UnCodeX Tribes:V ponderings:
Interfaces
Currently, there's only one root for the class tree. I'm going to
add a new root item "Interfaces" that contains all interfaces.
Interfaces don't have parents, so this would be the best choice.
Things to think about:
- auto expand Object works differently with more than 1 root node
- no create subclass menu item for interfaces
Defines
I may have to redesign my complete parsing system. Maybe have to
move it to a single pass parser. Right now I first construct the class
tree, after that I analyse all the classes. This might not be possible
anymore because of the #if ... #endif macros.
I'm pretty sure it's not possible to have a different class name,
however, it might be possible that the parent class can be changed
using these macros. So I would have to construct the tree and analyse
the packages at the same time so all #defines are catched. The best
method might be to mimick the way the unrealscript compiler does it:
per package. This ofcourse would re-introduce the package order
mechanism. This would be the nicest solution.
The other solution would be to extend the package scanner to parse
through the whole source file every time just to capture the #define,
#if...#endif macros.
Another thing I need to know is if the #define macros are system
wide, or only for the subclasses. Most #defines are afaik in the Object
class, so that would automatically make them system wide.
Also I would need to implement a expression evaluator for the #if macro.
Imports
Depending on what the import directive does I might have to
implement this too. Mostlikely it's just identical to the #import
macro, which will simply import type declarations. In this case I don't
need to change anything (except to ingore the import lines).