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Merge pull request #40595 from neikeq/godot-net-sdk-and-net-standard
C#: Switch games to MSBuild Sdks and .NET Standard
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Microsoft Visual Studio Solution File, Format Version 12.00 | ||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Godot.NET.Sdk", "Godot.NET.Sdk\Godot.NET.Sdk.csproj", "{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}" | ||
EndProject | ||
Global | ||
GlobalSection(SolutionConfigurationPlatforms) = preSolution | ||
Debug|Any CPU = Debug|Any CPU | ||
Release|Any CPU = Release|Any CPU | ||
EndGlobalSection | ||
GlobalSection(ProjectConfigurationPlatforms) = postSolution | ||
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Debug|Any CPU.ActiveCfg = Debug|Any CPU | ||
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Debug|Any CPU.Build.0 = Debug|Any CPU | ||
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Release|Any CPU.ActiveCfg = Release|Any CPU | ||
{31B00BFA-DEA1-42FA-A472-9E54A92A8A5F}.Release|Any CPU.Build.0 = Release|Any CPU | ||
EndGlobalSection | ||
EndGlobal |
35 changes: 35 additions & 0 deletions
35
modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.csproj
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<Project Sdk="Microsoft.Build.NoTargets/2.0.1"> | ||
<PropertyGroup> | ||
<TargetFramework>netstandard2.0</TargetFramework> | ||
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<Description>MSBuild .NET Sdk for Godot projects.</Description> | ||
<Authors>Godot Engine contributors</Authors> | ||
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<PackageId>Godot.NET.Sdk</PackageId> | ||
<Version>4.0.0</Version> | ||
<PackageVersion>4.0.0-dev2</PackageVersion> | ||
<PackageProjectUrl>https://github.com/godotengine/godot/tree/master/modules/mono/editor/Godot.NET.Sdk</PackageProjectUrl> | ||
<PackageType>MSBuildSdk</PackageType> | ||
<PackageTags>MSBuildSdk</PackageTags> | ||
<GeneratePackageOnBuild>true</GeneratePackageOnBuild> | ||
</PropertyGroup> | ||
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<PropertyGroup> | ||
<NuspecFile>Godot.NET.Sdk.nuspec</NuspecFile> | ||
<GenerateNuspecDependsOn>$(GenerateNuspecDependsOn);SetNuSpecProperties</GenerateNuspecDependsOn> | ||
</PropertyGroup> | ||
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<Target Name="SetNuSpecProperties" Condition=" Exists('$(NuspecFile)') "> | ||
<PropertyGroup> | ||
<NuspecProperties> | ||
id=$(PackageId); | ||
description=$(Description); | ||
authors=$(Authors); | ||
version=$(PackageVersion); | ||
packagetype=$(PackageType); | ||
tags=$(PackageTags); | ||
projecturl=$(PackageProjectUrl) | ||
</NuspecProperties> | ||
</PropertyGroup> | ||
</Target> | ||
</Project> |
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modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Godot.NET.Sdk.nuspec
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<?xml version="1.0" encoding="utf-8" ?> | ||
<package xmlns="http://schemas.microsoft.com/packaging/2011/10/nuspec.xsd"> | ||
<metadata> | ||
<id>$id$</id> | ||
<version>$version$</version> | ||
<description>$description$</description> | ||
<authors>$authors$</authors> | ||
<owners>$authors$</owners> | ||
<projectUrl>$projecturl$</projectUrl> | ||
<requireLicenseAcceptance>false</requireLicenseAcceptance> | ||
<license type="expression">MIT</license> | ||
<licenseUrl>https://licenses.nuget.org/MIT</licenseUrl> | ||
<tags>$tags$</tags> | ||
<packageTypes> | ||
<packageType name="$packagetype$" /> | ||
</packageTypes> | ||
<repository url="$projecturl$" /> | ||
</metadata> | ||
<files> | ||
<file src="Sdk\**" target="Sdk" />\ | ||
</files> | ||
</package> |
112 changes: 112 additions & 0 deletions
112
modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props
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<Project> | ||
<PropertyGroup> | ||
<!-- Determines if we should import Microsoft.NET.Sdk, if it wasn't already imported. --> | ||
<GodotSdkImportsMicrosoftNetSdk Condition=" '$(UsingMicrosoftNETSdk)' != 'true' ">true</GodotSdkImportsMicrosoftNetSdk> | ||
