mirror of
https://github.com/prime31/FNA-VSCode-Template.git
synced 2025-10-31 21:50:44 +07:00
261 lines
7.7 KiB
Plaintext
Executable File
261 lines
7.7 KiB
Plaintext
Executable File
<#@ template language="C#" hostSpecific="true" #>
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<#@ assembly name="System.Core.dll" #>
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<#@ assembly name="System.dll" #>
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<#@ import namespace="System.Linq" #>
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<#@ import namespace="System.Text" #>
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<#@ import namespace="System.Collections.Generic" #>
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<#@ import namespace="System.IO" #>
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<#@ import namespace="System.Globalization" #>
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<#@ import namespace="System.Text.RegularExpressions" #>
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namespace Nez
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{
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public static class Content
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{
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public static class Nez
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{
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<# PrintNezContent(); #>
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}
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public static class Audio
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{
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<# PrintAudio(); #>
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}
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public static class Fonts
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{
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<# PrintFonts(); #>
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}
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public static class Materials
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{
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<# PrintMaterials(); #>
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}
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public static class Particles
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{
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<# PrintParticles(); #>
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}
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public static class Shaders
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{
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<# PrintShaders(); #>
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}
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public static class Tilemaps
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{
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<# PrintTilemaps(); #>
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}
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public static class Textures
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{
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<# PrintTextures(); #>
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}
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public static class Atlases
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{
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<# PrintAtlases(); #>
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}
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public static class Compiled
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{
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<# PrintCompiledContent(); #>
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}
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}
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}
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<#+
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// all the valid file extensions we should copy for each root folder
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private string[] validAudioExtensions = new string[] { ".ogg", ".wav" };
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private string[] validFontExtensions = new string[] { ".fnt" };
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private string[] validMaterialExtensions = new string[] { ".mat" };
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private string[] validParticleExtensions = new string[] { ".pex" };
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private string[] validShaderExtensions = new string[] { ".fxb" };
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private string[] validTilemapExtensions = new string[] { ".tmx" };
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private string[] validTextureExtensions = new string[] { ".png", ".jpg" };
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private string[] validAtlasExtensions = new string[] { ".atlas" };
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// C# reserved keywords
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private System.Collections.Generic.List<string> keywords = new System.Collections.Generic.List<string>
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{
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"abstract", "as", "base", "bool", "break", "byte", "case", "catch", "char", "checked", "class", "const", "continue", "decimal", "default", "delegate",
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"do", "double", "else", "enum", "event", "explicit", "extern", "false", "finally", "fixed", "float", "for", "foreach", "goto", "if", "implicit", "in",
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"int", "interface", "internal", "is", "lock", "long", "namespace", "new", "null", "object", "operator", "out", "override", "params", "private",
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"protected", "public", "readonly", "ref", "return", "sbyte", "sealed", "short", "sizeof", "stackalloc", "static", "string", "struct", "switch", "this",
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"throw", "true", "try", "typeof", "uint", "ulong", "unchecked", "unsafe", "ushort", "using", "virtual", "void", "volatile", "while"
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};
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void PrintNezContent()
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{
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PrintSpecialFolderAndSubfolders("../Nez/DefaultContent", new string[] { ".xnb", ".fxb" }, true);
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}
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void PrintAudio()
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{
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PrintSpecialFolderAndSubfolders("Content/Audio", validAudioExtensions);
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}
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void PrintFonts()
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{
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PrintSpecialFolderAndSubfolders("Content/Fonts", validFontExtensions);
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}
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void PrintMaterials()
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{
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PrintSpecialFolderAndSubfolders("Content/Materials", validMaterialExtensions);
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}
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void PrintParticles()
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{
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PrintSpecialFolderAndSubfolders("Content/Particles", validParticleExtensions);
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}
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void PrintShaders()
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{
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PrintSpecialFolderAndSubfolders("Content/Shaders", validShaderExtensions);
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}
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void PrintTextures()
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{
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PrintSpecialFolderAndSubfolders("Content/Textures", validTextureExtensions);
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}
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void PrintAtlases()
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{
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PrintSpecialFolderAndSubfolders("Content/Atlases", validAtlasExtensions);
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}
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void PrintTilemaps()
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{
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PrintSpecialFolderAndSubfolders("Content/Tilemaps", validTilemapExtensions);
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}
