b16c309f82
Happy new year to the wonderful Godot community!
347 lines
9.6 KiB
C++
347 lines
9.6 KiB
C++
/*************************************************************************/
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/* gdscript_function.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GDSCRIPT_FUNCTION_H
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#define GDSCRIPT_FUNCTION_H
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#include "core/os/thread.h"
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#include "core/pair.h"
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#include "core/reference.h"
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#include "core/script_language.h"
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#include "core/self_list.h"
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#include "core/string_db.h"
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#include "core/variant.h"
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class GDScriptInstance;
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class GDScript;
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struct GDScriptDataType {
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bool has_type;
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enum {
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BUILTIN,
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NATIVE,
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SCRIPT,
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GDSCRIPT
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} kind;
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Variant::Type builtin_type;
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StringName native_type;
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Ref<Script> script_type;
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bool is_type(const Variant &p_variant, bool p_allow_implicit_conversion = false) const {
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if (!has_type) return true; // Can't type check
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switch (kind) {
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case BUILTIN: {
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Variant::Type var_type = p_variant.get_type();
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bool valid = builtin_type == var_type;
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if (!valid && p_allow_implicit_conversion) {
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valid = Variant::can_convert_strict(var_type, builtin_type);
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}
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return valid;
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} break;
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case NATIVE: {
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if (p_variant.get_type() == Variant::NIL) {
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return true;
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}
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if (p_variant.get_type() != Variant::OBJECT) {
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return false;
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}
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Object *obj = p_variant.operator Object *();
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if (obj && !ClassDB::is_parent_class(obj->get_class_name(), native_type)) {
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return false;
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}
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return true;
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} break;
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case SCRIPT:
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case GDSCRIPT: {
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if (p_variant.get_type() == Variant::NIL) {
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return true;
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}
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if (p_variant.get_type() != Variant::OBJECT) {
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return false;
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}
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Object *obj = p_variant.operator Object *();
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Ref<Script> base = obj && obj->get_script_instance() ? obj->get_script_instance()->get_script() : NULL;
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bool valid = false;
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while (base.is_valid()) {
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if (base == script_type) {
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valid = true;
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break;
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}
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base = base->get_base_script();
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}
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return valid;
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} break;
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}
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return false;
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}
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operator PropertyInfo() const {
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PropertyInfo info;
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if (has_type) {
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switch (kind) {
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case BUILTIN: {
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info.type = builtin_type;
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} break;
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case NATIVE: {
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info.type = Variant::OBJECT;
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info.class_name = native_type;
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} break;
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case SCRIPT:
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case GDSCRIPT: {
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info.type = Variant::OBJECT;
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info.class_name = script_type->get_instance_base_type();
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} break;
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}
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} else {
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info.type = Variant::NIL;
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info.usage |= PROPERTY_USAGE_NIL_IS_VARIANT;
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}
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return info;
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}
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GDScriptDataType() :
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has_type(false) {}
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};
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class GDScriptFunction {
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public:
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enum Opcode {
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OPCODE_OPERATOR,
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OPCODE_EXTENDS_TEST,
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OPCODE_IS_BUILTIN,
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OPCODE_SET,
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OPCODE_GET,
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OPCODE_SET_NAMED,
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OPCODE_GET_NAMED,
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OPCODE_SET_MEMBER,
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OPCODE_GET_MEMBER,
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OPCODE_ASSIGN,
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OPCODE_ASSIGN_TRUE,
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OPCODE_ASSIGN_FALSE,
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OPCODE_ASSIGN_TYPED_BUILTIN,
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OPCODE_ASSIGN_TYPED_NATIVE,
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OPCODE_ASSIGN_TYPED_SCRIPT,
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OPCODE_CAST_TO_BUILTIN,
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OPCODE_CAST_TO_NATIVE,
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OPCODE_CAST_TO_SCRIPT,
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OPCODE_CONSTRUCT, //only for basic types!!
