164 lines
3.9 KiB
C#
164 lines
3.9 KiB
C#
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#region BSD License
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/*
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Copyright (c) 2004-2005 Matthew Holmes (matthew@wildfiregames.com), Dan Moorehead (dan05a@gmail.com)
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Redistribution and use in source and binary forms, with or without modification, are permitted
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provided that the following conditions are met:
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* Redistributions of source code must retain the above copyright notice, this list of conditions
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and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright notice, this list of conditions
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and the following disclaimer in the documentation and/or other materials provided with the
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distribution.
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* The name of the author may not be used to endorse or promote products derived from this software
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without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING,
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BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
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IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#endregion
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#region CVS Information
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/*
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* $Source$
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* $Author: jendave $
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* $Date: 2006-01-28 01:49:58 +0100 (lö, 28 jan 2006) $
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* $Revision: 71 $
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*/
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#endregion
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using System;
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namespace Prebuild.Core.Parse
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{
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/// <summary>
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///
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/// </summary>
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public enum IfState
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{
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/// <summary>
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///
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/// </summary>
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None,
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/// <summary>
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///
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/// </summary>
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If,
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/// <summary>
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///
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/// </summary>
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ElseIf,
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/// <summary>
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///
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/// </summary>
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Else
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}
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/// <summary>
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/// Summary description for IfContext.
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/// </summary>
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// Inspired by the equivalent WiX class (see www.sourceforge.net/projects/wix/)
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public class IfContext
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{
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#region Properties
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bool m_Active;
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bool m_Keep;
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bool m_EverKept;
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IfState m_State = IfState.None;
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#endregion
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#region Constructors
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/// <summary>
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/// Initializes a new instance of the <see cref="IfContext"/> class.
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/// </summary>
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/// <param name="active">if set to <c>true</c> [active].</param>
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/// <param name="keep">if set to <c>true</c> [keep].</param>
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/// <param name="state">The state.</param>
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public IfContext(bool active, bool keep, IfState state)
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{
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m_Active = active;
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m_Keep = keep;
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m_EverKept = keep;
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m_State = state;
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}
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#endregion
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#region Properties
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/// <summary>
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/// Gets or sets a value indicating whether this <see cref="IfContext"/> is active.
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/// </summary>
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/// <value><c>true</c> if active; otherwise, <c>false</c>.</value>
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public bool Active
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{
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get
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{
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return m_Active;
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}
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set
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{
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m_Active = value;
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}
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}
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/// <summary>
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/// Gets or sets a value indicating whether this <see cref="IfContext"/> is keep.
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/// </summary>
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/// <value><c>true</c> if keep; otherwise, <c>false</c>.</value>
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public bool Keep
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{
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get
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{
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return m_Keep;
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}
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set
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{
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m_Keep = value;
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if(m_Keep)
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{
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m_EverKept = true;
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}
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}
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}
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/// <summary>
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/// Gets a value indicating whether [ever kept].
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/// </summary>
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/// <value><c>true</c> if [ever kept]; otherwise, <c>false</c>.</value>
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public bool EverKept
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{
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get
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{
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return m_EverKept;
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}
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}
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/// <summary>
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/// Gets or sets the state.
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/// </summary>
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/// <value>The state.</value>
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public IfState State
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{
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get
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{
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return m_State;
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}
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set
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{
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m_State = value;
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}
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}
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#endregion
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}
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}
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