2006-05-25 04:32:20 +00:00
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/* $Id: re.h,v 1.17 2006/04/09 00:06:33 helly Exp $ */
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2006-02-24 04:48:15 +00:00
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#ifndef _re_h
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#define _re_h
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#include <iostream>
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- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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#include <set>
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2006-02-24 04:48:15 +00:00
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#include "token.h"
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#include "ins.h"
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2006-05-25 04:32:20 +00:00
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#include "globals.h"
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2006-02-24 04:48:15 +00:00
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2006-05-25 04:32:20 +00:00
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namespace re2c
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{
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2006-02-24 04:48:15 +00:00
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- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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template<class _Ty>
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class free_list: protected std::set<_Ty>
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{
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public:
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typedef typename std::set<_Ty>::iterator iterator;
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typedef typename std::set<_Ty>::size_type size_type;
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typedef typename std::set<_Ty>::key_type key_type;
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free_list(): in_clear(false)
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{
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}
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using std::set<_Ty>::insert;
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size_type erase(const key_type& key)
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{
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if (!in_clear)
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{
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return std::set<_Ty>::erase(key);
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}
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return 0;
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}
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void clear()
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{
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in_clear = true;
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for(iterator it = this->begin(); it != this->end(); ++it)
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{
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delete *it;
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}
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std::set<_Ty>::clear();
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in_clear = false;
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}
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~free_list()
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{
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clear();
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}
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protected:
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bool in_clear;
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};
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2006-05-25 04:32:20 +00:00
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typedef struct extop
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{
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char op;
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int minsize;
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int maxsize;
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}
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ExtOp;
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struct CharPtn
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{
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uint card;
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CharPtn *fix;
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CharPtn *nxt;
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2006-02-24 04:48:15 +00:00
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};
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2006-05-25 04:32:20 +00:00
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typedef CharPtn *CharPtr;
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struct CharSet
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{
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CharSet();
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~CharSet();
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CharPtn *fix;
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CharPtn *freeHead, **freeTail;
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CharPtr *rep;
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CharPtn *ptn;
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2006-02-24 04:48:15 +00:00
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};
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2006-05-25 04:32:20 +00:00
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class Range
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{
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2006-02-24 04:48:15 +00:00
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public:
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2006-05-25 04:32:20 +00:00
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Range *next;
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uint lb, ub; // [lb,ub)
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|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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static free_list<Range*> vFreeList;
