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