ProjectUtils.cs 1.5 KB

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  1. using System;
  2. using Microsoft.Build.Construction;
  3. namespace GodotTools.ProjectEditor
  4. {
  5. public sealed class MSBuildProject
  6. {
  7. internal ProjectRootElement Root { get; set; }
  8. public bool HasUnsavedChanges { get; set; }
  9. public void Save() => Root.Save();
  10. public MSBuildProject(ProjectRootElement root)
  11. {
  12. Root = root;
  13. }
  14. }
  15. public static class ProjectUtils
  16. {
  17. public static MSBuildProject Open(string path)
  18. {
  19. var root = ProjectRootElement.Open(path);
  20. return root != null ? new MSBuildProject(root) : null;
  21. }
  22. public static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
  23. {
  24. var origRoot = project.Root;
  25. if (!string.IsNullOrEmpty(origRoot.Sdk))
  26. return;
  27. project.Root = ProjectGenerator.GenGameProject(projectName);
  28. project.Root.FullPath = origRoot.FullPath;
  29. project.HasUnsavedChanges = true;
  30. }
  31. public static void EnsureGodotSdkIsUpToDate(MSBuildProject project)
  32. {
  33. var root = project.Root;
  34. string godotSdkAttrValue = ProjectGenerator.GodotSdkAttrValue;
  35. if (!string.IsNullOrEmpty(root.Sdk) && root.Sdk.Trim().Equals(godotSdkAttrValue, StringComparison.OrdinalIgnoreCase))
  36. return;
  37. root.Sdk = godotSdkAttrValue;
  38. project.HasUnsavedChanges = true;
  39. }
  40. }
  41. }