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void PrintCompiledContent()
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{
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PrintSpecialFolderAndSubfolders("CompiledContent/bin/DesktopGL", new string[] { ".xnb" }, true);
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}
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void PrintSpecialFolderAndSubfolders(string source, string[] validExtensions, bool isCompiledFolder = false)
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{
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if (!Directory.Exists(source))
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return;
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var stripPath = isCompiledFolder ? source : "";
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PrintContentFiles(source, 3, stripPath, validExtensions);
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// loop through all the directories in our sourceFolder
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foreach (var dir in Directory.GetDirectories(source))
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{
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var dirName = new DirectoryInfo(dir).Name.ToLower();
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PrintDirectoryClass(dir, 3, stripPath, validExtensions, isCompiledFolder);
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}
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}
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// recursively creates a class for each directory
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void PrintDirectoryClass(string dir, int depth, string sourceFolder, string[] validFileExtensions, bool isCompiledFolder)
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{
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var dirInfo = new DirectoryInfo(dir);
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var firstIndent = new string(' ', depth * 4);
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var className = GenerateClassName(dirInfo.Name, true);
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if (!FolderHasContent(dir, validFileExtensions))
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return;
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// fix our class name if this is the FNAEffects folder
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if (dir.Contains("Nez/DefaultContent") && className == "FNAEffects")
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className = "Effects";
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WriteLine("{0}public static class {1}\n{2}{{", firstIndent, className, firstIndent);
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// handle subdirectories
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foreach (var subdir in Directory.GetDirectories(dir))
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PrintDirectoryClass(subdir, depth + 1, sourceFolder, validFileExtensions, isCompiledFolder);
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// handle files
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PrintContentFiles(dir, depth + 1, sourceFolder, validFileExtensions);
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WriteLine("{0}}}\n", firstIndent);
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}
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// prints a const string for each file in the directory
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void PrintContentFiles(string dir, int depth, string sourceFolder, string[] validFileExtensions)
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{
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var firstIndent = new string('\t', depth);
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var files = Directory.EnumerateFiles(dir)
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.Where( s => Array.IndexOf(validFileExtensions, Path.GetExtension(s)) >= 0);
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foreach (var file in files)
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{
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// clear out all of the path up to the sourceFolder so we get just the relative path to the Content folder
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var finalPath = file.Substring(file.IndexOf(sourceFolder) + sourceFolder.Length);
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var fileInfo = new FileInfo(file);
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var fileName = fileInfo.Name;
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// clean the extension
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foreach (var extension in validFileExtensions)
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fileName = fileName.Replace(extension, string.Empty);
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var className = GenerateClassName(fileName, false);
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if (finalPath[0] == '/' || finalPath[0] == '\\')
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finalPath = finalPath.Substring(1);
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// remove xnb extensions to avoid issues with loading
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finalPath = finalPath.Replace(".xnb", string.Empty);
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// deal with built-in Nez content pathing
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if (dir.Contains("Nez/DefaultContent"))
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{
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if (dir.Contains("FNAEffects"))
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{
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finalPath = finalPath.Replace("FNAEffects", "Effects");
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finalPath = "Content/Nez/" + finalPath;
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}
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else if(dir.Contains("Textures"))
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{
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finalPath = "Nez/" + finalPath;
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}
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}
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// if file name is reserved insert a leading '@'
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if (keywords.Contains(className))
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className = className.Insert( 0, "@" );
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WriteLine("{0}public const string {1} = @\"{2}\";", firstIndent, className, finalPath);
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}
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if (files.Count() > 0)
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WriteLine("");
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}
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// attempts to generate a proper path name
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string GenerateClassName(string className, bool uppercaseFirstChar)
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{
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// handle upper or lower casing the first char in the className
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if (uppercaseFirstChar && char.IsLower(className[0]))
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className = char.ToUpper(className[0]) + className.Substring(1);
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className = className.Replace("-", "_");
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// remove invalid characters
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var regex = new Regex(@"[^\p{Ll}\p{Lu}\p{Lt}\p{Lo}\p{Nd}\p{Nl}\p{Mn}\p{Mc}\p{Cf}\p{Pc}\p{Lm}]");
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className = regex.Replace(className, "");
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// class name doesn't begin with a letter, insert an underscore
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if (!char.IsLetter(className, 0))
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className = className.Insert(0, "_");
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return className.Replace(" ", string.Empty);
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}
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// returns true if the folder or any subfolder has some content with a valid file extension
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bool FolderHasContent(string dir, string[] validFileExtensions)
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{
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var files = Directory.EnumerateFiles(dir)
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.Where( s => Array.IndexOf(validFileExtensions, Path.GetExtension(s)) >= 0);
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return files.Count() > 0;
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}
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#>
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