f9a67ee9da
We're targeting .NET 5 for now to make development easier while .NET 6 is not yet released. TEMPORARY REGRESSIONS --------------------- Assembly unloading is not implemented yet. As such, many Godot resources are leaked at exit. This will be re-implemented later together with assembly hot-reloading.
56 lines
1.6 KiB
C#
56 lines
1.6 KiB
C#
using System;
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using Microsoft.Build.Construction;
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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 void MSBuildLocatorRegisterDefaults()
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=> Microsoft.Build.Locator.MSBuildLocator.RegisterDefaults();
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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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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) &&
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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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