c3954441f3
This is a cherry-pick of
ced77b1e9b
with several 3.2 specific alterations.
There are a lot of build issues coming from
old style projects. At this point fixing every
single one of those would require adding patch
after patch to the project file, which is a
considerable amount work and makes the csproj
even more bloated than it already is.
As such I decided this effort would be better
spent back-porting the Sdk style support that's
already available in 4.0-dev to the 3.2 branch.
This will prevent many issues, but it will also
introduce other benefits, among them:
- While target framework stays as .NET Framework
v4.7.2, it can be changed to .NET Standard 2.0
or greater if desired.
- It makes it much easier to add future patches.
They are added to Godot.NET.Sdk and the only
change required in Godot code is to update the
Sdk version to use.
- Default Godot define constants are also
backported, which fixes IDE issues with the
preprocessor.
There are a few differences in the changes
applied during patching of the csproj compared
to 4.0 with the purpose of preventing breaking
builds:
- 'TargetFramework' stays net472 both for new
projects and when importing old ones. It can
be manually changed to netstandard 2.0+ if
desired though.
The following features are enabled by default for
new projects. Enabling them in imported projects
may result in errors that must be fixed manually:
- 'EnableDefaultCompileItems' is disabled as it
can result in undesired C# source files being
included. Existing include items are kept.
As long as 'EnableDefaultCompileItems' remains
disabled, Godot will continue taking care of
adding and removing C# files to the csproj.
- 'GenerateAssemblyInfo' is disabled as it
guarantees a build error because of conflicts
between the existing 'AssemblyInfo.cs' and the
auto-generated one.
- 'Deterministic' is disabled because it doesn't
like wildcards in the assembly version (1.0.*)
that was in the old 'AssemblyInfo.cs'.
Of importance:
This is a breaking change. A great effort was
put in avoiding build errors after upgrading a
project, but there may still be exceptions.
This also breaks forward compatibility. Projects
opened with Godot 3.2.3 won't work out of the box
with older Godot versions. This was already the
case with changes introduced in 3.2.2.
Albeit C# support in 3.2.x was still labeled as
alpha, we've been trying to treat it as stable
for some time. Still the amount of problems this
change solves justifies it, but no more changes
that break project compatibility are to be
introduced from now on (at least for 3.x).
133 lines
4.4 KiB
C#
133 lines
4.4 KiB
C#
using GodotTools.Core;
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using System;
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using System.Collections.Generic;
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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 static class ProjectExtensions
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{
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public static ProjectItemElement FindItemOrNull(this ProjectRootElement root, string itemType, string include, bool noCondition = false)
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{
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string normalizedInclude = include.NormalizePath();
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foreach (var itemGroup in root.ItemGroups)
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{
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if (noCondition && itemGroup.Condition.Length != 0)
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continue;
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foreach (var item in itemGroup.Items)
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{
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if (item.ItemType != itemType)
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continue;
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var glob = MSBuildGlob.Parse(item.Include.NormalizePath());
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if (glob.IsMatch(normalizedInclude))
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return item;
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}
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}
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return null;
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}
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public static ProjectItemElement FindItemOrNullAbs(this ProjectRootElement root, string itemType, string include, bool noCondition = false)
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{
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string normalizedInclude = Path.GetFullPath(include).NormalizePath();
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foreach (var itemGroup in root.ItemGroups)
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{
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if (noCondition && itemGroup.Condition.Length != 0)
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continue;
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foreach (var item in itemGroup.Items)
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{
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if (item.ItemType != itemType)
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continue;
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var glob = MSBuildGlob.Parse(Path.GetFullPath(item.Include).NormalizePath());
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if (glob.IsMatch(normalizedInclude))
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return item;
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}
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}
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return null;
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}
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public static IEnumerable<ProjectItemElement> FindAllItemsInFolder(this ProjectRootElement root, string itemType, string folder)
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{
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string absFolderNormalizedWithSep = Path.GetFullPath(folder).NormalizePath() + Path.DirectorySeparatorChar;
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foreach (var itemGroup in root.ItemGroups)
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{
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foreach (var item in itemGroup.Items)
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{
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if (item.ItemType != itemType)
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continue;
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string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
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if (absPathNormalized.StartsWith(absFolderNormalizedWithSep))
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yield return item;
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}
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}
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}
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public static bool HasItem(this ProjectRootElement root, string itemType, string include, bool noCondition = false)
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{
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return root.FindItemOrNull(itemType, include, noCondition) != null;
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}
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public static bool AddItemChecked(this ProjectRootElement root, string itemType, string include)
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{
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if (!root.HasItem(itemType, include, noCondition: true))
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{
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root.AddItem(itemType, include);
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return true;
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}
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return false;
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}
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public static bool RemoveItemChecked(this ProjectRootElement root, string itemType, string include)
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{
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var item = root.FindItemOrNullAbs(itemType, include);
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if (item != null)
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{
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item.Parent.RemoveChild(item);
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return true;
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}
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return false;
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}
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public static Guid GetGuid(this ProjectRootElement root)
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{
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foreach (var property in root.Properties)
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{
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if (property.Name == "ProjectGuid")
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return Guid.Parse(property.Value);
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}
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return Guid.Empty;
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}
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public static bool AreDefaultCompileItemsEnabled(this ProjectRootElement root)
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{
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var enableDefaultCompileItemsProps = root.PropertyGroups
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.Where(g => string.IsNullOrEmpty(g.Condition))
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.SelectMany(g => g.Properties
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.Where(p => p.Name == "EnableDefaultCompileItems" && string.IsNullOrEmpty(p.Condition)));
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bool enableDefaultCompileItems = true;
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foreach (var prop in enableDefaultCompileItemsProps)
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enableDefaultCompileItems = prop.Value.Equals("true", StringComparison.OrdinalIgnoreCase);
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return enableDefaultCompileItems;
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}
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}
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}
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