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

60 lines
2.0 KiB
C#

using System;
using System.Globalization;
using System.IO;
using System.Text;
using Microsoft.Build.Construction;
using Microsoft.Build.Evaluation;
using GodotTools.Shared;
namespace GodotTools.ProjectEditor
{
public static class ProjectGenerator
{
public static string GodotSdkAttrValue => $"Godot.NET.Sdk/{GeneratedGodotNupkgsVersions.GodotNETSdk}";
public static ProjectRootElement GenGameProject(string name)
{
if (name.Length == 0)
throw new ArgumentException("Project name is empty.", nameof(name));
var root = ProjectRootElement.Create(NewProjectFileOptions.None);
root.Sdk = GodotSdkAttrValue;
var mainGroup = root.AddPropertyGroup();
mainGroup.AddProperty("TargetFramework", "net6.0");
var net7 = mainGroup.AddProperty("TargetFramework", "net7.0");
net7.Condition = " '$(GodotTargetPlatform)' == 'android' ";
var net8 = mainGroup.AddProperty("TargetFramework", "net8.0");
net8.Condition = " '$(GodotTargetPlatform)' == 'ios' ";
mainGroup.AddProperty("EnableDynamicLoading", "true");
string sanitizedName = IdentifierUtils.SanitizeQualifiedIdentifier(name, allowEmptyIdentifiers: true);
// If the name is not a valid namespace, manually set RootNamespace to a sanitized one.
if (sanitizedName != name)
mainGroup.AddProperty("RootNamespace", sanitizedName);
return root;
}
public static string GenAndSaveGameProject(string dir, string name)
{
if (name.Length == 0)
throw new ArgumentException("Project name is empty.", nameof(name));
string path = Path.Combine(dir, name + ".csproj");
var root = GenGameProject(name);
// Save (without BOM)
root.Save(path, new UTF8Encoding(encoderShouldEmitUTF8Identifier: false));
return Guid.NewGuid().ToString().ToUpperInvariant();
}
}
}