godot/editor/converter.h
2021-11-09 18:55:59 +01:00

84 lines
4.2 KiB
C++

/*************************************************************************/
/* converter.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CONVERTER_H
#define CONVERTER_H
#include "core/core_bind.h"
#include "core/io/file_access.h"
#include "core/object/ref_counted.h"
#include "core/string/ustring.h"
class GodotConverter4 {
void rename_enums(String &file_content);
Vector<String> check_for_rename_enums(Vector<String> &file_content);
void rename_classes(String &file_content);
Vector<String> check_for_rename_classes(Vector<String> &file_content);
void rename_gdscript_functions(String &file_content);
Vector<String> check_for_rename_gdscript_functions(Vector<String> &file_content);
void rename_csharp_functions(String &file_content);
Vector<String> check_for_rename_csharp_functions(Vector<String> &file_content);
void rename_gdscript_keywords(String &file_content);
Vector<String> check_for_rename_gdscript_keywords(Vector<String> &file_content);
void custom_rename(String &file_content, String from, String to);
Vector<String> check_for_custom_rename(Vector<String> &file_content, String from, String to);
void rename_common(const char *array[][2], String &file_content);
Vector<String> check_for_rename_common(const char *array[][2], Vector<String> &file_content);
Vector<String> check_for_files();
Vector<String> parse_arguments(const String &line);
int get_end_parenthess(const String &line) const;
String connect_arguments(const Vector<String> &line, int from, int to = -1) const;
String get_starting_space(const String &line) const;
String get_object_of_execution(const String &line) const;
String line_formatter(int current_line, String from, String to, String line);
String simple_line_formatter(int current_line, String old_line, String line);
bool test_single_array(const char *array[][2], bool ignore_second_check = false);
bool test_conversion_single_additional(String name, String expected, void (GodotConverter4::*func)(String &), String what);
bool test_conversion_single_normal(String name, String expected, const char *array[][2], String what);
bool test_array_names();
bool test_conversion();
public:
int converter_validation();
int converter();
};
#endif // CONVERTER_H