raze/source/common/scripting/core/symbols.h
Christoph Oelckers c9b2399cd0 - added a first bunch of ZScript code.
# Conflicts:
#	source/CMakeLists.txt
#	source/common/utility/basics.h
#	source/core/serializer.h
2020-05-23 22:43:01 +02:00

269 lines
6.8 KiB
C++

// Note: This must not be included by anything but dobject.h!
#pragma once
#include "sc_man.h"
class VMFunction;
class PType;
class PPrototype;
struct ZCC_TreeNode;
class PContainerType;
// Symbol information -------------------------------------------------------
class PTypeBase
{
public:
// Allocate everything on the global memory arena because all subtypes of this
// will live until the end of the game.
void *operator new(size_t size)
{
return ClassDataAllocator.Alloc(size);
}
void operator delete(void *)
{}
};
class PSymbol : public DObject
{
DECLARE_ABSTRACT_CLASS(PSymbol, DObject);
public:
FName SymbolName;
VersionInfo mVersion = { 0,0,0 };
protected:
PSymbol(FName name) { SymbolName = name; }
};
// A VM function ------------------------------------------------------------
// A symbol for a type ------------------------------------------------------
class PSymbolType : public PSymbol
{
DECLARE_CLASS(PSymbolType, PSymbol);
public:
PType *Type;
PSymbolType(FName name, class PType *ty) : PSymbol(name), Type(ty) {}
PSymbolType() : PSymbol(NAME_None) {}
};
// A symbol for a compiler tree node ----------------------------------------
class PSymbolTreeNode : public PSymbol
{
DECLARE_CLASS(PSymbolTreeNode, PSymbol);
public:
struct ZCC_TreeNode *Node;
PSymbolTreeNode(FName name, struct ZCC_TreeNode *node) : PSymbol(name), Node(node) {}
PSymbolTreeNode() : PSymbol(NAME_None) {}
};
// Struct/class fields ------------------------------------------------------
// A PField describes a symbol that takes up physical space in the struct.
class PField : public PSymbol
{
DECLARE_CLASS(PField, PSymbol);
HAS_OBJECT_POINTERS
public:
PField(FName name, PType *type, uint32_t flags = 0, size_t offset = 0, int bitvalue = 0);
VersionInfo GetVersion();
size_t Offset;
PType *Type;
uint32_t Flags;
int BitValue;
FString DeprecationMessage;
protected:
PField();
};
// Properties ------------------------------------------------------
// For setting properties in class defaults.
class PProperty : public PSymbol
{
DECLARE_CLASS(PProperty, PSymbol);
public:
PProperty(FName name, TArray<PField *> &variables);
TArray<PField *> Variables;
protected:
PProperty();
};
class PPropFlag : public PSymbol
{
DECLARE_CLASS(PPropFlag, PSymbol);
public:
PPropFlag(FName name, PField *offset, int bitval, bool decorateonly);
PField *Offset;
int bitval;
bool decorateOnly;
protected:
PPropFlag();
};
// A constant value ---------------------------------------------------------
class PSymbolConst : public PSymbol
{
DECLARE_CLASS(PSymbolConst, PSymbol);
public:
PType *ValueType;
PSymbolConst(FName name, PType *type=NULL) : PSymbol(name), ValueType(type) {}
PSymbolConst() : PSymbol(NAME_None), ValueType(NULL) {}
};
// A constant numeric value -------------------------------------------------
class PSymbolConstNumeric : public PSymbolConst
{
DECLARE_CLASS(PSymbolConstNumeric, PSymbolConst);
public:
union
{
int Value;
double Float;
void *Pad;
};
PSymbolConstNumeric(FName name, PType *type=NULL) : PSymbolConst(name, type) {}
PSymbolConstNumeric(FName name, PType *type, int val) : PSymbolConst(name, type), Value(val) {}
PSymbolConstNumeric(FName name, PType *type, unsigned int val) : PSymbolConst(name, type), Value((int)val) {}
PSymbolConstNumeric(FName name, PType *type, double val) : PSymbolConst(name, type), Float(val) {}
PSymbolConstNumeric() {}
};
// A constant string value --------------------------------------------------
class PSymbolConstString : public PSymbolConst
{
DECLARE_CLASS(PSymbolConstString, PSymbolConst);
public:
FString Str;
PSymbolConstString(FName name, const FString &str);
PSymbolConstString() {}
};
// A function for the VM --------------------------------------------------
// TBD: Should we really support overloading?
