# This file is NOT licensed under the GPLv3, which is the license for the rest
# of YouCompleteMe.
#
# Here's the license text for this file:
#
# This is free and unencumbered software released into the public domain.
#
# Anyone is free to copy, modify, publish, use, compile, sell, or
# distribute this software, either in source code form or as a compiled
# binary, for any purpose, commercial or non-commercial, and by any
# means.
#
# In jurisdictions that recognize copyright laws, the author or authors
# of this software dedicate any and all copyright interest in the
# software to the public domain. We make this dedication for the benefit
# of the public at large and to the detriment of our heirs and
# successors. We intend this dedication to be an overt act of
# relinquishment in perpetuity of all present and future rights to this
# software under copyright law.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
# IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
# OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
# ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
# OTHER DEALINGS IN THE SOFTWARE.
#
# For more information, please refer to <http://unlicense.org/>

import os
import ycm_core

# These are the compilation flags that will be used in case there's no
# compilation database set (by default, one is not set).
# CHANGE THIS LIST OF FLAGS. YES, THIS IS THE DROID YOU HAVE BEEN LOOKING FOR.
flags = [
#'-Wall',
#'-Wextra',
'-Weverything',
'-Wno-disabled-macro-expansion',
'-Wno-float-equal',
'-Wno-c++98-compat',
'-Wno-global-constructors',
'-Wno-exit-time-destructors',
'-Wno-missing-prototypes',
'-Wno-padded',
#'-Werror',
'-Wno-long-long',
'-Wno-variadic-macros',
'-fexceptions',
# You 100% do NOT need -DUSE_CLANG_COMPLETER in your flags; only the YCM
# source code needs it.
#'-DUSE_CLANG_COMPLETER',
# THIS IS IMPORTANT! Without a "-std=<something>" flag, clang won't know which
# language to use when compiling headers. So it will guess. Badly. So C++
# headers will be compiled as C headers. You don't want that so ALWAYS specify
# a "-std=<something>".
# For a C project, you would set this to something like 'c99' instead of
# 'c++11'.
'-std=c++11',
# ...and the same thing goes for the magic -x option which specifies the
# language that the files to be compiled are written in. This is mostly
# relevant for c++ headers.
# For a C project, you would set this to 'c' instead of 'c++'.
'-x',
'c++',
# This path will only work on OS X, but extra paths that don't exist are not
# harmful

'-stdlib=libc++',

'-I',
'/usr/include/c++/5.3.1',
'-I',
'/usr/include/x86_64-linux-gnu/c++/5.3.1',
'-I',
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/Classes',
'-I',
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/2d',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/3d',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/base/allocator',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/base',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/math',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/navmesh',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/network',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/physics',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/physics3d',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/platform',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/platform/linux',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/renderer',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/storage/local-storage',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/ui',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/ui/UIEditBox',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/audio',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/audio/linux',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/editor-support/cocosbuilder',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/editor-support/cocostudio',
'-I', 
'/home/ypf/workspace/cocos2dx/cocos2d-x-3.11-project/MyCppGame/cocos2d/cocos/editor-support/spine',

]


# Set this to the absolute path to the folder (NOT the file!) containing the
# compile_commands.json file to use that instead of 'flags'. See here for
# more details: http://clang.llvm.org/docs/JSONCompilationDatabase.html
#
# You can get CMake to generate this file for you by adding:
#   set( CMAKE_EXPORT_COMPILE_COMMANDS 1 )
# to your CMakeLists.txt file.
#
# Most projects will NOT need to set this to anything; you can just change the
# 'flags' list of compilation flags. Notice that YCM itself uses that approach.
#compilation_database_folder = 'MyCppGame'

compilation_database_folder = ''

if os.path.exists( compilation_database_folder ):
  database = ycm_core.CompilationDatabase( compilation_database_folder )
else:
  database = None

SOURCE_EXTENSIONS = [ '.cpp', '.cxx', '.cc', '.c', '.m', '.mm' ]

def DirectoryOfThisScript():
  return os.path.dirname( os.path.abspath( __file__ ) )


def MakeRelativePathsInFlagsAbsolute( flags, working_directory ):
  if not working_directory:
    return list( flags )
  new_flags = []
  make_next_absolute = False
  path_flags = [ '-isystem', '-I', '-iquote', '--sysroot=' ]
  for flag in flags:
    new_flag = flag

    if make_next_absolute:
      make_next_absolute = False
      if not flag.startswith( '/' ):
        new_flag = os.path.join( working_directory, flag )

    for path_flag in path_flags:
      if flag == path_flag:
        make_next_absolute = True
        break

      if flag.startswith( path_flag ):
        path = flag[ len( path_flag ): ]
        new_flag = path_flag + os.path.join( working_directory, path )
        break

    if new_flag:
      new_flags.append( new_flag )
  return new_flags


def IsHeaderFile( filename ):
  extension = os.path.splitext( filename )[ 1 ]