Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef IBASEPROJECTGENERATOR_H
#define IBASEPROJECTGENERATOR_H
#ifdef _WIN32
#pragma once
#endif
//
// Usage:
//
// StartProject
// StartConfigurationBlock
// StartPropertySection
// HandleProperty...
// EndPropertySection
// EndConfigurationBlock
//
// AddFile...
// [inside each file it can do another configuration block as above]
// [also, files can be put in folders with StartFolder/AddFolder]
// EndProject
//
class IBaseProjectGenerator
{
public:
// What file extension does this use? (vcproj, mak, vpj).
virtual const char* GetProjectFileExtension() = 0;
// Called before doing anything in a project (in g_pVPC->GetOutputFilename()).
virtual void StartProject() = 0;
virtual void EndProject() = 0;
// Access the project name.
virtual CUtlString GetProjectName() = 0;
virtual void SetProjectName( const char *pProjectName ) = 0;
// Get a list of all configurations.
virtual void GetAllConfigurationNames( CUtlVector< CUtlString > &configurationNames ) = 0;
// Configuration data is specified in between these calls and inside BeginPropertySection/EndPropertySection.
// If bFileSpecific is set, then the configuration data only applies to the last file added.
virtual void StartConfigurationBlock( const char *pConfigName, bool bFileSpecific ) = 0;
virtual void EndConfigurationBlock() = 0;
// These functions are called when it enters a section like $Compiler, $Linker, etc.
// In between the BeginPropertySection/EndPropertySection, it'll call HandleProperty for any properties inside that section.
virtual bool StartPropertySection( configKeyword_e keyword, bool *pbShouldSkip = NULL ) = 0;
virtual void HandleProperty( const char *pProperty, const char *pCustomScriptData=NULL ) = 0;
virtual void EndPropertySection( configKeyword_e keyword ) = 0;
// Files go in folders. The generator should maintain a stack of folders as they're added.
virtual void StartFolder( const char *pFolderName ) = 0;
virtual void EndFolder() = 0;
// Add files. Any config blocks/properties between StartFile/EndFile apply to this file only.
// It will only ever have one active file.
virtual bool StartFile( const char *pFilename, bool bWarnIfAlreadyExists ) = 0;
virtual void EndFile() = 0;
// This is actually just per-file configuration data.
virtual void FileExcludedFromBuild( bool bExcluded ) = 0;
virtual void FileIsSchema( bool bIsSchema ) = 0; // Mark the current file as schema.
virtual void FileIsDynamic( bool bIsDynamic ) = 0; // Mark the current file as dynamic.
// Remove the specified file. return true if success
virtual bool RemoveFile( const char *pFilename ) = 0;
};
#endif // IBASEPROJECTGENERATOR_H