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OPCODE_CONSTRUCT_ARRAY,
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OPCODE_CONSTRUCT_DICTIONARY,
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OPCODE_CALL,
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OPCODE_CALL_RETURN,
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OPCODE_CALL_BUILT_IN,
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OPCODE_CALL_SELF,
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OPCODE_CALL_SELF_BASE,
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OPCODE_YIELD,
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OPCODE_YIELD_SIGNAL,
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OPCODE_YIELD_RESUME,
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OPCODE_JUMP,
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OPCODE_JUMP_IF,
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OPCODE_JUMP_IF_NOT,
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OPCODE_JUMP_TO_DEF_ARGUMENT,
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OPCODE_RETURN,
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OPCODE_ITERATE_BEGIN,
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OPCODE_ITERATE,
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OPCODE_ASSERT,
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OPCODE_BREAKPOINT,
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OPCODE_LINE,
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OPCODE_END
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};
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enum Address {
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ADDR_BITS = 24,
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ADDR_MASK = ((1 << ADDR_BITS) - 1),
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ADDR_TYPE_MASK = ~ADDR_MASK,
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ADDR_TYPE_SELF = 0,
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ADDR_TYPE_CLASS = 1,
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ADDR_TYPE_MEMBER = 2,
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ADDR_TYPE_CLASS_CONSTANT = 3,
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ADDR_TYPE_LOCAL_CONSTANT = 4,
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ADDR_TYPE_STACK = 5,
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ADDR_TYPE_STACK_VARIABLE = 6,
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ADDR_TYPE_GLOBAL = 7,
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ADDR_TYPE_NAMED_GLOBAL = 8,
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ADDR_TYPE_NIL = 9
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};
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struct StackDebug {
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int line;
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int pos;
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bool added;
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StringName identifier;
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};
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private:
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friend class GDScriptCompiler;
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StringName source;
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mutable Variant nil;
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mutable Variant *_constants_ptr;
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int _constant_count;
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const StringName *_global_names_ptr;
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int _global_names_count;
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#ifdef TOOLS_ENABLED
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const StringName *_named_globals_ptr;
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int _named_globals_count;
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#endif
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const int *_default_arg_ptr;
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int _default_arg_count;
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const int *_code_ptr;
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int _code_size;
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int _argument_count;
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int _stack_size;
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int _call_size;
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int _initial_line;
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bool _static;
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MultiplayerAPI::RPCMode rpc_mode;
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GDScript *_script;
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StringName name;
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Vector<Variant> constants;
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Vector<StringName> global_names;
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#ifdef TOOLS_ENABLED
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Vector<StringName> named_globals;
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#endif
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Vector<int> default_arguments;
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Vector<int> code;
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Vector<GDScriptDataType> argument_types;
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GDScriptDataType return_type;
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#ifdef TOOLS_ENABLED
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Vector<StringName> arg_names;
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#endif
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List<StackDebug> stack_debug;
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_FORCE_INLINE_ Variant *_get_variant(int p_address, GDScriptInstance *p_instance, GDScript *p_script, Variant &self, Variant *p_stack, String &r_error) const;
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_FORCE_INLINE_ String _get_call_error(const Variant::CallError &p_err, const String &p_where, const Variant **argptrs) const;
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friend class GDScriptLanguage;
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SelfList<GDScriptFunction> function_list;
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#ifdef DEBUG_ENABLED
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CharString func_cname;
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const char *_func_cname;
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struct Profile {
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StringName signature;
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uint64_t call_count;
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uint64_t self_time;
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uint64_t total_time;
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uint64_t frame_call_count;
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uint64_t frame_self_time;
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uint64_t frame_total_time;
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uint64_t last_frame_call_count;
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uint64_t last_frame_self_time;
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uint64_t last_frame_total_time;
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} profile;
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#endif
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public:
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struct CallState {
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ObjectID instance_id;
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GDScriptInstance *instance;
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Vector<uint8_t> stack;
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int stack_size;
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Variant self;
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uint32_t alloca_size;
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Ref<GDScript> script;
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int ip;
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int line;
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int defarg;
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Variant result;
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};
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_FORCE_INLINE_ bool is_static() const { return _static; }
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const int *get_code() const; //used for debug
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int get_code_size() const;
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Variant get_constant(int p_idx) const;
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StringName get_global_name(int p_idx) const;
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StringName get_name() const;
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int get_max_stack_size() const;
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int get_default_argument_count() const;
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int get_default_argument_addr(int p_idx) const;
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GDScriptDataType get_return_type() const;
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GDScriptDataType get_argument_type(int p_idx) const;
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GDScript *get_script() const { return _script; }
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StringName get_source() const { return source; }
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void debug_get_stack_member_state(int p_line, List<Pair<StringName, int> > *r_stackvars) const;
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_FORCE_INLINE_ bool is_empty() const { return _code_size == 0; }
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int get_argument_count() const { return _argument_count; }
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StringName get_argument_name(int p_idx) const {
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#ifdef TOOLS_ENABLED
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ERR_FAIL_INDEX_V(p_idx, arg_names.size(), StringName());
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return arg_names[p_idx];
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#else
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return StringName();
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#endif
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}
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Variant get_default_argument(int p_idx) const {
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ERR_FAIL_INDEX_V(p_idx, default_arguments.size(), Variant());
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return default_arguments[p_idx];
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}
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Variant call(GDScriptInstance *p_instance, const Variant **p_args, int p_argcount, Variant::CallError &r_err, CallState *p_state = NULL);
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_FORCE_INLINE_ MultiplayerAPI::RPCMode get_rpc_mode() const { return rpc_mode; }
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GDScriptFunction();
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~GDScriptFunction();
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};
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class GDScriptFunctionState : public Reference {
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GDCLASS(GDScriptFunctionState, Reference);
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friend class GDScriptFunction;
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GDScriptFunction *function;
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GDScriptFunction::CallState state;
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Variant _signal_callback(const Variant **p_args, int p_argcount, Variant::CallError &r_error);
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Ref<GDScriptFunctionState> first_state;
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protected:
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static void _bind_methods();
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public:
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bool is_valid(bool p_extended_check = false) const;
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Variant resume(const Variant &p_arg = Variant());
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GDScriptFunctionState();
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~GDScriptFunctionState();
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};
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#endif // GDSCRIPT_FUNCTION_H
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