class PFunction : public PSymbol
{
DECLARE_CLASS(PFunction, PSymbol);
public:
struct Variant
{
PPrototype *Proto;
VMFunction *Implementation;
TArray<uint32_t> ArgFlags; // Should be the same length as Proto->ArgumentTypes
TArray<FName> ArgNames; // we need the names to access them later when the function gets compiled.
uint32_t Flags;
int UseFlags;
PContainerType *SelfClass;
FString DeprecationMessage;
};
TArray<Variant> Variants;
PContainerType *OwningClass = nullptr;
unsigned AddVariant(PPrototype *proto, TArray<uint32_t> &argflags, TArray<FName> &argnames, VMFunction *impl, int flags, int useflags);
int GetImplicitArgs();
PFunction(PContainerType *owner = nullptr, FName name = NAME_None) : PSymbol(name), OwningClass(owner) {}
};
// A symbol table -----------------------------------------------------------
struct PSymbolTable
{
PSymbolTable();
PSymbolTable(PSymbolTable *parent);
~PSymbolTable();
// Sets the table to use for searches if this one doesn't contain the
// requested symbol.
void SetParentTable (PSymbolTable *parent);
PSymbolTable *GetParentTable() const
{
return ParentSymbolTable;
}
// Finds a symbol in the table, optionally searching parent tables
// as well.
PSymbol *FindSymbol (FName symname, bool searchparents) const;
// Like FindSymbol with searchparents set true, but also returns the
// specific symbol table the symbol was found in.
PSymbol *FindSymbolInTable(FName symname, PSymbolTable *&symtable);
// Places the symbol in the table and returns a pointer to it or NULL if
// a symbol with the same name is already in the table. This symbol is
// not copied and will be freed when the symbol table is destroyed.
PSymbol *AddSymbol (PSymbol *sym);
PField *AddField(FName name, PType *type, uint32_t flags, unsigned &Size, unsigned *Align = nullptr);
PField *AddNativeField(FName name, PType *type, size_t address, uint32_t flags, int bitvalue);
bool ReadFields(FSerializer &ar, void *addr, const char *TypeName) const;
void WriteFields(FSerializer &ar, const void *addr, const void *def = nullptr) const;
// Similar to AddSymbol but always succeeds. Returns the symbol that used
// to be in the table with this name, if any.
void ReplaceSymbol(PSymbol *sym);
void RemoveSymbol(PSymbol *sym);
// Frees all symbols from this table.
void ReleaseSymbols();
typedef TMap<FName, PSymbol *> MapType;
MapType::Iterator GetIterator()
{
return MapType::Iterator(Symbols);
}
private:
PSymbolTable *ParentSymbolTable;
MapType Symbols;
friend class DObject;
friend struct FNamespaceManager;
};
// Namespaces --------------------------------------------------
class PNamespace : public PTypeBase
{
public:
PSymbolTable Symbols;
PNamespace *Parent;
int FileNum; // This is for blocking DECORATE access to later files.
PNamespace(int filenum, PNamespace *parent);
};
struct FNamespaceManager
{
PNamespace *GlobalNamespace;
TArray<PNamespace *> AllNamespaces;
FNamespaceManager();
PNamespace *NewNamespace(int filenum);
void ReleaseSymbols();
int RemoveSymbols();
};
extern FNamespaceManager Namespaces;
void RemoveUnusedSymbols();