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- using GodotTools.Core;
- using System.Collections.Generic;
- using System.IO;
- 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);
- 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 blob to avoid the following loop...
- foreach (var existingFile in existingFiles)
- {
- if (glob.IsMatch(existingFile))
- {
- result.Add(existingFile);
- }
- }
- }
- }
- return result.ToArray();
- }
- }
- }
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