anx.framework/Tools/ANXStatusComparer/AssemblyComparer.cs
Glatzemann 40c951e02b added licensing information to tools files
added a shader folder for the stock shaders
started the StockShaderCodeGenerator tool
added a tools solution file
added a bin folder in tools folder for precompiled tools and changed tools project files
removed StockEffects content project from solution and added the effect files to the shader folder for reference
2011-11-15 06:46:22 +00:00

397 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using ANXStatusComparer.Data;
#region License
//
// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
//
// This file is released under the Ms-PL license.
//
//
//
// Microsoft Public License (Ms-PL)
//
// This license governs use of the accompanying software. If you use the software, you accept this license.
// If you do not accept the license, do not use the software.
//
// 1.Definitions
// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
// here as under U.S. copyright law.
// A "contribution" is the original software, or any additions or changes to the software.
// A "contributor" is any person that distributes its contribution under this license.
// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
//
// 2.Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
// or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
// in the software or derivative works of the contribution in the software.
//
// 3.Conditions and Limitations
// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends automatically.
// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
// object code form, you may only do so under a license that complies with this license.
// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
// particular purpose and non-infringement.
#endregion // License
namespace ANXStatusComparer
{
/// <summary>
/// The assembly comparer is the main logic component of the tool.
/// </summary>
public static class AssemblyComparer
{
#region Private
/// <summary>
/// Private caches of assemblies, so we don't need to pass them over
/// as parameters all the time.
/// </summary>
private static AssembliesData xnaAssemblies;
private static AssembliesData anxAssemblies;
private static ResultData result;
#endregion
#region Compare
/// <summary>
/// Compare the assemblies of xna and anx and create a result data instance.
/// </summary>
/// <param name="xnaAssemblies">XNA assemblies.</param>
/// <param name="anxAssemblies">ANX assemblies.</param>
/// <param name="checkType">The type of check to do.</param>
/// <returns>Generated result data.</returns>
public static ResultData Compare(AssembliesData setXnaAssemblies,
AssembliesData setAnxAssemblies, CheckType checkType)
{
xnaAssemblies = setXnaAssemblies;
anxAssemblies = setAnxAssemblies;
result = new ResultData();
if (checkType == CheckType.All ||
(checkType | CheckType.Namespaces) == checkType)
{
CheckNamespaces();
}
if (checkType == CheckType.All ||
(checkType | CheckType.Structs) == checkType)
{
CheckStructs();
}
if (checkType == CheckType.All ||
(checkType | CheckType.Interfaces) == checkType)
{
CheckInterfaces();
}
if (checkType == CheckType.All ||
(checkType | CheckType.Classes) == checkType)
{
CheckClasses();
}
if (checkType == CheckType.All ||
(checkType | CheckType.Enumerations) == checkType)
{
CheckEnums();
}
return result;
}
#endregion
#region CheckNamespaces
/// <summary>
/// Check all the namespaces.
/// </summary>
private static void CheckNamespaces()
{
foreach (string name in xnaAssemblies.Namespaces.Keys)
{
if (xnaAssemblies.Namespaces[name].IsPublic == false)
{
continue;
}
string compareName = TranslateNamespaceName(name);
if (anxAssemblies.Namespaces.ContainsKey(compareName) == false)
{
if (result.MissingNamespaces.Contains(name) == false)
{
result.MissingNamespaces.Add(name);
}
}
else
{
if (result.ImplementedNamespaces.Contains(name) == false)
{
result.ImplementedNamespaces.Add(name);
}
}
}
}
#endregion
#region CheckInterfaces
private static void CheckInterfaces()
{
foreach (string key in xnaAssemblies.Namespaces.Keys)
{
NamespaceData namespaceData = xnaAssemblies.Namespaces[key];
string compareName = TranslateNamespaceName(key);
foreach (string classKey in namespaceData.Interfaces.Keys)
{
CheckInterface(compareName, namespaceData.Interfaces[classKey]);
}
}
}
private static void CheckInterface(string namespaceKey,
BaseObject xnaInterface)
{
// If the namespace is already missing, we can abort directly.
if (anxAssemblies.Namespaces.ContainsKey(namespaceKey) == false)
{
result.MissingInterfaces.Add(xnaInterface);
return;
}
NamespaceData anxNamespace = anxAssemblies.Namespaces[namespaceKey];
// Now check if we got this enum in the anx namespace.
if (anxNamespace.Interfaces.ContainsKey(xnaInterface.Handle.Name) == false)
{
result.MissingInterfaces.Add(xnaInterface);
return;
}
BaseObject anxInterface = anxNamespace.Interfaces[xnaInterface.Handle.Name];
ResultData.WrongObjectPair pair = new ResultData.WrongObjectPair()
{
XnaObject = xnaInterface,
AnxObject = anxInterface,
};
// Everything is present, so we do the in-depth checks.
if (xnaInterface.IsCorrect(anxInterface, pair) == false)
{
result.WrongInterfaces.Add(pair);
}
else
{
result.ImplementedInterfaces.Add(anxInterface);
}
}
#endregion
#region CheckClasses
private static void CheckClasses()
{
foreach (string key in xnaAssemblies.Namespaces.Keys)
{
NamespaceData namespaceData = xnaAssemblies.Namespaces[key];
string compareName = TranslateNamespaceName(key);
foreach (string classKey in namespaceData.Classes.Keys)
{
CheckClass(compareName, namespaceData.Classes[classKey]);
}
}
}
private static void CheckClass(string namespaceKey, BaseObject xnaClass)
{
// If the namespace is already missing, we can abort directly.
