/*************************************************************************/ /* gdscript_compiler.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef GDSCRIPT_COMPILER_H #define GDSCRIPT_COMPILER_H #include "core/templates/set.h" #include "gdscript.h" #include "gdscript_codegen.h" #include "gdscript_function.h" #include "gdscript_parser.h" class GDScriptCompiler { const GDScriptParser *parser = nullptr; Set parsed_classes; Set parsing_classes; GDScript *main_script = nullptr; struct CodeGen { GDScript *script = nullptr; const GDScriptParser::ClassNode *class_node = nullptr; const GDScriptParser::FunctionNode *function_node = nullptr; StringName function_name; GDScriptCodeGenerator *generator = nullptr; Map parameters; Map locals; List> locals_stack; GDScriptCodeGenerator::Address add_local(const StringName &p_name, const GDScriptDataType &p_type) { uint32_t addr = generator->add_local(p_name, p_type); locals[p_name] = GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::LOCAL_VARIABLE, addr, p_type); return locals[p_name]; } GDScriptCodeGenerator::Address add_local_constant(const StringName &p_name, const Variant &p_value) { uint32_t addr = generator->add_local_constant(p_name, p_value); locals[p_name] = GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::CONSTANT, addr); return locals[p_name]; } GDScriptCodeGenerator::Address add_temporary(const GDScriptDataType &p_type = GDScriptDataType()) { uint32_t addr = generator->add_temporary(p_type); return GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::TEMPORARY, addr, p_type); } GDScriptCodeGenerator::Address add_constant(const Variant &p_constant) { GDScriptDataType type; type.has_type = true; type.kind = GDScriptDataType::BUILTIN; type.builtin_type = p_constant.get_type(); if (type.builtin_type == Variant::OBJECT) { Object *obj = p_constant; if (obj) { type.kind = GDScriptDataType::NATIVE; type.native_type = obj->get_class_name(); Ref