godot/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectUtils.cs

100 lines
3.1 KiB
C#

using System;
using GodotTools.Core;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using System.Linq;
using Microsoft.Build.Construction;
using Microsoft.Build.Globbing;
namespace GodotTools.ProjectEditor
{
public sealed class MSBuildProject
{
internal ProjectRootElement Root { get; set; }
public bool HasUnsavedChanges { get; set; }
public void Save() => Root.Save();
public MSBuildProject(ProjectRootElement root)
{
Root = root;
}
}
public static class ProjectUtils
{
public static MSBuildProject Open(string path)
{
var root = ProjectRootElement.Open(path);
return root != null ? new MSBuildProject(root) : null;
}
private static List<string> GetAllFilesRecursive(string rootDirectory, string mask)
{
string[] files = Directory.GetFiles(rootDirectory, mask, SearchOption.AllDirectories);
// We want relative paths
for (int i = 0; i < files.Length; i++)
{
files[i] = files[i].RelativeToPath(rootDirectory);
}
return new List<string>(files);
}
// NOTE: Assumes auto-including items. Only used by the scripts metadata generator, which will be replaced with source generators in the future.
public static IEnumerable<string> GetIncludeFiles(string projectPath, string itemType)
{
var excluded = new List<string>();
var includedFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs");
var root = ProjectRootElement.Open(projectPath);
Debug.Assert(root != null);
foreach (var item in root.Items)
{
if (string.IsNullOrEmpty(item.Condition))
continue;
if (item.ItemType != itemType)
continue;
string normalizedRemove = item.Remove.NormalizePath();
var glob = MSBuildGlob.Parse(normalizedRemove);
excluded.AddRange(includedFiles.Where(includedFile => glob.IsMatch(includedFile)));
}
includedFiles.RemoveAll(f => excluded.Contains(f));
return includedFiles;
}
public static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
{
var origRoot = project.Root;
if (!string.IsNullOrEmpty(origRoot.Sdk))
return;
project.Root = ProjectGenerator.GenGameProject(projectName);
project.Root.FullPath = origRoot.FullPath;
project.HasUnsavedChanges = true;
}
public static void EnsureGodotSdkIsUpToDate(MSBuildProject project)
{
var root = project.Root;
string godotSdkAttrValue = ProjectGenerator.GodotSdkAttrValue;
if (!string.IsNullOrEmpty(root.Sdk) && root.Sdk.Trim().Equals(godotSdkAttrValue, StringComparison.OrdinalIgnoreCase))
return;
root.Sdk = godotSdkAttrValue;
project.HasUnsavedChanges = true;
}
}
}