#
# If one of the filter returns `false` then the `mentity` is not accepted.
fun accept_mentity(mentity: MEntity): Bool do
+ if not accept_mentity_broken(mentity) then return false
if not accept_mentity_visibility(mentity) then return false
if not accept_mentity_fictive(mentity) then return false
if not accept_mentity_test(mentity) then return false
if string == null then return true
return mentity.full_name.has(string)
end
+
+ # Accept broken classes and properties?
+ #
+ # Default is `false`.
+ var accept_broken = false is optional, writable
+
+ # Accept only non broken entities
+ fun accept_mentity_broken(mentity: MEntity): Bool do
+ if accept_broken then return true
+ return not mentity.is_broken
+ end
end