// Note: This must not be included by anything but dobject.h! #pragma once 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 ------------------------------------------------------------ class PSymbolVMFunction : public PSymbol { DECLARE_CLASS(PSymbolVMFunction, PSymbol); public: VMFunction *Function; PSymbolVMFunction(FName name) : PSymbol(name) {} PSymbolVMFunction() : PSymbol(NAME_None) {} }; // 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; protected: PField(); }; // Properties ------------------------------------------------------ // For setting properties in class defaults. class PProperty : public PSymbol { DECLARE_CLASS(PProperty, PSymbol); public: PProperty(FName name, TArray &variables); TArray Variables; protected: PProperty(); }; class PPropFlag : public PSymbol { DECLARE_CLASS(PPropFlag, PSymbol); public: PPropFlag(FName name, PField *offset, int bitval); PField *Offset; int bitval; 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 ArgFlags; // Should be the same length as Proto->ArgumentTypes TArray ArgNames; // we need the names to access them later when the function gets compiled. uint32_t Flags; int UseFlags; PContainerType *SelfClass; }; TArray Variants; PContainerType *OwningClass = nullptr; unsigned AddVariant(PPrototype *proto, TArray &argflags, TArray &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 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 AllNamespaces; FNamespaceManager(); PNamespace *NewNamespace(int filenum); void ReleaseSymbols(); int RemoveSymbols(); }; extern FNamespaceManager Namespaces; void RemoveUnusedSymbols();