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2006-02-24 04:48:15 +00:00
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public:
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2006-05-25 04:32:20 +00:00
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Range(uint l, uint u) : next(NULL), lb(l), ub(u)
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- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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{
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vFreeList.insert(this);
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}
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2006-05-25 04:32:20 +00:00
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Range(Range &r) : next(NULL), lb(r.lb), ub(r.ub)
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- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
{
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vFreeList.insert(this);
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|
}
|
2006-05-25 04:32:20 +00:00
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friend std::ostream& operator<<(std::ostream&, const Range&);
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friend std::ostream& operator<<(std::ostream&, const Range*);
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2006-02-24 04:48:15 +00:00
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|
};
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
inline std::ostream& operator<<(std::ostream &o, const Range *r)
|
|
|
|
{
|
|
|
|
return r ? o << *r : o;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
class RegExp
|
|
|
|
{
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
public:
|
2006-05-25 04:32:20 +00:00
|
|
|
uint size;
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
static free_list<RegExp*> vFreeList;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
public:
|
2006-05-25 04:32:20 +00:00
|
|
|
RegExp() : size(0)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
virtual ~RegExp()
|
|
|
|
{
|
|
|
|
vFreeList.erase(this);
|
|
|
|
}
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
virtual const char *typeOf() = 0;
|
|
|
|
RegExp *isA(const char *t)
|
|
|
|
{
|
|
|
|
return typeOf() == t ? this : NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual void split(CharSet&) = 0;
|
|
|
|
virtual void calcSize(Char*) = 0;
|
|
|
|
virtual uint fixedLength();
|
|
|
|
virtual void compile(Char*, Ins*) = 0;
|
|
|
|
virtual void display(std::ostream&) const = 0;
|
|
|
|
friend std::ostream& operator<<(std::ostream&, const RegExp&);
|
|
|
|
friend std::ostream& operator<<(std::ostream&, const RegExp*);
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
inline std::ostream& operator<<(std::ostream &o, const RegExp &re)
|
|
|
|
{
|
|
|
|
re.display(o);
|
|
|
|
return o;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
inline std::ostream& operator<<(std::ostream &o, const RegExp *re)
|
|
|
|
{
|
|
|
|
return o << *re;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
class NullOp: public RegExp
|
|
|
|
{
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
public:
|
2006-05-25 04:32:20 +00:00
|
|
|
static const char *type;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
public:
|
2006-05-25 04:32:20 +00:00
|
|
|
const char *typeOf()
|
|
|
|
{
|
|
|
|
return type;
|
|
|
|
}
|
|
|
|
|
|
|
|
void split(CharSet&);
|
|
|
|
void calcSize(Char*);
|
|
|
|
uint fixedLength();
|
|
|
|
void compile(Char*, Ins*);
|
|
|
|
void display(std::ostream &o) const
|
|
|
|
{
|
|
|
|
o << "_";
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
class MatchOp: public RegExp
|
|
|
|
{
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
public:
|
2006-05-25 04:32:20 +00:00
|
|
|
static const char *type;
|
|
|
|
Range *match;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
public:
|
2006-05-25 04:32:20 +00:00
|
|
|
MatchOp(Range *m) : match(m)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *typeOf()
|
|
|
|
{
|
|
|
|
return type;
|
|
|
|
}
|
|
|
|
|
|
|
|
void split(CharSet&);
|
|
|
|
void calcSize(Char*);
|
|
|
|
uint fixedLength();
|
|
|
|
void compile(Char*, Ins*);
|
|
|
|
void display(std::ostream&) const;
|
|
|
|
|
|
|
|
#ifdef PEDANTIC
|
|
|
|
private:
|
|
|
|
MatchOp(const MatchOp& oth)
|
|
|
|
: RegExp(oth)
|
|
|
|
, match(oth.match)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
MatchOp& operator = (const MatchOp& oth)
|
|
|
|
{
|
|
|
|
new(this) MatchOp(oth);
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
#endif
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
class RuleOp: public RegExp
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
static const char *type;
|
|
|
|
|
2006-02-24 04:48:15 +00:00
|
|
|
private:
|
2006-05-25 04:32:20 +00:00
|
|
|
RegExp *exp;
|
|
|
|
|
|
|
|
public:
|
|
|
|
RegExp *ctx;
|
|
|
|
Ins *ins;
|
|
|
|
uint accept;
|
|
|
|
Token *code;
|
|
|
|
uint line;
|
|
|
|
|
|
|
|
public:
|
|
|
|
RuleOp(RegExp*, RegExp*, Token*, uint);
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
|
|
|
|
|
|
|
~RuleOp()
|
|
|
|
{
|
|
|
|
delete code;
|
|
|
|
}
|
|
|
|
|
2006-05-25 04:32:20 +00:00
|
|
|
const char *typeOf()
|
|
|
|
{
|
|
|
|
return type;
|
|
|
|
}
|
|
|
|
|
|
|
|
void split(CharSet&);
|
|
|
|
void calcSize(Char*);
|
|
|
|
void compile(Char*, Ins*);
|
|
|
|
void display(std::ostream &o) const
|
|
|
|
{
|
|
|
|
o << exp << "/" << ctx << ";";
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef PEDANTIC
|
|
|
|
private:
|
|
|
|
RuleOp(const RuleOp& oth)
|
|
|
|
: RegExp(oth)
|
|
|
|
, exp(oth.exp)
|
|
|
|
, ctx(oth.ctx)
|
|
|
|
, ins(oth.ins)
|
|
|
|
, accept(oth.accept)
|
|
|
|
, code(oth.code)
|
|
|
|
, line(oth.line)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
RuleOp& operator = (const RuleOp& oth)
|
|
|
|
{
|
|
|
|
new(this) RuleOp(oth);
|
|
|
|
return *this;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
};
|
|
|
|
|
|
|
|
class RuleLine: public line_number
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
|
|
|
|
RuleLine(const RuleOp& _op)
|
|
|
|
: op(_op)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
uint get_line() const
|
|
|
|
{
|
|
|
|
return op.code->line;
|
|
|
|
}
|
|
|
|
|
|
|
|
const RuleOp& op;
|
2006-02-24 04:48:15 +00:00
|
|
|
};
|
|
|
|
|
- Updated lempar.c to v1.31.