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<GodotProjectTypeGuid>{8F3E2DF0-C35C-4265-82FC-BEA011F4A7ED}</GodotProjectTypeGuid> | ||
</PropertyGroup> | ||
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<PropertyGroup> | ||
<Configurations>Debug;ExportDebug;ExportRelease</Configurations> | ||
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration> | ||
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<GodotProjectDir Condition=" '$(SolutionDir)' != '' ">$(SolutionDir)</GodotProjectDir> | ||
<GodotProjectDir Condition=" '$(SolutionDir)' == '' ">$(MSBuildProjectDirectory)</GodotProjectDir> | ||
<GodotProjectDir>$([MSBuild]::EnsureTrailingSlash('$(GodotProjectDir)'))</GodotProjectDir> | ||
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<!-- Custom output paths for Godot projects. In brief, 'bin\' and 'obj\' are moved to '$(GodotProjectDir)\.mono\temp\'. --> | ||
<BaseOutputPath>$(GodotProjectDir).mono\temp\bin\</BaseOutputPath> | ||
<OutputPath>$(GodotProjectDir).mono\temp\bin\$(Configuration)\</OutputPath> | ||
<!-- | ||
Use custom IntermediateOutputPath and BaseIntermediateOutputPath only if it wasn't already set. | ||
Otherwise the old values may have already been changed by MSBuild which can cause problems with NuGet. | ||
--> | ||
<IntermediateOutputPath Condition=" '$(IntermediateOutputPath)' == '' ">$(GodotProjectDir).mono\temp\obj\$(Configuration)\</IntermediateOutputPath> | ||
<BaseIntermediateOutputPath Condition=" '$(BaseIntermediateOutputPath)' == '' ">$(GodotProjectDir).mono\temp\obj\</BaseIntermediateOutputPath> | ||
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<!-- Do not append the target framework name to the output path. --> | ||
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath> | ||
</PropertyGroup> | ||
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<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.props" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " /> | ||
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<PropertyGroup> | ||
<EnableDefaultNoneItems>false</EnableDefaultNoneItems> | ||
</PropertyGroup> | ||
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<!-- | ||
The Microsoft.NET.Sdk only understands of the Debug and Release configurations. | ||
We need to set the following properties manually for ExportDebug and ExportRelease. | ||
--> | ||
<PropertyGroup Condition=" '$(Configuration)' == 'Debug' or '$(Configuration)' == 'ExportDebug' "> | ||
<DebugSymbols Condition=" '$(DebugSymbols)' == '' ">true</DebugSymbols> | ||
<Optimize Condition=" '$(Optimize)' == '' ">false</Optimize> | ||
</PropertyGroup> | ||
<PropertyGroup Condition=" '$(Configuration)' == 'ExportRelease' "> | ||
<Optimize Condition=" '$(Optimize)' == '' ">true</Optimize> | ||
</PropertyGroup> | ||
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<PropertyGroup> | ||
<GodotApiConfiguration Condition=" '$(Configuration)' != 'ExportRelease' ">Debug</GodotApiConfiguration> | ||
<GodotApiConfiguration Condition=" '$(Configuration)' == 'ExportRelease' ">Release</GodotApiConfiguration> | ||
</PropertyGroup> | ||
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<!-- Auto-detect the target Godot platform if it was not specified. --> | ||
<PropertyGroup Condition=" '$(GodotTargetPlatform)' == '' "> | ||
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Linux))' ">linuxbsd</GodotTargetPlatform> | ||
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(FreeBSD))' ">linuxbsd</GodotTargetPlatform> | ||
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(OSX))' ">osx</GodotTargetPlatform> | ||
<GodotTargetPlatform Condition=" '$([MSBuild]::IsOsPlatform(Windows))' ">windows</GodotTargetPlatform> | ||
</PropertyGroup> | ||
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<PropertyGroup> | ||
<GodotRealTIsDouble Condition=" '$(GodotRealTIsDouble)' == '' ">false</GodotRealTIsDouble> | ||
</PropertyGroup> | ||
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<!-- Godot DefineConstants. --> | ||
<PropertyGroup> | ||
