godot/modules/gdscript/gdscript_parser.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* gdscript_parser.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_PARSER_H
#define GDSCRIPT_PARSER_H
#include "core/map.h"
#include "core/object.h"
#include "core/script_language.h"
#include "gdscript_functions.h"
#include "gdscript_tokenizer.h"
struct GDScriptDataType;
struct GDScriptWarning;
class GDScriptParser {
public:
struct ClassNode;
struct DataType {
enum {
BUILTIN,
NATIVE,
SCRIPT,
GDSCRIPT,
CLASS,
UNRESOLVED
} kind;
bool has_type;
bool is_constant;
bool is_meta_type; // Whether the value can be used as a type
bool infer_type;
bool may_yield; // For function calls
Variant::Type builtin_type;
StringName native_type;
Ref<Script> script_type;
ClassNode *class_type;
String to_string() const;
bool operator==(const DataType &other) const {
if (!has_type || !other.has_type) {
return true; // Can be considered equal for parsing purpose
}
if (kind != other.kind) {
return false;
}
switch (kind) {
case BUILTIN: {
return builtin_type == other.builtin_type;
} break;
case NATIVE: {
return native_type == other.native_type;
} break;
case GDSCRIPT:
case SCRIPT: {
return script_type == other.script_type;
} break;
case CLASS: {
return class_type == other.class_type;
} break;
case UNRESOLVED: {
} break;
}
return false;
}
DataType() :
kind(UNRESOLVED),
has_type(false),
is_constant(false),
is_meta_type(false),
infer_type(false),
may_yield(false),
builtin_type(Variant::NIL),
class_type(NULL) {}
};
struct Node {
enum Type {
TYPE_CLASS,
TYPE_FUNCTION,
TYPE_BUILT_IN_FUNCTION,
TYPE_BLOCK,
TYPE_IDENTIFIER,
TYPE_TYPE,
TYPE_CONSTANT,
TYPE_ARRAY,
TYPE_DICTIONARY,
TYPE_SELF,
TYPE_OPERATOR,
TYPE_CONTROL_FLOW,
TYPE_LOCAL_VAR,
TYPE_CAST,
TYPE_ASSERT,
TYPE_BREAKPOINT,
TYPE_NEWLINE,
};
Node *next;
int line;
int column;
Type type;
virtual DataType get_datatype() const { return DataType(); }
virtual void set_datatype(const DataType &p_datatype) {}
virtual ~Node() {}
};
struct FunctionNode;
struct BlockNode;
struct ConstantNode;
struct LocalVarNode;
struct OperatorNode;
struct ClassNode : public Node {
bool tool;
StringName name;
bool extends_used;
bool classname_used;
StringName extends_file;
Vector<StringName> extends_class;
DataType base_type;
String icon_path;
struct Member {
PropertyInfo _export;
#ifdef TOOLS_ENABLED
Variant default_value;
#endif
StringName identifier;
DataType data_type;
StringName setter;
StringName getter;
int line;
Node *expression;
OperatorNode *initial_assignment;
MultiplayerAPI::RPCMode rpc_mode;
int usages;
};
struct Constant {
Node *expression;
DataType type;
};
struct Signal {
StringName name;
Vector<StringName> arguments;
int emissions;
int line;
};
Vector<ClassNode *> subclasses;
Vector<Member> variables;
Map<StringName, Constant> constant_expressions;
Vector<FunctionNode *> functions;
Vector<FunctionNode *> static_functions;
Vector<Signal> _signals;
BlockNode *initializer;
BlockNode *ready;
ClassNode *owner;
//Vector<Node*> initializers;
int end_line;
ClassNode() {
tool = false;
type = TYPE_CLASS;
extends_used = false;
classname_used = false;
end_line = -1;
owner = NULL;
}
};
struct FunctionNode : public Node {
bool _static;
MultiplayerAPI::RPCMode rpc_mode;
bool has_yield;
bool has_unreachable_code;
StringName name;
DataType return_type;
Vector<StringName> arguments;
Vector<DataType> argument_types;
Vector<Node *> default_values;
BlockNode *body;
#ifdef DEBUG_ENABLED
Vector<int> arguments_usage;
#endif // DEBUG_ENABLED
virtual DataType get_datatype() const { return return_type; }
virtual void set_datatype(const DataType &p_datatype) { return_type = p_datatype; }
int get_required_argument_count() { return arguments.size() - default_values.size(); }
FunctionNode() {
type = TYPE_FUNCTION;
_static = false;
rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
