Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if !defined( ICODEPROCESSOR_H )
#define ICODEPROCESSOR_H
#ifdef _WIN32
#pragma once
#endif
#pragma warning( disable : 4127 )
class CClass;
class ICodeProcessor
{
public:
// Process all files in a directory
virtual void Process( const char *baseentityclass, const char *gamespecific, const char *sourcetreebase, const char *subdir ) = 0;
// Process a single file
virtual void Process( const char *baseentityclass, const char *gamespecific, const char *sourcetreebase, const char *subdir, const char *pFileName ) = 0;
virtual CClass *AddClass( const char *classname ) = 0;
virtual CClass *FindClass( const char *name ) const = 0;
virtual void SetQuiet( bool quiet ) = 0;
virtual bool GetQuiet( void ) const = 0;
virtual void SetPrintHierarchy( bool print ) = 0;
virtual bool GetPrintHierarchy( void ) const = 0;
virtual void SetPrintMembers( bool print ) = 0;
virtual bool GetPrintMembers( void ) const = 0;
virtual void SetPrintTDs( bool print ) = 0;
virtual bool GetPrintTDs( void ) const = 0;
virtual void SetPrintPredTDs( bool print ) = 0;
virtual bool GetPrintPredTDs( void ) const = 0;
virtual void SetPrintCreateMissingTDs( bool print ) = 0;
virtual bool GetPrintCreateMissingTDs( void ) const = 0;
virtual void SetPrintCreateMissingPredTDs( bool print ) = 0;
virtual bool GetPrintCreateMissingPredTDs( void ) const = 0;
virtual void SetLogFile( bool log ) = 0;
virtual bool GetLogFile( void ) const = 0;
virtual void SetCheckHungarian( bool check ) = 0;
virtual bool GetCheckHungarian() const = 0;
};
extern ICodeProcessor *processor;
#endif // ICODEPROCESSOR_H