godot/modules/mono/editor/GodotSharpTools/Project/ProjectUtils.cs

72 lines
2.3 KiB
C#

using System.Collections.Generic;
using System.IO;
using DotNet.Globbing;
using Microsoft.Build.Construction;
namespace GodotSharpTools.Project
{
public static class ProjectUtils
{
public static void AddItemToProjectChecked(string projectPath, string itemType, string include)
{
var dir = Directory.GetParent(projectPath).FullName;
var root = ProjectRootElement.Open(projectPath);
var normalizedInclude = include.RelativeToPath(dir).Replace("/", "\\");
if (root.AddItemChecked(itemType, normalizedInclude))
root.Save();
}
private static 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 files;
}
public static string[] GetIncludeFiles(string projectPath, string itemType)
{
var result = new List<string>();
var existingFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs");
GlobOptions globOptions = new GlobOptions();
globOptions.Evaluation.CaseInsensitive = false;
var root = ProjectRootElement.Open(projectPath);
foreach (var itemGroup in root.ItemGroups)
{
if (itemGroup.Condition.Length != 0)
continue;
foreach (var item in itemGroup.Items)
{
if (item.ItemType != itemType)
continue;
string normalizedInclude = item.Include.NormalizePath();
var glob = Glob.Parse(normalizedInclude, globOptions);
// TODO Check somehow if path has no blog to avoid the following loop...
foreach (var existingFile in existingFiles)
{
if (glob.IsMatch(existingFile))
{
result.Add(existingFile);
}
}
}
}
return result.ToArray();
}
}
}