ProjectUtils.cs 1.6 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 void MSBuildLocatorRegisterDefaults()
  18. => Microsoft.Build.Locator.MSBuildLocator.RegisterDefaults();
  19. public static MSBuildProject Open(string path)
  20. {
  21. var root = ProjectRootElement.Open(path);
  22. return root != null ? new MSBuildProject(root) : null;
  23. }
  24. public static void MigrateToProjectSdksStyle(MSBuildProject project, string projectName)
  25. {
  26. var origRoot = project.Root;
  27. if (!string.IsNullOrEmpty(origRoot.Sdk))
  28. return;
  29. project.Root = ProjectGenerator.GenGameProject(projectName);
  30. project.Root.FullPath = origRoot.FullPath;
  31. project.HasUnsavedChanges = true;
  32. }
  33. public static void EnsureGodotSdkIsUpToDate(MSBuildProject project)
  34. {
  35. var root = project.Root;
  36. string godotSdkAttrValue = ProjectGenerator.GodotSdkAttrValue;
  37. if (!string.IsNullOrEmpty(root.Sdk) &&
  38. root.Sdk.Trim().Equals(godotSdkAttrValue, StringComparison.OrdinalIgnoreCase))
  39. return;
  40. root.Sdk = godotSdkAttrValue;
  41. project.HasUnsavedChanges = true;
  42. }
  43. }
  44. }