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
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RegExp *mkAlt(RegExp*, RegExp*);
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2006-05-25 04:32:20 +00:00
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class AltOp: public RegExp
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{
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2006-02-24 04:48:15 +00:00
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private:
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2006-05-25 04:32:20 +00:00
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RegExp *exp1, *exp2;
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public:
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static const char *type;
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public:
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AltOp(RegExp *e1, RegExp *e2)
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: exp1(e1)
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, exp2(e2)
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{
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}
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const char *typeOf()
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{
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return type;
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}
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void split(CharSet&);
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void calcSize(Char*);
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uint fixedLength();
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void compile(Char*, Ins*);
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void display(std::ostream &o) const
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{
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o << exp1 << "|" << exp2;
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}
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friend RegExp *mkAlt(RegExp*, RegExp*);
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#ifdef PEDANTIC
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private:
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AltOp(const AltOp& oth)
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: RegExp(oth)
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, exp1(oth.exp1)
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, exp2(oth.exp2)
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{
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}
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AltOp& operator = (const AltOp& oth)
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{
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new(this) AltOp(oth);
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return *this;
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}
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#endif
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2006-02-24 04:48:15 +00:00
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};
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2006-05-25 04:32:20 +00:00
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class CatOp: public RegExp
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{
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2006-02-24 04:48:15 +00:00
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private:
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2006-05-25 04:32:20 +00:00
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RegExp *exp1, *exp2;
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public:
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static const char *type;
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public:
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CatOp(RegExp *e1, RegExp *e2)
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: exp1(e1)
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, exp2(e2)
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{
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}
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const char *typeOf()
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{
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return type;
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}
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void split(CharSet&);
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void calcSize(Char*);
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uint fixedLength();
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void compile(Char*, Ins*);
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void display(std::ostream &o) const
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{
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o << exp1 << exp2;
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}
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#ifdef PEDANTIC
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private:
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CatOp(const CatOp& oth)
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: RegExp(oth)
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, exp1(oth.exp1)
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, exp2(oth.exp2)
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{
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}
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CatOp& operator = (const CatOp& oth)
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{
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new(this) CatOp(oth);
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return *this;
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}
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#endif
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2006-02-24 04:48:15 +00:00
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};
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2006-05-25 04:32:20 +00:00
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class CloseOp: public RegExp
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{
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2006-02-24 04:48:15 +00:00
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private:
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2006-05-25 04:32:20 +00:00
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RegExp *exp;
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public:
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static const char *type;
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public:
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CloseOp(RegExp *e)
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: exp(e)
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{
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}
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const char *typeOf()
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{
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return type;
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}
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void split(CharSet&);
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void calcSize(Char*);
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void compile(Char*, Ins*);
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void display(std::ostream &o) const
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{
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o << exp << "+";
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}
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#ifdef PEDANTIC
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private:
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CloseOp(const CloseOp& oth)
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: RegExp(oth)
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, exp(oth.exp)
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{
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}
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CloseOp& operator = (const CloseOp& oth)
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{
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new(this) CloseOp(oth);
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return *this;
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}
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#endif
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2006-02-24 04:48:15 +00:00
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};
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2006-05-25 04:32:20 +00:00
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class CloseVOp: public RegExp
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{
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2006-02-24 04:48:15 +00:00
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private:
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2006-05-25 04:32:20 +00:00
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RegExp *exp;
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int min;
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int max;
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public:
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static const char *type;
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public:
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CloseVOp(RegExp *e, int lb, int ub)
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: exp(e)
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, min(lb)
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, max(ub)
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{
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}
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const char *typeOf()
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{
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return type;
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}
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void split(CharSet&);
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void calcSize(Char*);
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void compile(Char*, Ins*);
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void display(std::ostream &o) const
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{
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o << exp << "+";
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}
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#ifdef PEDANTIC
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private:
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CloseVOp(const CloseVOp& oth)
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: RegExp(oth)
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, exp(oth.exp)
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, min(oth.min)
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, max(oth.max)
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{
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}
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CloseVOp& operator = (const CloseVOp& oth)
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{
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new(this) CloseVOp(oth);
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return *this;
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}
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#endif
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2006-02-24 04:48:15 +00:00
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};
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extern void genCode(std::ostream&, RegExp*);
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2006-05-25 04:32:20 +00:00
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extern void genCode(std::ostream&, uint, RegExp*);
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extern void genGetState(std::ostream&, uint&, uint);
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2006-02-24 04:48:15 +00:00
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extern RegExp *mkDiff(RegExp*, RegExp*);
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2006-05-25 04:32:20 +00:00
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extern RegExp *mkAlt(RegExp*, RegExp*);
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} // end namespace re2c
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2006-02-24 04:48:15 +00:00
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#endif
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