Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if !defined( CODEPROCESSOR_H )
#define CODEPROCESSOR_H
#ifdef _WIN32
#pragma once
#endif
#include "icodeprocessor.h"
class CCodeProcessor : public ICodeProcessor
{
public:
CCodeProcessor( void );
~CCodeProcessor( void );
void Process( const char *gamespecific, const char *root, const char *dsp, const char *config );
void SetQuiet( bool quiet );
bool GetQuiet( void ) const;
void SetLogFile( bool log );
bool GetLogFile( void ) const;
private:
void ProcessModule( bool forcequiet, int depth, int& maxdepth, int& numheaders, int& skippedfiles, const char *baseroot, const char *root, const char *module );
void ProcessModules( const char *root, const char *rootmodule );
void PrintResults( void );
void ConstructModuleList_R( int level, const char *gamespecific, const char *root );
void AddHeader( int depth, const char *filename, const char *rootmodule );
void CreateBackup( const char *filename, bool& wasreadonly );
void RestoreBackup( const char *filename, bool makereadonly );
bool TryBuild( const char *rootdir, const char *filename, unsigned char *buffer, int filelength );
int m_nModuleCount;
typedef struct
{
char name[ 256 ];
bool skipped;
} CODE_MODULE;
CODE_MODULE m_Modules[ 16384 ];
int m_nHeaderCount;
CODE_MODULE m_Headers[ 16384 ];
bool m_bQuiet;
bool m_bLogToFile;
int m_nFilesProcessed;
int m_nHeadersProcessed;
int m_nOffset;
int m_nBytesProcessed;
int m_nLinesOfCode;
double m_flStart;
double m_flEnd;
char m_szCurrentCPP[ 128 ];
char m_szDSP[ 128 ];
char m_szConfig[ 128 ];
};
extern ICodeProcessor *processor;
#endif // CODEPROCESSOR_H