GASATHON/Project/Source/GasaGen/GasaGen_ue_parse_testing.cpp

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void ue_parse_testing()
{
FileContents content;
#define path_UProgressBar \
"C:/projects/Unreal/Surgo/UE/Engine/Source/Runtime/UMG/Public/Components/ProgressBar.h"
#if 0
content = file_read_contents( GlobalAllocator, true, path_UProgressBar );
CodeBody parsed_uprogressbar = parse_global_body( StrC { content.size, (char const*)content.data });
log_fmt("\n\n");
for ( Code gcode : parsed_uprogressbar )
{
if ( gcode->Type == CodeT::Class )
{
log_fmt("Class %S - Definitions:\n", gcode->Name);
if (gcode->Body->Type != CodeT::Class_Body)
continue;
for ( Code class_code : gcode->Body->cast<CodeBody>() )
{
switch ( class_code->Type )
{
case CodeT::Variable:
case CodeT::Function:
case CodeT::Function_Fwd:
if ( class_code->Name )
{
log_fmt("%s\n", class_code->Name );
// log_fmt("%s\n", class_code->to_string() );
}
break;
}
}
}
}
#endif
#define path_UObject \
R"(C:\projects\Unreal\Surgo\UE\Engine\Source\Runtime\CoreUObject\Public\UObject\Object.h)"
#if 0
content = file_read_contents( GlobalAllocator, true, path_UObject );
CodeBody parsed_uobject = parse_global_body( StrC { content.size, (char const*)content.data });
log_fmt("\n\n");
for ( Code gcode : parsed_uobject )
{
if ( gcode->Type == CodeT::Class )
{
log_fmt("Class %S - Definitions:\n", gcode->Name);
// log_fmt("%s\n", gcode->to_string() );
if (gcode->Body->Type != CodeT::Class_Body)
continue;
for ( Code class_code : gcode->Body->cast<CodeBody>() )
{
switch ( class_code->Type )
{
case CodeT::Constructor:
case CodeT::Constructor_Fwd:
case CodeT::Variable:
case CodeT::Function:
case CodeT::Function_Fwd:
if ( class_code->Name )
{
log_fmt("%s\n", class_code->Name );
// log_fmt("%s\n", class_code->to_string() );
}
break;
}
}
}
}
#endif
#define path_AActor \
R"(C:\projects\Unreal\Surgo\UE\Engine\Source\Runtime\Engine\Classes\GameFramework\Actor.h)"
#if 0
content = file_read_contents( GlobalAllocator, true, path_AActor );
CodeBody parsed_aactor = parse_global_body( StrC { content.size, (char const*)content.data });
log_fmt("\n\n");
for ( Code gcode : parsed_aactor )
{
if ( gcode->Type == CodeT::Class )
{
log_fmt("Class %S - Definitions:\n", gcode->Name);
if (gcode->Body->Type != CodeT::Class_Body)
continue;
for ( Code class_code : gcode->Body->cast<CodeBody>() )
{
switch ( class_code->Type )
{
case CodeT::Variable:
case CodeT::Function:
case CodeT::Function_Fwd:
if ( class_code->Name )
{
log_fmt("%s\n", class_code->Name );
}
break;
}
}
}
}
#endif
#define path_ActorComponent \
R"(C:\projects\Unreal\Surgo\UE\Engine\Source\Runtime\Engine\Classes\Components\ActorComponent.h)"
#if 0
content = file_read_contents( GlobalAllocator, true, path_ActorComponent );
CodeBody parsed_actor_component = parse_global_body( StrC { content.size, (char const*)content.data });
for ( Code gcode : parsed_actor_component )
{
if ( gcode->Type == CodeT::Class )
{
log_fmt("\n\n");
log_fmt("Class %S - Definitions:\n", gcode->Name);
if (gcode->Body->Type != CodeT::Class_Body)
continue;
for ( Code class_code : gcode->Body->cast<CodeBody>() )
{
switch ( class_code->Type )
{
case CodeT::Variable:
case CodeT::Function:
case CodeT::Function_Fwd:
if ( class_code->Name )
{
log_fmt("%s\n", class_code->Name );
}
break;
}
}
}
}
#endif
#define path_SceneComponent \
R"(C:\projects\Unreal\Surgo\UE\Engine\Source\Runtime\Engine\Classes\Components\SceneComponent.h)"
#if 0
content = file_read_contents( GlobalAllocator, true, path_SceneComponent );
CodeBody parsed_scene_component = parse_global_body( StrC { content.size, (char const*)content.data });
for ( Code gcode : parsed_scene_component )
{
if ( gcode->Type == CodeT::Class )
{
log_fmt("\n\n");
log_fmt("Class %S - Definitions:\n", gcode->Name);
if (gcode->Body->Type != CodeT::Class_Body)
continue;
for ( Code class_code : gcode->Body->cast<CodeBody>() )
{
switch ( class_code->Type )
{
case CodeT::Variable:
case CodeT::Function:
case CodeT::Function_Fwd:
if ( class_code->Name )
{
log_fmt("%s\n", class_code->Name );
}
break;
}
}
}
}
#endif
#define path_AttributeSet \
R"(C:\projects\Unreal\Surgo\UE\Engine\Plugins\Runtime\GameplayAbilities\Source\GameplayAbilities\Public\AttributeSet.h)"
#if 0
content = file_read_contents( GlobalAllocator, true, path_AttributeSet );
CodeBody parsed_attribute_set = parse_global_body( StrC { content.size, (char const*)content.data });
for ( Code gcode : parsed_attribute_set )
{
if ( gcode->Type == CodeT::Class )
{
log_fmt("\n\n");
log_fmt("Class %S - Definitions:\n", gcode->Name);
if (gcode->Body->Type != CodeT::Class_Body)
continue;
for ( Code class_code : gcode->Body->cast<CodeBody>() )
{
switch ( class_code->Type )
{
case CodeT::Variable:
case CodeT::Function:
case CodeT::Function_Fwd:
if ( class_code->Name )
{
log_fmt("%s\n", class_code->Name );
}
break;
}
}
}
}
#endif
}