From c8f8d016b04d1f2563cd9381cdfa819ef08faf8a Mon Sep 17 00:00:00 2001 From: Joao Matos Date: Wed, 1 Feb 2017 18:21:49 +0000 Subject: [PATCH] Document and organize a few more options. --- src/Generator/Options.cs | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/src/Generator/Options.cs b/src/Generator/Options.cs index fc01a7c4..ddb59f13 100644 --- a/src/Generator/Options.cs +++ b/src/Generator/Options.cs @@ -42,12 +42,24 @@ namespace CppSharp /// /// Set to true to simulate generating without actually writing - /// any output to disk. This can be useful to activate while - /// debugging the parser generator so generator bugs do not get - /// in the way while iterating. + /// any output to disk. /// public bool DryRun; + /// + /// Whether the generated code should be automatically compiled. + /// + public bool CompileCode; + + // Parser options + + /// + /// If this option is off (the default), each header is parsed separately + /// which is much slower but safer because of a clean state of the preprocessor + /// for each header. + /// + public bool UnityBuild { get; set; } + public Module SystemModule { get; } public List Modules { get; } @@ -61,7 +73,6 @@ namespace CppSharp } } - // Parser options public List Headers => MainModule.Headers; // Library options @@ -104,31 +115,20 @@ namespace CppSharp /// /// If set to true the CLI generator will use ObjectOverridesPass to create - /// Equals, GetHashCode and (if the insertion operator << is overloaded) ToString - /// methods. + /// Equals, GetHashCode and (if the insertion operator << is overloaded) + /// ToString methods. /// public bool GenerateObjectOverrides; //List of include directories that are used but not generated public List NoGenIncludeDirs; - /// - /// Whether the generated C# code should be automatically compiled. - /// - public bool CompileCode; - /// /// Enable this option to enable generation of finalizers. /// Works in both CLI and C# backends. /// public bool GenerateFinalizers; - /// - /// If this option is off (the default), each header is parsed separately which is much slower - /// but safer because of a clean state of the preprocessor for each header. - /// - public bool UnityBuild { get; set; } - public string IncludePrefix; public Func GenerateName; public string CommentPrefix;