Team Fortress 2 Source Code as on 22/4/2020
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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
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