has_yield = false;
has_unreachable_code = false;
}
};
struct BlockNode : public Node {
ClassNode *parent_class;
BlockNode *parent_block;
List<Node *> statements;
Map<StringName, LocalVarNode *> variables;
bool has_return;
Node *if_condition; //tiny hack to improve code completion on if () blocks
//the following is useful for code completion
List<BlockNode *> sub_blocks;
int end_line;
BlockNode() {
if_condition = NULL;
type = TYPE_BLOCK;
end_line = -1;
parent_block = NULL;
parent_class = NULL;
has_return = false;
}
};
struct TypeNode : public Node {
Variant::Type vtype;
TypeNode() { type = TYPE_TYPE; }
};
struct BuiltInFunctionNode : public Node {
GDScriptFunctions::Function function;
BuiltInFunctionNode() { type = TYPE_BUILT_IN_FUNCTION; }
};
struct IdentifierNode : public Node {
StringName name;
BlockNode *declared_block; // Simplify lookup by checking if it is declared locally
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
IdentifierNode() {
type = TYPE_IDENTIFIER;
declared_block = NULL;
}
};
struct LocalVarNode : public Node {
StringName name;
Node *assign;
OperatorNode *assign_op;
int assignments;
int usages;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
LocalVarNode() {
type = TYPE_LOCAL_VAR;
assign = NULL;
assign_op = NULL;
assignments = 0;
usages = 0;
}
};
struct ConstantNode : public Node {
Variant value;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
ConstantNode() { type = TYPE_CONSTANT; }
};
struct ArrayNode : public Node {
Vector<Node *> elements;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
ArrayNode() {
type = TYPE_ARRAY;
datatype.has_type = true;
datatype.kind = DataType::BUILTIN;
datatype.builtin_type = Variant::ARRAY;
}
};
struct DictionaryNode : public Node {
struct Pair {
Node *key;
Node *value;
};
Vector<Pair> elements;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
DictionaryNode() {
type = TYPE_DICTIONARY;
datatype.has_type = true;
datatype.kind = DataType::BUILTIN;
datatype.builtin_type = Variant::DICTIONARY;
}
};
struct SelfNode : public Node {
SelfNode() { type = TYPE_SELF; }
};
struct OperatorNode : public Node {
enum Operator {
//call/constructor operator
OP_CALL,
OP_PARENT_CALL,
OP_YIELD,
OP_IS,
OP_IS_BUILTIN,
//indexing operator
OP_INDEX,
OP_INDEX_NAMED,
//unary operators
OP_NEG,
OP_POS,
OP_NOT,
OP_BIT_INVERT,
//binary operators (in precedence order)
OP_IN,
OP_EQUAL,
OP_NOT_EQUAL,
OP_LESS,
OP_LESS_EQUAL,
OP_GREATER,
OP_GREATER_EQUAL,
OP_AND,
OP_OR,
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_SHIFT_LEFT,
OP_SHIFT_RIGHT,
OP_INIT_ASSIGN,
OP_ASSIGN,
OP_ASSIGN_ADD,
OP_ASSIGN_SUB,
OP_ASSIGN_MUL,
OP_ASSIGN_DIV,
OP_ASSIGN_MOD,
OP_ASSIGN_SHIFT_LEFT,
OP_ASSIGN_SHIFT_RIGHT,
OP_ASSIGN_BIT_AND,
OP_ASSIGN_BIT_OR,
OP_ASSIGN_BIT_XOR,
OP_BIT_AND,
OP_BIT_OR,
OP_BIT_XOR,
//ternary operators
OP_TERNARY_IF,
OP_TERNARY_ELSE,
};
Operator op;
Vector<Node *> arguments;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
OperatorNode() { type = TYPE_OPERATOR; }
};
struct PatternNode : public Node {
enum PatternType {
PT_CONSTANT,
PT_BIND,
PT_DICTIONARY,
PT_ARRAY,
PT_IGNORE_REST,
PT_WILDCARD
};
PatternType pt_type;
Node *constant;
StringName bind;
Map<ConstantNode *, PatternNode *> dictionary;
Vector<PatternNode *> array;
};
struct PatternBranchNode : public Node {
Vector<PatternNode *> patterns;
BlockNode *body;
};
struct MatchNode : public Node {
Node *val_to_match;
Vector<PatternBranchNode *> branches;
struct CompiledPatternBranch {
Node *compiled_pattern;
BlockNode *body;
};
Vector<CompiledPatternBranch> compiled_pattern_branches;
};
struct ControlFlowNode : public Node {
enum CFType {
CF_IF,
CF_FOR,
CF_WHILE,
CF_BREAK,
CF_CONTINUE,
CF_RETURN,
CF_MATCH
};
CFType cf_type;
Vector<Node *> arguments;
BlockNode *body;
BlockNode *body_else;
MatchNode *match;
ControlFlowNode *_else; //used for if
