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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2020-07-20 15:48:12 +0200
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2020-07-25 19:22:01 +0200
commitced77b1e9b5ffe0eb66de3d730d8583d12366c91 (patch)
tree2e5bd7cd61f07fbb1cfb0e2e8762f7fe39977d0a /modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectExtensions.cs
parent0cd98ec7e13038d09a77cf821e930be79026f943 (diff)
downloadredot-engine-ced77b1e9b5ffe0eb66de3d730d8583d12366c91.tar.gz
C#: Switch games to MSBuild Sdks and .NET Standard
Godot.NET.Sdk ------------- Godot uses its own custom MSBuild Sdk for game projects. This new Sdk adds its own functionality on top of 'Microsoft.NET.Sdk'. The new Sdk is resolved from the NuGet package. All the default boilerplate was moved from game projects to the Sdk. The default csproj for game project can now be as simple as: ``` <Project Sdk="Godot.NET.Sdk/4.0.0-dev2"> <PropertyGroup> <TargetFramework>netstandard2.1</TargetFramework> </PropertyGroup> </Project> ``` Source files are included by automatically so Godot no longer needs to keep the csproj in sync when creating new source files. Define constants ---------------- Godot defines a list of constants for conditional compilation. When exporting games, this list also included engine 'features' and platform 'bits'. There were a few problems with that: - The 'features' constants were only defined when exporting games. Not when building the game for running in the editor player. - If the project was built externally by an IDE, the constants wouldn't be defined at all. The new Sdk assigns default values to these constants when not built from the Godot editor, i.e.: when built from an IDE or from the command line. The default define constants are determined from the system MSBuild is running on. However, it's not possible for MSBuild to determine the set of supported engine features. It's also not possible to determine if a project is being built to run on a 32-bit or 64-bit Godot executable. As such the 'features' and 'bits' constants had to be removed. The benefit of checking those at compile time was questionable, and they can still be checked at runtime. The new list of define constants includes: - GODOT - GODOT_<PLATFORM> Defaults to the platform MSBuild is running on. - GODOT_<PC/MOBILE/WEB> - TOOLS When building with the 'Debug' configuration (editor and editor player). - GODOT_REAL_T_IS_DOUBLE Not defined by default unless $(GodotRealTIsDouble) is overriden to be 'true'. .NET Standard ------------- The target framework of game projects was changed to 'netstandard2.1'.
Diffstat (limited to 'modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectExtensions.cs')
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diff --git a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectExtensions.cs b/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectExtensions.cs
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index 704f2ec194..0000000000
--- a/modules/mono/editor/GodotTools/GodotTools.ProjectEditor/ProjectExtensions.cs
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@@ -1,118 +0,0 @@
-using GodotTools.Core;
-using System;
-using System.Collections.Generic;
-using System.IO;
-using Microsoft.Build.Construction;
-using Microsoft.Build.Globbing;
-
-namespace GodotTools.ProjectEditor
-{
- public static class ProjectExtensions
- {
- public static ProjectItemElement FindItemOrNull(this ProjectRootElement root, string itemType, string include, bool noCondition = false)
- {
- string normalizedInclude = include.NormalizePath();
-
- foreach (var itemGroup in root.ItemGroups)
- {
- if (noCondition && itemGroup.Condition.Length != 0)
- continue;
-
- foreach (var item in itemGroup.Items)
- {
- if (item.ItemType != itemType)
- continue;
-
- //var glob = Glob.Parse(item.Include.NormalizePath(), globOptions);
- var glob = MSBuildGlob.Parse(item.Include.NormalizePath());
-
- if (glob.IsMatch(normalizedInclude))
- return item;
- }
- }
-
- return null;
- }
- public static ProjectItemElement FindItemOrNullAbs(this ProjectRootElement root, string itemType, string include, bool noCondition = false)
- {
- string normalizedInclude = Path.GetFullPath(include).NormalizePath();
-
- foreach (var itemGroup in root.ItemGroups)
- {
- if (noCondition && itemGroup.Condition.Length != 0)
- continue;
-
- foreach (var item in itemGroup.Items)
- {
- if (item.ItemType != itemType)
- continue;
-
- var glob = MSBuildGlob.Parse(Path.GetFullPath(item.Include).NormalizePath());
-
- if (glob.IsMatch(normalizedInclude))
- return item;
- }
- }
-
- return null;
- }
-
- public static IEnumerable<ProjectItemElement> FindAllItemsInFolder(this ProjectRootElement root, string itemType, string folder)
- {
- string absFolderNormalizedWithSep = Path.GetFullPath(folder).NormalizePath() + Path.DirectorySeparatorChar;
-
- foreach (var itemGroup in root.ItemGroups)
- {
- foreach (var item in itemGroup.Items)
- {
- if (item.ItemType != itemType)
- continue;
-
- string absPathNormalized = Path.GetFullPath(item.Include).NormalizePath();
-
- if (absPathNormalized.StartsWith(absFolderNormalizedWithSep))
- yield return item;
- }
- }
- }
-
- public static bool HasItem(this ProjectRootElement root, string itemType, string include, bool noCondition = false)
- {
- return root.FindItemOrNull(itemType, include, noCondition) != null;
- }
-
- public static bool AddItemChecked(this ProjectRootElement root, string itemType, string include)
- {
- if (!root.HasItem(itemType, include, noCondition: true))
- {
- root.AddItem(itemType, include);
- return true;
- }
-
- return false;
- }
-
- public static bool RemoveItemChecked(this ProjectRootElement root, string itemType, string include)
- {
- var item = root.FindItemOrNullAbs(itemType, include);
- if (item != null)
- {
- item.Parent.RemoveChild(item);
- return true;
- }
-
- return false;
- }
-
- public static Guid GetGuid(this ProjectRootElement root)
- {
- foreach (var property in root.Properties)
- {
- if (property.Name == "ProjectGuid")
- return Guid.Parse(property.Value);
- }
-
- return Guid.Empty;
- }
- }
-}