Refactoring: reuse utility function in SymbolDatabase
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@ -2628,16 +2628,7 @@ void SymbolDatabase::printVariable(const Variable *var, const char *indent) cons
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}
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}
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}
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std::cout << indent << "mIndex: " << var->index() << std::endl;
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std::cout << indent << "mIndex: " << var->index() << std::endl;
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std::cout << indent << "mAccess: " <<
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std::cout << indent << "mAccess: " << accessControlToString(var->accessControl()) << std::endl;
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(var->isPublic() ? "Public" :
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var->isProtected() ? "Protected" :
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var->isPrivate() ? "Private" :
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var->isGlobal() ? "Global" :
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var->isNamespace() ? "Namespace" :
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var->isArgument() ? "Argument" :
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var->isLocal() ? "Local" :
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var->isThrow() ? "Throw" :
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"Unknown") << std::endl;
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std::cout << indent << "mFlags: " << std::endl;
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std::cout << indent << "mFlags: " << std::endl;
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std::cout << indent << " isMutable: " << var->isMutable() << std::endl;
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std::cout << indent << " isMutable: " << var->isMutable() << std::endl;
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std::cout << indent << " isStatic: " << var->isStatic() << std::endl;
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std::cout << indent << " isStatic: " << var->isStatic() << std::endl;
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@ -2704,10 +2695,7 @@ void SymbolDatabase::printOut(const char *title) const
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func->type == Function::eDestructor ? "Destructor" :
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func->type == Function::eDestructor ? "Destructor" :
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func->type == Function::eFunction ? "Function" :
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func->type == Function::eFunction ? "Function" :
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"Unknown") << std::endl;
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"Unknown") << std::endl;
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std::cout << " access: " << (func->access == Public ? "Public" :
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std::cout << " access: " << accessControlToString(func->access) << std::endl;
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func->access == Protected ? "Protected" :
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func->access == Private ? "Private" :
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"Unknown") << std::endl;
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std::cout << " hasBody: " << func->hasBody() << std::endl;
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std::cout << " hasBody: " << func->hasBody() << std::endl;
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std::cout << " isInline: " << func->isInline() << std::endl;
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std::cout << " isInline: " << func->isInline() << std::endl;
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std::cout << " isConst: " << func->isConst() << std::endl;
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std::cout << " isConst: " << func->isConst() << std::endl;
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@ -605,6 +605,10 @@ public:
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void setValueType(const ValueType &valueType);
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void setValueType(const ValueType &valueType);
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AccessControl accessControl() const {
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return mAccess;
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}
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private:
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private:
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// only symbol database can change the type
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// only symbol database can change the type
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friend class SymbolDatabase;
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friend class SymbolDatabase;
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