/*************************************************************************/ /* 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_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
&p_arguments) = 0; virtual void write_super_call(const Address &p_target, const StringName &p_function_name, const Vector &p_arguments) = 0; virtual void write_call_async(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector &p_arguments) = 0; virtual void write_call_builtin(const Address &p_target, GDScriptFunctions::Function p_function, const Vector &p_arguments) = 0; virtual void write_call_method_bind(const Address &p_target, const Address &p_base, const MethodBind *p_method, const Vector &p_arguments) = 0; virtual void write_call_ptrcall(const Address &p_target, const Address &p_base, const MethodBind *p_method, const Vector &p_arguments) = 0; virtual void write_call_self(const Address &p_target, const StringName &p_function_name, const Vector &p_arguments) = 0; virtual void write_call_script_function(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector &p_arguments) = 0; virtual void write_construct(const Address &p_target, Variant::Type p_type, const Vector &p_arguments) = 0; virtual void write_construct_array(const Address &p_target, const Vector &p_arguments) = 0; virtual void write_construct_dictionary(const Address &p_target, const Vector &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 write_for(const Address &p_variable, const Address &p_list) = 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