--- /dev/null
+/bin/
+/assets/game/
+/gen/
+/.classpath
+/.project
+/.settings
--- /dev/null
+<?xml version="1.0" encoding="utf-8"?>
+<manifest xmlns:android="http://schemas.android.com/apk/res/android"
+ package="de.cweiske.ouya.gamelauncher"
+ android:versionCode="1"
+ android:versionName="1.0">
+ <uses-sdk android:minSdkVersion="16"/>
+ <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"/>
+ <application android:label="FIXME_GAMETITLE">
+ <activity android:name=".LaunchGameActivity"
+ android:label="FIXME_GAMETITLE"
+ android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN"/>
+ <category android:name="android.intent.category.LAUNCHER"/>
+ <category android:name="tv.ouya.intent.category.GAME"/>
+ </intent-filter>
+ </activity>
+ <activity android:name=".GameActivity"
+ android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen"/>
+ </application>
+</manifest>
--- /dev/null
+*******************************
+Generic OUYA SNES game launcher
+*******************************
+Based on this code you can pack up a SNES game and make it
+available in the OUYA launcher, just as a normal game.
+
+When running it, the game file is extracted and
+`Snes9x EX+`__ is started with it.
+
+__ http://www.explusalpha.com/home/snes9x-ex
+
+
+Configuring
+===========
+Things to adjust:
+
+- Put the game file into ``assets/game/``
+- Replace ``FIXME_ASSETFILENAME`` in
+ ``src/de/cweiske/ouya/gamelauncher/LaunchGameActivity.java``
+ with the game file name (name, not path).
+- Replace ``FIXME_GAMETITLE`` in ``AndroidManifest.xml`` with
+ the game's name.
+- You should also adjust the package path, otherwise one game
+ overwrites the other
--- /dev/null
+# This file is used to override default values used by the Ant build system.
+#
+# This file must be checked into Version Control Systems, as it is
+# integral to the build system of your project.
+
+# This file is only used by the Ant script.
+
+# You can use this to override default values such as
+# 'source.dir' for the location of your java source folder and
+# 'out.dir' for the location of your output folder.
+
+# You can also use it define how the release builds are signed by declaring
+# the following properties:
+# 'key.store' for the location of your keystore and
+# 'key.alias' for the name of the key to use.
+# The password will be asked during the build when you use the 'release' target.
+
--- /dev/null
+<?xml version="1.0" encoding="UTF-8"?>
+<!--
+ * Copyright (C) 2012 OUYA, Inc.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+-->
+<project name="game_sample" default="help">
+
+ <!-- The local.properties file is created and updated by the 'android' tool.
+ It contains the path to the SDK. It should *NOT* be checked into
+ Version Control Systems. -->
+ <property file="local.properties"/>
+
+ <!-- The ant.properties file can be created by you. It is only edited by the
+ 'android' tool to add properties to it.
+ This is the place to change some Ant specific build properties.
+ Here are some properties you may want to change/update:
+
+ source.dir
+ The name of the source directory. Default is 'src'.
+ out.dir
+ The name of the output directory. Default is 'bin'.
+
+ For other overridable properties, look at the beginning of the rules
+ files in the SDK, at tools/ant/build.xml
+
+ Properties related to the SDK location or the project target should
+ be updated using the 'android' tool with the 'update' action.
+
+ This file is an integral part of the build system for your
+ application and should be checked into Version Control Systems.
+
+ -->
+ <property file="ant.properties"/>
+
+ <!-- if sdk.dir was not set from one of the property file, then
+ get it from the ANDROID_HOME env var.
+ This must be done before we load project.properties since
+ the proguard config can use sdk.dir -->
+ <property environment="env"/>
+ <condition property="sdk.dir" value="${env.ANDROID_HOME}">
+ <isset property="env.ANDROID_HOME"/>
+ </condition>
+
+ <!-- The project.properties file is created and updated by the 'android'
+ tool, as well as ADT.
+
+ This contains project specific properties such as project target, and library
+ dependencies. Lower level build properties are stored in ant.properties
+ (or in .classpath for Eclipse projects).
+
+ This file is an integral part of the build system for your
+ application and should be checked into Version Control Systems. -->
+ <loadproperties srcFile="project.properties"/>
+
+ <!-- quick check on sdk.dir -->
+ <fail
+ message="sdk.dir is missing. Make sure to generate local.properties using 'android update project' or to inject it through the ANDROID_HOME environment variable."
