Пример #1
0
        private void PopulateChildNodes(bool recursive, Project project)
        {
            dirty = false;

            // nuke the placeholder
            if (Nodes.Count == 1 && Nodes[0] is PlaceholderNode)
            {
                Nodes.RemoveAt(0);
            }

            // do a nice stateful update against the filesystem
            GenericNodeList nodesToDie = new GenericNodeList();

            // don't remove project output node if it exists - it's annoying when it
            // disappears during a build
            foreach (GenericNode node in Nodes)
            {
                if (node is ProjectOutputNode)
                {
                    var output = node as ProjectOutputNode;
                    if (!project.IsPathHidden(output.BackingPath))
                    {
                        output.Refresh(recursive);
                    }
                    else
                    {
                        nodesToDie.Add(output);
                    }
                }
                else if (node is ReferencesNode)
                {
                    node.Refresh(recursive);
                }
                else
                {
                    nodesToDie.Add(node);
                }

                // add any mapped nodes
                if (node is FileNode && !(node is SwfFileNode))
                {
                    nodesToDie.AddRange(node.Nodes);
                }
            }

            if (Directory.Exists(BackingPath))
            {
                PopulateDirectories(nodesToDie, recursive, project);
                PopulateFiles(nodesToDie, recursive, project);
            }

            foreach (GenericNode node in nodesToDie)
            {
                node.Dispose();
                Nodes.Remove(node);
            }
        }
Пример #2
0
        private void PopulateChildNodes(bool recursive)
        {
            dirty = false;

            // nuke the placeholder
            if (Nodes.Count == 1 && Nodes[0] is PlaceholderNode)
            {
                Nodes.RemoveAt(0);
            }

            // do a nice stateful update against the filesystem
            GenericNodeList nodesToDie = new GenericNodeList();

            // don't remove project output node if it exists - it's annoying when it
            // disappears during a build
            foreach (GenericNode node in Nodes)
            {
                nodesToDie.Add(node);

                // add any mapped nodes
                if (node is FileNode)
                {
                    nodesToDie.AddRange(node.Nodes);
                }
            }

            if (Directory.Exists(BackingPath))
            {
                PopulateDirectories(nodesToDie, recursive);
                PopulateFiles(nodesToDie, recursive);
            }

            foreach (GenericNode node in nodesToDie)
            {
                node.Dispose();
                Nodes.Remove(node);
            }
        }
Пример #3
0
        public override void Refresh(bool recursive)
        {
            base.Refresh(recursive);

            ArrayList projectClasspaths = new ArrayList();
            ArrayList globalClasspaths  = new ArrayList();

            GenericNodeList nodesToDie = new GenericNodeList();

            foreach (GenericNode oldRef in Nodes)
            {
                nodesToDie.Add(oldRef);
            }
            //if (Nodes.Count == 0) recursive = true;

            // explore classpaths
            if (PluginMain.Settings.ShowProjectClasspaths)
            {
                projectClasspaths.AddRange(project.Classpaths);
                if (project.AdditionalPaths != null)
                {
                    projectClasspaths.AddRange(project.AdditionalPaths);
                }
            }
            projectClasspaths.Sort();

            if (PluginMain.Settings.ShowGlobalClasspaths)
            {
                globalClasspaths.AddRange(PluginMain.Settings.GlobalClasspaths);
            }
            globalClasspaths.Sort();

            // create references nodes
            ClasspathNode cpNode;

            foreach (string projectClasspath in projectClasspaths)
            {
                string absolute = projectClasspath;
                if (!Path.IsPathRooted(absolute))
                {
                    absolute = project.GetAbsolutePath(projectClasspath);
                }
                if ((absolute + "\\").StartsWith(project.Directory + "\\"))
                {
                    continue;
                }
                if (!project.ShowHiddenPaths && project.IsPathHidden(absolute))
                {
                    continue;
                }

                cpNode = ReuseNode(absolute, nodesToDie) as ProjectClasspathNode ?? new ProjectClasspathNode(project, absolute, projectClasspath);
                Nodes.Add(cpNode);
                cpNode.Refresh(recursive);
            }

            foreach (string globalClasspath in globalClasspaths)
            {
                string absolute = globalClasspath;
                if (!Path.IsPathRooted(absolute))
                {
                    absolute = project.GetAbsolutePath(globalClasspath);
                }
                if (absolute.StartsWith(project.Directory + Path.DirectorySeparatorChar.ToString()))
                {
                    continue;
                }

                cpNode = ReuseNode(absolute, nodesToDie) as ProjectClasspathNode ?? new ClasspathNode(project, absolute, globalClasspath);
                Nodes.Add(cpNode);
                cpNode.Refresh(recursive);
            }

            // add external libraries at the top level also
            if (project is AS3Project)
            {
                foreach (LibraryAsset asset in (project as AS3Project).SwcLibraries)
                {
                    if (!asset.IsSwc)
                    {
                        continue;
                    }
                    // check if SWC is inside the project or inside a classpath
                    string absolute = asset.Path;
                    if (!Path.IsPathRooted(absolute))
                    {
                        absolute = project.GetAbsolutePath(asset.Path);
                    }

                    bool showNode = true;
                    if (absolute.StartsWith(project.Directory))
                    {
                        showNode = false;
                    }
                    foreach (string path in project.AbsoluteClasspaths)
                    {
                        if (absolute.StartsWith(path))
                        {
                            showNode = false;
                            break;
                        }
                    }
                    foreach (string path in PluginMain.Settings.GlobalClasspaths)
                    {
                        if (absolute.StartsWith(path))
                        {
                            showNode = false;
                            break;
                        }
                    }

                    if (showNode && !project.ShowHiddenPaths && project.IsPathHidden(absolute))
                    {
                        continue;
                    }

                    if (showNode && File.Exists(absolute))
                    {
                        SwfFileNode swcNode = ReuseNode(absolute, nodesToDie) as SwfFileNode ?? new SwfFileNode(absolute);
                        Nodes.Add(swcNode);
                        swcNode.Refresh(recursive);
                    }
                }
            }

            foreach (GenericNode node in nodesToDie)
            {
                node.Dispose();
                Nodes.Remove(node);
            }
        }