Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Interface for makefiles to build differently depending on where they are run from
//
//===========================================================================//
#ifndef IDMEMAKEFILEUTILS_H
#define IDMEMAKEFILEUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/IAppSystem.h"
#include "vstdlib/iprocessutils.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmElement;
//-----------------------------------------------------------------------------
// Interface version
//-----------------------------------------------------------------------------
#define DMEMAKEFILE_UTILS_INTERFACE_VERSION "VDmeMakeFileUtils001"
//-----------------------------------------------------------------------------
// Interface for makefiles to build differently depending on where they are run from
//-----------------------------------------------------------------------------
enum CompilationState_t
{
COMPILATION_SUCCESSFUL = 0,
COMPILATION_NOT_COMPLETE,
COMPILATION_FAILED,
};
abstract_class IDmeMakefileUtils : public IAppSystem
{
public:
// Methods related to compilation
virtual void PerformCompile( CDmElement *pElement, bool bBuildAllDependencies ) = 0;
// Are we in the middle of compiling something?
virtual bool IsCurrentlyCompiling( ) = 0;
// Returns the size of the buffer to pass into UpdateCompilation()
virtual int GetCompileOutputSize() = 0;
// Updates the compilation
virtual CompilationState_t UpdateCompilation( char *pOutputBuf, int nBufLen ) = 0;
// Aborts the compilation
virtual void AbortCurrentCompilation() = 0;
// Opens an external editor for this element
virtual void PerformOpenEditor( CDmElement *pElement ) = 0;
// Returns the exit code of the failed compilation (if COMPILATION_FAILED occurred)
virtual int GetExitCode() = 0;
// Somewhere in here, we need a method of populating choice lists
// for things like choosing vstInfoNodes to export for DCC makefiles
};
//-----------------------------------------------------------------------------
// Default implementation
//-----------------------------------------------------------------------------
IDmeMakefileUtils* GetDefaultDmeMakefileUtils();
#endif // IDMEMAKEFILEUTILS_H