217 lines
7.1 KiB
C#
217 lines
7.1 KiB
C#
// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
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using System;
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using System.IO;
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using System.Collections.Generic;
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using FlaxEngine;
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using Newtonsoft.Json;
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namespace FlaxEditor
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{
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/// <summary>
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/// Contains information about Flax project.
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/// </summary>
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public sealed class ProjectInfo
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{
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private static List<ProjectInfo> _projectsCache;
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/// <summary>
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/// The project reference.
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/// </summary>
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public class Reference
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{
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/// <summary>
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/// The referenced project name.
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/// </summary>
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public string Name;
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/// <summary>
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/// The referenced project.
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/// </summary>
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[NonSerialized]
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public ProjectInfo Project;
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/// <inheritdoc />
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public override string ToString()
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{
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return Name;
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}
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}
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/// <summary>
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/// The project name.
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/// </summary>
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public string Name;
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/// <summary>
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/// The project file path.
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/// </summary>
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[NonSerialized]
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public string ProjectPath;
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/// <summary>
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/// The project root folder path.
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/// </summary>
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[NonSerialized]
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public string ProjectFolderPath;
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/// <summary>
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/// The project version.
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/// </summary>
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public Version Version;
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/// <summary>
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/// The project publisher company.
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/// </summary>
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public string Company = string.Empty;
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/// <summary>
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/// The project copyright note.
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/// </summary>
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public string Copyright = string.Empty;
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/// <summary>
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/// The name of the build target to use for the game building (final, cooked game code).
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/// </summary>
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public string GameTarget;
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/// <summary>
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/// The name of the build target to use for the game in editor building (editor game code).
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/// </summary>
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public string EditorTarget;
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/// <summary>
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/// The project references.
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/// </summary>
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public Reference[] References = new Reference[0];
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/// <summary>
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/// The default scene asset identifier to open on project startup.
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/// </summary>
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public string DefaultScene;
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/// <summary>
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/// The default scene spawn point (position and view direction).
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/// </summary>
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public Ray DefaultSceneSpawn;
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/// <summary>
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/// The minimum version supported by this project.
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/// </summary>
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public Version MinEngineVersion;
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/// <summary>
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/// The user-friendly nickname of the engine installation to use when opening the project. Can be used to open game project with a custom engine distributed for team members. This value must be the same in engine and game projects to be paired.
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/// </summary>
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public string EngineNickname;
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/// <summary>
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/// Gets all projects including this project, it's references and their references (any deep level of references).
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/// </summary>
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/// <returns>The collection of projects.</returns>
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public HashSet<ProjectInfo> GetAllProjects()
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{
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var result = new HashSet<ProjectInfo>();
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GetAllProjects(result);
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return result;
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}
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private void GetAllProjects(HashSet<ProjectInfo> result)
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{
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result.Add(this);
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foreach (var reference in References)
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reference.Project.GetAllProjects(result);
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}
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/// <summary>
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/// Saves the project file.
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/// </summary>
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public void Save()
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{
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var contents = FlaxEngine.Json.JsonSerializer.Serialize(this);
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File.WriteAllText(ProjectPath, contents);
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}
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/// <summary>
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/// Loads the project from the specified file.
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/// </summary>
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/// <param name="path">The path.</param>
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/// <returns>The loaded project.</returns>
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public static ProjectInfo Load(string path)
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{
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// Try to reuse loaded file
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path = StringUtils.RemovePathRelativeParts(path);
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if (_projectsCache == null)
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_projectsCache = new List<ProjectInfo>();
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for (int i = 0; i < _projectsCache.Count; i++)
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{
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if (_projectsCache[i].ProjectPath == path)
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return _projectsCache[i];
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}
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try
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{
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// Load
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var contents = File.ReadAllText(path);
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var project = JsonConvert.DeserializeObject<ProjectInfo>(contents);
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project.ProjectPath = path;
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project.ProjectFolderPath = StringUtils.NormalizePath(Path.GetDirectoryName(path));
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// Process project data
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if (string.IsNullOrEmpty(project.Name))
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throw new Exception("Missing project name.");
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if (project.Version == null)
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project.Version = new Version(1, 0);
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if (project.Version.Revision == 0)
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project.Version = new Version(project.Version.Major, project.Version.Minor, project.Version.Build);
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if (project.Version.Build == 0 && project.Version.Revision == -1)
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project.Version = new Version(project.Version.Major, project.Version.Minor);
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foreach (var reference in project.References)
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{
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string referencePath;
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if (reference.Name.StartsWith("$(EnginePath)"))
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{
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// Relative to engine root
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referencePath = Path.Combine(Globals.StartupFolder, reference.Name.Substring(14));
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}
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else if (reference.Name.StartsWith("$(ProjectPath)"))
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{
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// Relative to project root
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referencePath = Path.Combine(project.ProjectFolderPath, reference.Name.Substring(15));
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}
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else if (Path.IsPathRooted(reference.Name))
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{
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// Relative to workspace
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referencePath = Path.Combine(Environment.CurrentDirectory, reference.Name);
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}
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else
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{
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// Absolute
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referencePath = reference.Name;
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}
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// Load referenced project
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reference.Project = Load(referencePath);
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}
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// Project loaded
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Editor.Log($"Loaded project {project.Name}, version {project.Version}");
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_projectsCache.Add(project);
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return project;
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}
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catch
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{
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// Failed to load project
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Editor.LogError("Failed to load project \"" + path + "\".");
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throw;
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}
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}
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/// <inheritdoc />
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public override string ToString()
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{
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return $"{Name} ({ProjectPath})";
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}
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}
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}
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