| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164 | /*************************************************************************//*  gdscript_codegen.h                                                   *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* 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 OR COPYRIGHT HOLDERS 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.                *//*************************************************************************/#ifndef GDSCRIPT_CODEGEN#define GDSCRIPT_CODEGEN#include "core/io/multiplayer_api.h"#include "core/string/string_name.h"#include "core/variant/variant.h"#include "gdscript_function.h"#include "gdscript_functions.h"class GDScriptCodeGenerator {public:	struct Address {		enum AddressMode {			SELF,			CLASS,			MEMBER,			CONSTANT,			CLASS_CONSTANT,			LOCAL_CONSTANT,			LOCAL_VARIABLE,			FUNCTION_PARAMETER,			TEMPORARY,			GLOBAL,			NAMED_GLOBAL,			NIL,		};		AddressMode mode = NIL;		uint32_t address = 0;		GDScriptDataType type;		Address() {}		Address(AddressMode p_mode, const GDScriptDataType &p_type = GDScriptDataType()) {			mode = p_mode;			type = p_type;		}		Address(AddressMode p_mode, uint32_t p_address, const GDScriptDataType &p_type = GDScriptDataType()) {			mode = p_mode,			address = p_address;			type = p_type;		}	};	virtual uint32_t add_parameter(const StringName &p_name, bool p_is_optional, const GDScriptDataType &p_type) = 0;	virtual uint32_t add_local(const StringName &p_name, const GDScriptDataType &p_type) = 0;	virtual uint32_t add_local_constant(const StringName &p_name, const Variant &p_constant) = 0;	virtual uint32_t add_or_get_constant(const Variant &p_constant) = 0;	virtual uint32_t add_or_get_name(const StringName &p_name) = 0;	virtual uint32_t add_temporary() = 0;	virtual void pop_temporary() = 0;	virtual void start_parameters() = 0;	virtual void end_parameters() = 0;	virtual void start_block() = 0;	virtual void end_block() = 0;	// virtual int get_max_stack_level() = 0;	// virtual int get_max_function_arguments() = 0;	virtual void write_start(GDScript *p_script, const StringName &p_function_name, bool p_static, MultiplayerAPI::RPCMode p_rpc_mode, const GDScriptDataType &p_return_type) = 0;	virtual GDScriptFunction *write_end() = 0;#ifdef DEBUG_ENABLED	virtual void set_signature(const String &p_signature) = 0;#endif	virtual void set_initial_line(int p_line) = 0;	// virtual void alloc_stack(int p_level) = 0; // Is this needed?	// virtual void alloc_call(int p_arg_count) = 0; // This might be automatic from other functions.	virtual void write_unary_operator(const Address &p_target, Variant::Operator p_operator, const Address &p_left_operand) = 0;	virtual void write_binary_operator(const Address &p_target, Variant::Operator p_operator, const Address &p_left_operand, const Address &p_right_operand) = 0;	virtual void write_type_test(const Address &p_target, const Address &p_source, const Address &p_type) = 0;	virtual void write_type_test_builtin(const Address &p_target, const Address &p_source, Variant::Type p_type) = 0;	virtual void write_and_left_operand(const Address &p_left_operand) = 0;	virtual void write_and_right_operand(const Address &p_right_operand) = 0;	virtual void write_end_and(const Address &p_target) = 0;	virtual void write_or_left_operand(const Address &p_left_operand) = 0;	virtual void write_or_right_operand(const Address &p_right_operand) = 0;	virtual void write_end_or(const Address &p_target) = 0;	virtual void write_start_ternary(const Address &p_target) = 0;	virtual void write_ternary_condition(const Address &p_condition) = 0;	virtual void write_ternary_true_expr(const Address &p_expr) = 0;	virtual void write_ternary_false_expr(const Address &p_expr) = 0;	virtual void write_end_ternary() = 0;	virtual void write_set(const Address &p_target, const Address &p_index, const Address &p_source) = 0;	virtual void write_get(const Address &p_target, const Address &p_index, const Address &p_source) = 0;	virtual void write_set_named(const Address &p_target, const StringName &p_name, const Address &p_source) = 0;	virtual void write_get_named(const Address &p_target, const StringName &p_name, const Address &p_source) = 0;	virtual void write_set_member(const Address &p_value, const StringName &p_name) = 0;	virtual void write_get_member(const Address &p_target, const StringName &p_name) = 0;	virtual void write_assign(const Address &p_target, const Address &p_source) = 0;	virtual void write_assign_true(const Address &p_target) = 0;	virtual void write_assign_false(const Address &p_target) = 0;	virtual void write_cast(const Address &p_target, const Address &p_source, const GDScriptDataType &p_type) = 0;	virtual void write_call(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;	virtual void write_super_call(const Address &p_target, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;	virtual void write_call_async(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;	virtual void write_call_builtin(const Address &p_target, GDScriptFunctions::Function p_function, const Vector<Address> &p_arguments) = 0;	virtual void write_call_builtin_type(const Address &p_target, const Address &p_base, Variant::Type p_type, const StringName &p_method, const Vector<Address> &p_arguments) = 0;	virtual void write_call_method_bind(const Address &p_target, const Address &p_base, MethodBind *p_method, const Vector<Address> &p_arguments) = 0;	virtual void write_call_ptrcall(const Address &p_target, const Address &p_base, MethodBind *p_method, const Vector<Address> &p_arguments) = 0;	virtual void write_call_self(const Address &p_target, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;	virtual void write_call_script_function(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;	virtual void write_construct(const Address &p_target, Variant::Type p_type, const Vector<Address> &p_arguments) = 0;	virtual void write_construct_array(const Address &p_target, const Vector<Address> &p_arguments) = 0;	virtual void write_construct_dictionary(const Address &p_target, const Vector<Address> &p_arguments) = 0;	virtual void write_await(const Address &p_target, const Address &p_operand) = 0;	virtual void write_if(const Address &p_condition) = 0;	// virtual void write_elseif(const Address &p_condition) = 0; This kind of makes things more difficult for no real benefit.	virtual void write_else() = 0;	virtual void write_endif() = 0;	virtual void start_for(const GDScriptDataType &p_iterator_type, const GDScriptDataType &p_list_type) = 0;	virtual void write_for_assignment(const Address &p_variable, const Address &p_list) = 0;	virtual void write_for() = 0;	virtual void write_endfor() = 0;	virtual void start_while_condition() = 0; // Used to allow a jump to the expression evaluation.	virtual void write_while(const Address &p_condition) = 0;	virtual void write_endwhile() = 0;	virtual void start_match() = 0;	virtual void start_match_branch() = 0;	virtual void end_match() = 0;	virtual void write_break() = 0;	virtual void write_continue() = 0;	virtual void write_continue_match() = 0;	virtual void write_breakpoint() = 0;	virtual void write_newline(int p_line) = 0;	virtual void write_return(const Address &p_return_value) = 0;	virtual void write_assert(const Address &p_test, const Address &p_message) = 0;	virtual ~GDScriptCodeGenerator() {}};#endif // GDSCRIPT_CODEGEN
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