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 "class.h"
#include "icodeprocessor.h"
#include "utldict.h"
class CCodeProcessor : public ICodeProcessor
{
public:
CCodeProcessor( void );
~CCodeProcessor( void );
void Process( const char *baseentityclass, const char *gamespecific, const char *sourcetreebase, const char *subdir );
void Process( const char *baseentityclass, const char *gamespecific, const char *sourcetreebase, const char *subdir, const char *pFileName );
CClass *AddClass( const char *classname );
void SetQuiet( bool quiet );
bool GetQuiet( void ) const;
void SetPrintHierarchy( bool print );
bool GetPrintHierarchy( void ) const;
void SetPrintMembers( bool print );
bool GetPrintMembers( void ) const;
void SetPrintTDs( bool print );
bool GetPrintTDs( void ) const;
void SetPrintPredTDs( bool print );
bool GetPrintPredTDs( void ) const;
void SetPrintCreateMissingTDs( bool print );
bool GetPrintCreateMissingTDs( void ) const;
void SetPrintCreateMissingPredTDs( bool print );
bool GetPrintCreateMissingPredTDs( void ) const;
void SetLogFile( bool log );
bool GetLogFile( void ) const;
void SetCheckHungarian( bool check );
bool GetCheckHungarian() const;
CClass *FindClass( const char *name ) const;
void ResolveBaseClasses( const char *baseentityclass );
void Clear( void );
void PrintClassList( void ) const;
void PrintMissingTDFields( void ) const;
void ReportHungarianNotationErrors();
int Count( void ) const;
void SortClassList( void );
private:
char *ParseTypeDescription( char *current, bool fIsMacroized );
char *ParsePredictionTypeDescription( char *current );
char *ParseReceiveTable( char *current );
void ProcessModule( bool forcequiet, int depth, int& maxdepth, int& numheaders, int& skippedfiles,
const char *srcroot, const char *baseroot, const char *root, const char *module );
void ProcessModules( const char *srcroot, const char *root, const char *rootmodule );
void PrintResults( const char *baseentityclass );
void ConstructModuleList_R( int level, const char *baseentityclass, const char *gamespecific, const char *root, char const *srcroot );
void AddHeader( int depth, const char *filename, const char *rootmodule );
bool CheckShouldSkip( bool forcequiet, int depth, char const *filename, int& numheaders, int& skippedfiles);
bool LoadFile( char **buffer, char *filename, char const *module, bool forcequiet,
int depth, int& filelength, int& numheaders, int& skippedfiles,
char const *srcroot, char const *root, char const *baseroot );
// include file path
void CleanupIncludePath();
void AddIncludePath( const char *pPath );
void SetupIncludePath( const char *sourcetreebase, const char *subdir, const char *gamespecific );
CClass *m_pClassList;
typedef struct
{
bool skipped;
} CODE_MODULE;
CUtlDict< CODE_MODULE, int > m_Modules;
CUtlDict< CODE_MODULE, int > m_Headers;
CUtlVector< char * > m_IncludePath;
bool m_bQuiet;
bool m_bPrintHierarchy;
bool m_bPrintMembers;
bool m_bPrintTypedescriptionErrors;
bool m_bPrintPredictionDescErrors;
bool m_bCreateMissingTDs;
bool m_bCreateMissingPredTDs;
bool m_bLogToFile;
bool m_bCheckHungarian;
int m_nFilesProcessed;
int m_nHeadersProcessed;
int m_nClassesParsed;
int m_nOffset;
int m_nBytesProcessed;
int m_nLinesOfCode;
double m_flStart;
double m_flEnd;
char m_szCurrentCPP[ 128 ];
char m_szBaseEntityClass[ 256 ];
};
extern ICodeProcessor *processor;
#endif // CODEPROCESSOR_H