using GodotTools.Core; using System.Collections.Generic; using System.Diagnostics; using System.IO; using System.Linq; using DotNet.Globbing; using Microsoft.Build.Construction; namespace GodotTools.ProjectEditor { 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); Debug.Assert(root != null); 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(); var existingFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs"); var 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 blob to avoid the following loop... foreach (var existingFile in existingFiles) { if (glob.IsMatch(existingFile)) { result.Add(existingFile); } } } } return result.ToArray(); } /// Simple function to make sure the Api assembly references are configured correctly public static void FixApiHintPath(string projectPath) { var root = ProjectRootElement.Open(projectPath); Debug.Assert(root != null); bool dirty = false; void AddPropertyIfNotPresent(string name, string condition, string value) { if (root.PropertyGroups .Any(g => (g.Condition == string.Empty || g.Condition == condition) && g.Properties .Any(p => p.Name == name && p.Value == value && (p.Condition == condition || g.Condition == condition)))) { return; } root.AddProperty(name, value).Condition = condition; dirty = true; } AddPropertyIfNotPresent(name: "ApiConfiguration", condition: " '$(Configuration)' != 'Release' ", value: "Debug"); AddPropertyIfNotPresent(name: "ApiConfiguration", condition: " '$(Configuration)' == 'Release' ", value: "Release"); void SetReferenceHintPath(string referenceName, string condition, string hintPath) { foreach (var itemGroup in root.ItemGroups.Where(g => g.Condition == string.Empty || g.Condition == condition)) { var references = itemGroup.Items.Where(item => item.ItemType == "Reference" && item.Include == referenceName && (item.Condition == condition || itemGroup.Condition == condition)); var referencesWithHintPath = references.Where(reference => reference.Metadata.Any(m => m.Name == "HintPath")); if (referencesWithHintPath.Any(reference => reference.Metadata .Any(m => m.Name == "HintPath" && m.Value == hintPath))) { // Found a Reference item with the right HintPath return; } var referenceWithHintPath = referencesWithHintPath.FirstOrDefault(); if (referenceWithHintPath != null) { // Found a Reference item with a wrong HintPath foreach (var metadata in referenceWithHintPath.Metadata.ToList() .Where(m => m.Name == "HintPath")) { // Safe to remove as we duplicate with ToList() to loop referenceWithHintPath.RemoveChild(metadata); } referenceWithHintPath.AddMetadata("HintPath", hintPath); dirty = true; return; } var referenceWithoutHintPath = references.FirstOrDefault(); if (referenceWithoutHintPath != null) { // Found a Reference item without a HintPath referenceWithoutHintPath.AddMetadata("HintPath", hintPath); dirty = true; return; } } // Found no Reference item at all. Add it. root.AddItem("Reference", referenceName).Condition = condition; dirty = true; } const string coreProjectName = "GodotSharp"; const string editorProjectName = "GodotSharpEditor"; const string coreCondition = ""; const string editorCondition = " '$(Configuration)' == 'Tools' "; var coreHintPath = $"$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/{coreProjectName}.dll"; var editorHintPath = $"$(ProjectDir)/.mono/assemblies/$(ApiConfiguration)/{editorProjectName}.dll"; SetReferenceHintPath(coreProjectName, coreCondition, coreHintPath); SetReferenceHintPath(editorProjectName, editorCondition, editorHintPath); if (dirty) root.Save(); } } }