnableLLVM>
<AndroidEnableMultiDex>False</AndroidEnableMultiDex>
<EnableProguard>False</EnableProguard>
</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" />
</ItemGroup>
<ItemGroup>
<Compile Include="MainActivity.cs" />
<Compile Include="Resources\Resource.designer.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<AndroidNativeLibrary Include="Libs\x86\libbctoolbox.so" />
<AndroidNativeLibrary Include="Libs\x86\libgnustl_shared.so" />
<AndroidNativeLibrary Include="Libs\x86\liblinphone.so" />
<AndroidNativeLibrary Include="Libs\x86\libmediastreamer_base.so" />
<AndroidNativeLibrary Include="Libs\x86\libmediastreamer_voip.so" />
<AndroidNativeLibrary Include="Libs\x86\libmssilk.so" />
<AndroidNativeLibrary Include="Libs\x86\libmswebrtc.so" />
<AndroidNativeLibrary Include="Libs\x86\libortp.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\libbctoolbox.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\libgnustl_shared.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\liblinphone.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\libmediastreamer_base.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\libmediastreamer_voip.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\libmssilk.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\libmswebrtc.so" />
<AndroidNativeLibrary Include="Libs\arm64-v8a\libortp.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\libbctoolbox.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\libgnustl_shared.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\liblinphone.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\libmediastreamer_base.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\libmediastreamer_voip.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\libmssilk.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\libmswebrtc.so" />
<AndroidNativeLibrary Include="Libs\armeabi-v7a\libortp.so" />
<None Include="Resources\AboutResources.txt" />
<None Include="Properties\AndroidManifest.xml" />
<None Include="Assets\AboutAssets.txt" />
</ItemGroup>
<ItemGroup>
<AndroidResource Include="Resources\layout\Main.axml" />
<AndroidResource Include="Resources\values\Strings.xml" />
<AndroidResource Include="Resources\drawable-hdpi\Icon.png" />
<AndroidResource Include="Resources\drawable-mdpi\Icon.png" />
<AndroidResource Include="Resources\drawable-xhdpi\Icon.png" />
<AndroidResource Include="Resources\drawable-xxhdpi\Icon.png" />
<AndroidResource Include="Resources\drawable-xxxhdpi\Icon.png" />
</ItemGroup>
<ItemGroup>
<AndroidAsset Include="Assets\linphonerc_default" />
</ItemGroup>
<ItemGroup>
<AndroidJavaLibrary Include="Libs\liblinphone.jar" />
</ItemGroup>
<ItemGroup />
<Import Project="..\Xamarin\Xamarin.projitems" Label="Shared" Condition="Exists('..\Xamarin\Xamarin.projitems')" />
<Import Project="..\Xamarin\Xamarin.projitems" Label="Shared" />
<Import Project="$(MSBuildExtensionsPath)\Novell\Novell.MonoDroid.CSharp.targets" />
</Project>
\ No newline at end of file
using Foundation;
using UIKit;
namespace Xamarin.iOS
{
// The UIApplicationDelegate for the application. This class is responsible for launching the
// User Interface of the application, as well as listening (and optionally responding) to application events from iOS.
[Register ("AppDelegate")]
public class AppDelegate : UIApplicationDelegate
{
// class-level declarations
public override UIWindow Window {
get;
set;
}
public override bool FinishedLaunching (UIApplication application, NSDictionary launchOptions)
{
// Override point for customization after application launch.
// If not required for your application you can safely delete this method
return true;
}
public override void OnResignActivation (UIApplication application)
{
// Invoked when the application is about to move from active to inactive state.
// This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message)
// or when the user quits the application and it begins the transition to the background state.
// Games should use this method to pause the game.
}
public override void DidEnterBackground (UIApplication application)
{
// Use this method to release shared resources, save user data, invalidate timers and store the application state.
// If your application supports background exection this method is called instead of WillTerminate when the user quits.
}
public override void WillEnterForeground (UIApplication application)
{
// Called as part of the transiton from background to active state.
// Here you can undo many of the changes made on entering the background.
}
public override void OnActivated (UIApplication application)
{
// Restart any tasks that were paused (or not yet started) while the application was inactive.
// If the application was previously in the background, optionally refresh the user interface.
}
public override void WillTerminate (UIApplication application)
{
// Called when the application is about to terminate. Save data, if needed. See also DidEnterBackground.
}
}
}
<?xml version="1.0" encoding="UTF-8" ?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
</dict>
</plist>
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDisplayName</key>
<string>Xamarin.iOS</string>
<key>CFBundleIdentifier</key>
<string>com.your-company.Xamarin.iOS</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1.0</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>MinimumOSVersion</key>
<string>8.1</string>
<key>UIDeviceFamily</key>
<array>
<integer>1</integer>
<integer>2</integer>
</array>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<key>UIMainStoryboardFile~ipad</key>
<string>Main</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>XSAppIconAssets</key>
<string>Resources/Images.xcassets/AppIcons.appiconset</string>
<key>XSLaunchImageAssets</key>
<string>Resources/Images.xcassets/LaunchImage.launchimage</string>
</dict>
</plist>
using System;
using System.Collections.Generic;
using System.Linq;
using Foundation;
using UIKit;
namespace Xamarin.iOS
{
public class Application
{
// This is the main entry point of the application.
static void Main (string[] args)
{
// if you want to use a different Application Delegate class from "AppDelegate"
// you can specify it here.
UIApplication.Main (args, null, "AppDelegate");
}
}
}
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="6750" systemVersion="14C109" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" initialViewController="BYZ-38-t0r">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="6735" />
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="tne-QT-ifu">
<objects>
<viewController id="BYZ-38-t0r" customClass="ViewController" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="y3c-jy-aDJ" />
<viewControllerLayoutGuide type="bottom" id="wfy-db-euE" />
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="8bC-Xf-vdC">
<rect key="frame" x="0.0" y="0.0" width="600" height="600" />
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES" />
<subviews>
<button opaque="NO" contentMode="scaleToFill" contentHorizontalAlignment="center" contentVerticalAlignment="center" buttonType="roundedRect" lineBreakMode="middleTruncation" translatesAutoresizingMaskIntoConstraints="NO" id="oBE-Ac-vcx">
<rect key="frame" x="224" y="285" width="152" height="30" />
<state key="normal" title="Hello World, Click Me!">
<color key="titleShadowColor" white="0.5" alpha="1" colorSpace="calibratedWhite" />
</state>
</button>
</subviews>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite" />
<constraints>
<constraint firstItem="oBE-Ac-vcx" firstAttribute="centerX" secondItem="8bC-Xf-vdC" secondAttribute="centerX" id="HiD-uS-i16" />
<constraint firstItem="oBE-Ac-vcx" firstAttribute="centerY" secondItem="8bC-Xf-vdC" secondAttribute="centerY" id="YgX-7e-bMc" />
</constraints>
</view>
<connections>
<outlet property="Button" destination="oBE-Ac-vcx" id="OkX-0Z-gth" />
</connections>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="dkx-z0-nzr" sceneMemberID="firstResponder" />
</objects>
</scene>
</scenes>
</document>
{
"images": [
{
"filename": "Icon-Small.png",
"size": "29x29",
"scale": "1x",
"idiom": "iphone"
},
{
"filename": "Icon-Small@2x.png",