Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAKEFILECREATOR_H
#define MAKEFILECREATOR_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utlsymbol.h"
#include "utldict.h"
#include "utlmap.h"
#include "vcprojconvert.h"
#include "filesystem.h"
class CMakefileCreator { public:
CMakefileCreator(); ~CMakefileCreator();
void CreateMakefiles( CVCProjConvert & proj );
private: void CleanupFileName( char *name ); void OutputDirs( FileHandle_t f ); void OutputBuildTarget( FileHandle_t f ); void OutputObjLists( CVCProjConvert::CConfiguration & config, FileHandle_t f ); void OutputIncludes( CVCProjConvert::CConfiguration & config, FileHandle_t f ); void OutputMainBuilder( FileHandle_t f );
void CreateBaseDirs( CVCProjConvert::CConfiguration & config ); void CreateMakefileName( const char *projectName, CVCProjConvert::CConfiguration & config ); void CreateDirectoryFriendlyName( const char *dirName, char *friendlyDirName, int friendlyDirNameSize ); void CreateObjDirectoryFriendlyName ( char *name ); void FileWrite( FileHandle_t f, PRINTF_FORMAT_STRING const char *fmt, ... );
CUtlDict<CUtlSymbol, int> m_BaseDirs; CUtlMap<int, int> m_FileToBaseDirMapping;
struct OutputDirMapping_t { CUtlSymbol m_SrcDir; CUtlSymbol m_ObjDir; CUtlSymbol m_ObjName; CUtlSymbol m_ObjOutputDir; int m_iBaseDirIndex; };
CUtlVector<struct OutputDirMapping_t> m_BuildDirectories; CUtlSymbol m_MakefileName; CUtlSymbol m_ProjName; CUtlSymbol m_BaseDir; };
#endif // MAKEFILECREATOR_H
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