ced77b1e9b
Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
100 lines
3.1 KiB
C#
100 lines
3.1 KiB
C#
using System;
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using GodotTools.Core;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.IO;
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using System.Linq;
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using Microsoft.Build.Construction;
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using Microsoft.Build.Globbing;
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namespace GodotTools.ProjectEditor
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{
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public sealed class MSBuildProject
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{
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internal ProjectRootElement Root { get; set; }
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public bool HasUnsavedChanges { get; set; }
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public void Save() => Root.Save();
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public MSBuildProject(ProjectRootElement root)
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{
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Root = root;
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}
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}
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public static class ProjectUtils
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{
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public static MSBuildProject Open(string path)
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{
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var root = ProjectRootElement.Open(path);
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return root != null ? new MSBuildProject(root) : null;
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}
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private static List<string> GetAllFilesRecursive(string rootDirectory, string mask)
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{
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string[] files = Directory.GetFiles(rootDirectory, mask, SearchOption.AllDirectories);
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// We want relative paths
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for (int i = 0; i < files.Length; i++)
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{
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files[i] = files[i].RelativeToPath(rootDirectory);
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}
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return new List<string>(files);
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}
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// NOTE: Assumes auto-including items. Only used by the scripts metadata generator, which will be replaced with source generators in the future.
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public static IEnumerable<string> GetIncludeFiles(string projectPath, string itemType)
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{
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var excluded = new List<string>();
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var includedFiles = GetAllFilesRecursive(Path.GetDirectoryName(projectPath), "*.cs");
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var root = ProjectRootElement.Open(projectPath);
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Debug.Assert(root != null);
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foreach (var item in root.Items)
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{
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if (string.IsNullOrEmpty(item.Condition))
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continue;
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if (item.ItemType != itemType)
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continue;
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string normalizedExclude = item.Exclude.NormalizePath();
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var glob = MSBuildGlob.Parse(normalizedExclude);
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excluded.AddRange(includedFiles.Where(includedFile => glob.IsMatch(includedFile)));
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}
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includedFiles.RemoveAll(f => excluded.Contains(f));
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return includedFiles;
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}
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public static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
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{
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var origRoot = project.Root;
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if (!string.IsNullOrEmpty(origRoot.Sdk))
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return;
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project.Root = ProjectGenerator.GenGameProject(projectName);
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project.Root.FullPath = origRoot.FullPath;
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project.HasUnsavedChanges = true;
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}
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public static void EnsureGodotSdkIsUpToDate(MSBuildProject project)
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{
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var root = project.Root;
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string godotSdkAttrValue = ProjectGenerator.GodotSdkAttrValue;
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if (!string.IsNullOrEmpty(root.Sdk) && root.Sdk.Trim().Equals(godotSdkAttrValue, StringComparison.OrdinalIgnoreCase))
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return;
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root.Sdk = godotSdkAttrValue;
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project.HasUnsavedChanges = true;
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}
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}
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}
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