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