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1 eva 1 #region BSD License
2 /*
3 Copyright (c) 2004-2005 Matthew Holmes (matthew@wildfiregames.com), Dan Moorehead (dan05a@gmail.com)
4  
5 Redistribution and use in source and binary forms, with or without modification, are permitted
6 provided that the following conditions are met:
7  
8 * Redistributions of source code must retain the above copyright notice, this list of conditions
9 and the following disclaimer.
10 * Redistributions in binary form must reproduce the above copyright notice, this list of conditions
11 and the following disclaimer in the documentation and/or other materials provided with the
12 distribution.
13 * The name of the author may not be used to endorse or promote products derived from this software
14 without specific prior written permission.
15  
16 THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING,
17 BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
18 ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
19 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
20 OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
21 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
22 IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 */
24 #endregion
25  
26 using System;
27  
28 namespace Prebuild.Core.Parse
29 {
30 /// <summary>
31 ///
32 /// </summary>
33 public enum IfState
34 {
35 /// <summary>
36 ///
37 /// </summary>
38 None,
39 /// <summary>
40 ///
41 /// </summary>
42 If,
43 /// <summary>
44 ///
45 /// </summary>
46 ElseIf,
47 /// <summary>
48 ///
49 /// </summary>
50 Else
51 }
52  
53 /// <summary>
54 /// Summary description for IfContext.
55 /// </summary>
56 // Inspired by the equivalent WiX class (see www.sourceforge.net/projects/wix/)
57 public class IfContext
58 {
59 #region Properties
60  
61 bool m_Active;
62 bool m_Keep;
63 bool m_EverKept;
64 IfState m_State = IfState.None;
65  
66 #endregion
67  
68 #region Constructors
69  
70 /// <summary>
71 /// Initializes a new instance of the <see cref="IfContext"/> class.
72 /// </summary>
73 /// <param name="active">if set to <c>true</c> [active].</param>
74 /// <param name="keep">if set to <c>true</c> [keep].</param>
75 /// <param name="state">The state.</param>
76 public IfContext(bool active, bool keep, IfState state)
77 {
78 m_Active = active;
79 m_Keep = keep;
80 m_EverKept = keep;
81 m_State = state;
82 }
83  
84 #endregion
85  
86 #region Properties
87  
88 /// <summary>
89 /// Gets or sets a value indicating whether this <see cref="IfContext"/> is active.
90 /// </summary>
91 /// <value><c>true</c> if active; otherwise, <c>false</c>.</value>
92 public bool Active
93 {
94 get
95 {
96 return m_Active;
97 }
98 set
99 {
100 m_Active = value;
101 }
102 }
103  
104 /// <summary>
105 /// Gets or sets a value indicating whether this <see cref="IfContext"/> is keep.
106 /// </summary>
107 /// <value><c>true</c> if keep; otherwise, <c>false</c>.</value>
108 public bool Keep
109 {
110 get
111 {
112 return m_Keep;
113 }
114 set
115 {
116 m_Keep = value;
117 if(m_Keep)
118 {
119 m_EverKept = true;
120 }
121 }
122 }
123  
124 /// <summary>
125 /// Gets a value indicating whether [ever kept].
126 /// </summary>
127 /// <value><c>true</c> if [ever kept]; otherwise, <c>false</c>.</value>
128 public bool EverKept
129 {
130 get
131 {
132 return m_EverKept;
133 }
134 }
135  
136 /// <summary>
137 /// Gets or sets the state.
138 /// </summary>
139 /// <value>The state.</value>
140 public IfState State
141 {
142 get
143 {
144 return m_State;
145 }
146 set
147 {
148 m_State = value;
149 }
150 }
151  
152 #endregion
153 }
154 }