if (anxAssemblies.Namespaces.ContainsKey(namespaceKey) == false)
{
result.MissingClasses.Add(xnaClass);
return;
}
NamespaceData anxNamespace = anxAssemblies.Namespaces[namespaceKey];
// Now check if we got this enum in the anx namespace.
if (anxNamespace.Classes.ContainsKey(xnaClass.Handle.Name) == false)
{
result.MissingClasses.Add(xnaClass);
return;
}
BaseObject anxClass = anxNamespace.Classes[xnaClass.Handle.Name];
ResultData.WrongObjectPair pair = new ResultData.WrongObjectPair()
{
XnaObject = xnaClass,
AnxObject = anxClass,
};
// Everything is present, so we do the in-depth checks.
if (xnaClass.IsCorrect(anxClass, pair) == false)
{
result.WrongClasses.Add(pair);
}
else
{
result.ImplementedClasses.Add(anxClass);
}
}
#endregion
#region CheckStructs
private static void CheckStructs()
{
foreach (string key in xnaAssemblies.Namespaces.Keys)
{
NamespaceData namespaceData = xnaAssemblies.Namespaces[key];
string compareName = TranslateNamespaceName(key);
foreach (string classKey in namespaceData.Structs.Keys)
{
CheckStruct(compareName, namespaceData.Structs[classKey]);
}
}
}
private static void CheckStruct(string namespaceKey,
BaseObject xnaStruct)
{
// If the namespace is already missing, we can abort directly.
if (anxAssemblies.Namespaces.ContainsKey(namespaceKey) == false)
{
result.MissingStructs.Add(xnaStruct);
return;
}
NamespaceData anxNamespace = anxAssemblies.Namespaces[namespaceKey];
// Now check if we got this enum in the anx namespace.
if (anxNamespace.Structs.ContainsKey(xnaStruct.Handle.Name) == false)
{
result.MissingStructs.Add(xnaStruct);
return;
}
BaseObject anxStruct = anxNamespace.Structs[xnaStruct.Handle.Name];
ResultData.WrongObjectPair pair = new ResultData.WrongObjectPair()
{
XnaObject = xnaStruct,
AnxObject = anxStruct,
};
// Everything is present, so we do the in-depth checks.
if (xnaStruct.IsCorrect(anxStruct, pair) == false)
{
result.WrongStructs.Add(pair);
}
else
{
result.ImplementedStructs.Add(anxStruct);
}
}
#endregion
#region CheckEnums
/// <summary>
/// Compare all enumerations.
/// </summary>
private static void CheckEnums()
{
foreach (string key in xnaAssemblies.Namespaces.Keys)
{
NamespaceData namespaceData = xnaAssemblies.Namespaces[key];
string compareName = TranslateNamespaceName(key);
foreach(string enumKey in namespaceData.Enums.Keys)
{
CheckEnum(compareName, namespaceData.Enums[enumKey]);
}
}
}
/// <summary>
/// Compare a specific xna enumeration.
/// </summary>
/// <param name="namespaceKey">The name of the namespace this enum is in.
/// </param>
/// <param name="xnaEnum">XNA enumeration to compare.</param>
private static void CheckEnum(string namespaceKey, EnumData xnaEnum)
{
// If the namespace is already missing, we can abort directly.
if (anxAssemblies.Namespaces.ContainsKey(namespaceKey) == false)
{
result.MissingEnums.Add(xnaEnum);
return;
}
NamespaceData anxNamespace = anxAssemblies.Namespaces[namespaceKey];
// Now check if we got this enum in the anx namespace.
if (anxNamespace.Enums.ContainsKey(xnaEnum.Handle.Name) == false)
{
result.MissingEnums.Add(xnaEnum);
return;
}
EnumData anxEnum = anxNamespace.Enums[xnaEnum.Handle.Name];
// Everything is present, so we do the in-depth checks for names and
// values contained in the enumeration.
bool isWrong = false;
for (int index = 0; index < xnaEnum.Names.Count; index++)
{
int indexOfAnxValue = anxEnum.Names.IndexOf(xnaEnum.Names[index]);
if (indexOfAnxValue == -1)
{
isWrong = true;
break;
}
object value1 = anxEnum.Values.GetValue(indexOfAnxValue);
object value2 = xnaEnum.Values.GetValue(index);
if (value1.Equals(value2) == false)
{
isWrong = true;
break;
}
}
if (isWrong)
{
result.WrongEnums.Add(new KeyValuePair<EnumData, EnumData>(
xnaEnum, anxEnum));
}
else
{
result.ImplementedEnums.Add(anxEnum);
}
}
#endregion
#region TranslateNamespaceName
/// <summary>
/// Translate a namespace name if needed.
/// Used to get the ANX equivalent to the XNA namespace names.
/// </summary>
/// <param name="name">XNA namespace name.</param>
/// <returns>ANX valid namespace name.</returns>
public static string TranslateNamespaceName(string name)
{
return name.Replace("Microsoft.Xna.", "ANX.");
}
#endregion
}
}