+ unless="sdk.dir"
+ />
+
+ <!--
+ Import per project custom build rules if present at the root of the project.
+ This is the place to put custom intermediary targets such as:
+ -pre-build
+ -pre-compile
+ -post-compile (This is typically used for code obfuscation.
+ Compiled code location: ${out.classes.absolute.dir}
+ If this is not done in place, override ${out.dex.input.absolute.dir})
+ -post-package
+ -post-build
+ -pre-clean
+ -->
+ <import file="custom_rules.xml" optional="true"/>
+
+ <!-- Import the actual build file.
+
+ To customize existing targets, there are two options:
+ - Customize only one target:
+ - copy/paste the target into this file, *before* the
+ <import> task.
+ - customize it to your needs.
+ - Customize the whole content of build.xml
+ - copy/paste the content of the rules files (minus the top node)
+ into this file, replacing the <import> task.
+ - customize to your needs.
+
+ ***********************
+ ****** IMPORTANT ******
+ ***********************
+ In all cases you must update the value of version-tag below to read 'custom' instead of an integer,
+ in order to avoid having your file be overridden by tools such as "android update project"
+ -->
+ <!-- version-tag: 1 -->
+ <import file="${sdk.dir}/tools/ant/build.xml"/>
+
+</project>
--- /dev/null
+# This file is automatically generated by Android Tools.
+# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
+#
+# This file must be checked in Version Control Systems.
+#
+# To customize properties used by the Ant build system edit
+# "ant.properties", and override values to adapt the script to your
+# project structure.
+#
+# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
+#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
+
+# Project target.
+target=android-16
+
--- /dev/null
+/*
+ * Copyright (C) 2012 OUYA, Inc.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package de.cweiske.ouya.gamelauncher;
+
+import java.io.File;
+import java.io.FileOutputStream;
+import java.io.IOException;
+import java.io.InputStream;
+import java.io.OutputStream;
+
+import android.app.Activity;
+import android.content.ComponentName;
+import android.content.Intent;
+import android.content.res.AssetManager;
+import android.net.Uri;
+import android.os.Bundle;
+import android.os.Environment;
+
+public class LaunchGameActivity extends Activity
+{
+ String assetFilename = "FIXME_ASSETFILENAME";
+
+ /**
+ * Called when the activity is first created.
+ */
+ @Override
+ public void onCreate(Bundle savedInstanceState)
+ {
+ super.onCreate(savedInstanceState);
+
+ File extractedFile = extractFile(this.assetFilename);
+ if (extractedFile == null) {
+ System.err.println("Failed to extract file " + this.assetFilename);
+ finish();
+ return;
+ }
+
+ Intent intent = new Intent();
+ intent.setComponent(new ComponentName("com.explusalpha.Snes9xPlus", "com.imagine.BaseActivity"));
+ intent.setAction("android.intent.action.VIEW");
+ intent.setData(Uri.fromFile(extractedFile));
+
+ startActivity(intent);
+ finish();
+ return;
+ }
+
+ protected File extractFile(String assetFilename)
+ {
+ //File cacheDir = this.getExternalCacheDir();
+ //File cacheDir = getExternalFilesDir(null);
+ File cacheDir = Environment.getExternalStorageDirectory();
+ if (cacheDir == null) {
+ return null;
+ }
+ File dir = new File(
+ cacheDir.toString()
+ + File.separator
+ + "gamelauncher"
+ );
+ if (!dir.exists()) {
+ dir.mkdirs();
+ }
+
+ File targetFile = new File(dir.toString() + File.separator + assetFilename);
+ if (targetFile.exists()) {
+ return targetFile;
+ }
+
+ AssetManager assetManager = this.getAssets();
+ try {
+ InputStream in = assetManager.open("game/" + assetFilename);
+ copyFile(in, new FileOutputStream(targetFile));
+ return targetFile;
+ } catch (IOException e) {
+ e.printStackTrace();
+ }
+ return null;
+ }
+
+ protected void copyFile(InputStream in, OutputStream out) throws IOException
+ {
+ byte[] buffer = new byte[1024];
+ int read;
+ while((read = in.read(buffer)) != -1){
+ out.write(buffer, 0, read);
+ }
+ }
+}