<!-- Define constant to identify Godot builds. --> | ||
<GodotDefineConstants>GODOT</GodotDefineConstants> | ||
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<!-- | ||
Define constant to determine the target Godot platform. This includes the | ||
recognized platform names and the platform category (PC, MOBILE or WEB). | ||
--> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'windows' ">GODOT_WINDOWS;GODOT_PC</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'linuxbsd' ">GODOT_LINUXBSD;GODOT_PC</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'osx' ">GODOT_OSX;GODOT_MACOS;GODOT_PC</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'server' ">GODOT_SERVER;GODOT_PC</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'uwp' ">GODOT_UWP;GODOT_PC</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'haiku' ">GODOT_HAIKU;GODOT_PC</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'android' ">GODOT_ANDROID;GODOT_MOBILE</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'iphone' ">GODOT_IPHONE;GODOT_IOS;GODOT_MOBILE</GodotPlatformConstants> | ||
<GodotPlatformConstants Condition=" '$(GodotTargetPlatform)' == 'javascript' ">GODOT_JAVASCRIPT;GODOT_HTML5;GODOT_WASM;GODOT_WEB</GodotPlatformConstants> | ||
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<GodotDefineConstants>$(GodotDefineConstants);$(GodotPlatformConstants)</GodotDefineConstants> | ||
</PropertyGroup> | ||
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<PropertyGroup> | ||
<!-- ExportDebug also defines DEBUG like Debug does. --> | ||
<DefineConstants Condition=" '$(Configuration)' == 'ExportDebug' ">$(DefineConstants);DEBUG</DefineConstants> | ||
<!-- Debug defines TOOLS to differenciate between Debug and ExportDebug configurations. --> | ||
<DefineConstants Condition=" '$(Configuration)' == 'Debug' ">$(DefineConstants);TOOLS</DefineConstants> | ||
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<DefineConstants>$(GodotDefineConstants);$(DefineConstants)</DefineConstants> | ||
</PropertyGroup> | ||
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<ItemGroup> | ||
<!-- | ||
TODO: | ||
We should consider a nuget package for reference assemblies. This is difficult because the | ||
Godot scripting API is continuaslly breaking backwards compatibility even in patch releases. | ||
--> | ||
<Reference Include="GodotSharp"> | ||
<Private>false</Private> | ||
<HintPath>$(GodotProjectDir).mono\assemblies\$(GodotApiConfiguration)\GodotSharp.dll</HintPath> | ||
</Reference> | ||
<Reference Include="GodotSharpEditor" Condition=" '$(Configuration)' == 'Debug' "> | ||
<Private>false</Private> | ||
<HintPath>$(GodotProjectDir).mono\assemblies\$(GodotApiConfiguration)\GodotSharpEditor.dll</HintPath> | ||
</Reference> | ||
</ItemGroup> | ||
</Project> |
17 changes: 17 additions & 0 deletions
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modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.targets
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<Project> | ||
<Import Sdk="Microsoft.NET.Sdk" Project="Sdk.targets" Condition=" '$(GodotSdkImportsMicrosoftNetSdk)' == 'true' " /> | ||
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<PropertyGroup> | ||
<EnableGodotProjectTypeGuid Condition=" '$(EnableGodotProjectTypeGuid)' == '' ">true</EnableGodotProjectTypeGuid> | ||
<ProjectTypeGuids Condition=" '$(EnableGodotProjectTypeGuid)' == 'true' ">$(GodotProjectTypeGuid);$(DefaultProjectTypeGuid)</ProjectTypeGuids> | ||
</PropertyGroup> | ||
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<PropertyGroup> | ||
<!-- | ||
Define constant to determine whether the real_t type in Godot is double precision or not. | ||
By default this is false, like the official Godot builds. If someone is using a custom | ||
Godot build where real_t is double, they can override the GodotRealTIsDouble property. | ||
--> | ||
<DefineConstants Condition=" '$(GodotRealTIsDouble)' == 'true' ">GODOT_REAL_T_IS_DOUBLE;$(DefineConstants)</DefineConstants> | ||
</PropertyGroup> | ||
</Project> |
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