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Document and organize a few more options.

pull/750/head
Joao Matos 9 years ago
parent
commit
c8f8d016b0
  1. 34
      src/Generator/Options.cs

34
src/Generator/Options.cs

@ -42,12 +42,24 @@ namespace CppSharp @@ -42,12 +42,24 @@ namespace CppSharp
/// <summary>
/// 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.
/// </summary>
public bool DryRun;
/// <summary>
/// Whether the generated code should be automatically compiled.
/// </summary>
public bool CompileCode;
// Parser options
/// <summary>
/// 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.
/// </summary>
public bool UnityBuild { get; set; }
public Module SystemModule { get; }
public List<Module> Modules { get; }
@ -61,7 +73,6 @@ namespace CppSharp @@ -61,7 +73,6 @@ namespace CppSharp
}
}
// Parser options
public List<string> Headers => MainModule.Headers;
// Library options
@ -104,31 +115,20 @@ namespace CppSharp @@ -104,31 +115,20 @@ namespace CppSharp
/// <summary>
/// If set to true the CLI generator will use ObjectOverridesPass to create
/// Equals, GetHashCode and (if the insertion operator &lt;&lt; is overloaded) ToString
/// methods.
/// Equals, GetHashCode and (if the insertion operator &lt;&lt; is overloaded)
/// ToString methods.
/// </summary>
public bool GenerateObjectOverrides;
//List of include directories that are used but not generated
public List<string> NoGenIncludeDirs;
/// <summary>
/// Whether the generated C# code should be automatically compiled.
/// </summary>
public bool CompileCode;
/// <summary>
/// Enable this option to enable generation of finalizers.
/// Works in both CLI and C# backends.
/// </summary>
public bool GenerateFinalizers;
/// <summary>
/// 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.
/// </summary>
public bool UnityBuild { get; set; }
public string IncludePrefix;
public Func<TranslationUnit, string> GenerateName;
public string CommentPrefix;

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