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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( CODEPROCESSOR_H )
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#define CODEPROCESSOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "icodeprocessor.h"
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class CCodeProcessor : public ICodeProcessor
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{
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public:
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CCodeProcessor( void );
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~CCodeProcessor( void );
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void Process( const char *gamespecific, const char *root, const char *dsp, const char *config );
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void SetQuiet( bool quiet );
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bool GetQuiet( void ) const;
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void SetLogFile( bool log );
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bool GetLogFile( void ) const;
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private:
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void ProcessModule( bool forcequiet, int depth, int& maxdepth, int& numheaders, int& skippedfiles, const char *baseroot, const char *root, const char *module );
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void ProcessModules( const char *root, const char *rootmodule );
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void PrintResults( void );
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void ConstructModuleList_R( int level, const char *gamespecific, const char *root );
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void AddHeader( int depth, const char *filename, const char *rootmodule );
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void CreateBackup( const char *filename, bool& wasreadonly );
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void RestoreBackup( const char *filename, bool makereadonly );
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bool TryBuild( const char *rootdir, const char *filename, unsigned char *buffer, int filelength );
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int m_nModuleCount;
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typedef struct
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{
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char name[ 256 ];
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bool skipped;
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} CODE_MODULE;
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CODE_MODULE m_Modules[ 16384 ];
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int m_nHeaderCount;
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CODE_MODULE m_Headers[ 16384 ];
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bool m_bQuiet;
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bool m_bLogToFile;
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int m_nFilesProcessed;
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int m_nHeadersProcessed;
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int m_nOffset;
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int m_nBytesProcessed;
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int m_nLinesOfCode;
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double m_flStart;
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double m_flEnd;
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char m_szCurrentCPP[ 128 ];
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char m_szDSP[ 128 ];
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char m_szConfig[ 128 ];
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};
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extern ICodeProcessor *processor;
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#endif // CODEPROCESSOR_H
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