ControlFlowNode() {
type = TYPE_CONTROL_FLOW;
cf_type = CF_IF;
body = NULL;
body_else = NULL;
}
};
struct CastNode : public Node {
Node *source_node;
DataType cast_type;
DataType return_type;
virtual DataType get_datatype() const { return return_type; }
virtual void set_datatype(const DataType &p_datatype) { return_type = p_datatype; }
CastNode() { type = TYPE_CAST; }
};
struct AssertNode : public Node {
Node *condition;
Node *message;
AssertNode() :
condition(0),
message(0) {
type = TYPE_ASSERT;
}
};
struct BreakpointNode : public Node {
BreakpointNode() { type = TYPE_BREAKPOINT; }
};
struct NewLineNode : public Node {
NewLineNode() { type = TYPE_NEWLINE; }
};
struct Expression {
bool is_op;
union {
OperatorNode::Operator op;
Node *node;
};
};
enum CompletionType {
COMPLETION_NONE,
COMPLETION_BUILT_IN_TYPE_CONSTANT,
COMPLETION_GET_NODE,
COMPLETION_FUNCTION,
COMPLETION_IDENTIFIER,
COMPLETION_PARENT_FUNCTION,
COMPLETION_METHOD,
COMPLETION_CALL_ARGUMENTS,
COMPLETION_RESOURCE_PATH,
COMPLETION_INDEX,
COMPLETION_VIRTUAL_FUNC,
COMPLETION_YIELD,
COMPLETION_ASSIGN,
COMPLETION_TYPE_HINT,
COMPLETION_TYPE_HINT_INDEX,
};
private:
GDScriptTokenizer *tokenizer;
Node *head;
Node *list;
template <class T>
T *alloc_node();
bool validating;
bool for_completion;
int parenthesis;
bool error_set;
String error;
int error_line;
int error_column;
bool check_types;
bool dependencies_only;
List<String> dependencies;
#ifdef DEBUG_ENABLED
Set<int> *safe_lines;
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
List<GDScriptWarning> warnings;
#endif // DEBUG_ENABLED
int pending_newline;
struct IndentLevel {
int indent;
int tabs;
bool is_mixed(IndentLevel other) {
return (
(indent == other.indent && tabs != other.tabs) ||
(indent > other.indent && tabs < other.tabs) ||
(indent < other.indent && tabs > other.tabs));
}
IndentLevel() :
indent(0),
tabs(0) {}
IndentLevel(int p_indent, int p_tabs) :
indent(p_indent),
tabs(p_tabs) {}
};
List<IndentLevel> indent_level;
String base_path;
String self_path;
ClassNode *current_class;
FunctionNode *current_function;
BlockNode *current_block;
bool _get_completable_identifier(CompletionType p_type, StringName &identifier);
void _make_completable_call(int p_arg);
CompletionType completion_type;
StringName completion_cursor;
Variant::Type completion_built_in_constant;
Node *completion_node;
ClassNode *completion_class;
FunctionNode *completion_function;
BlockNode *completion_block;
int completion_line;
int completion_argument;
bool completion_found;
bool completion_ident_is_call;
PropertyInfo current_export;
MultiplayerAPI::RPCMode rpc_mode;
void _set_error(const String &p_error, int p_line = -1, int p_column = -1);
#ifdef DEBUG_ENABLED
void _add_warning(int p_code, int p_line = -1, const String &p_symbol1 = String(), const String &p_symbol2 = String(), const String &p_symbol3 = String(), const String &p_symbol4 = String());
void _add_warning(int p_code, int p_line, const Vector<String> &p_symbols);
#endif // DEBUG_ENABLED
bool _recover_from_completion();
bool _parse_arguments(Node *p_parent, Vector<Node *> &p_args, bool p_static, bool p_can_codecomplete = false, bool p_parsing_constant = false);
bool _enter_indent_block(BlockNode *p_block = NULL);
bool _parse_newline();
Node *_parse_expression(Node *p_parent, bool p_static, bool p_allow_assign = false, bool p_parsing_constant = false);
Node *_reduce_expression(Node *p_node, bool p_to_const = false);
Node *_parse_and_reduce_expression(Node *p_parent, bool p_static, bool p_reduce_const = false, bool p_allow_assign = false);
PatternNode *_parse_pattern(bool p_static);
void _parse_pattern_block(BlockNode *p_block, Vector<PatternBranchNode *> &p_branches, bool p_static);
void _transform_match_statment(MatchNode *p_match_statement);
void _generate_pattern(PatternNode *p_pattern, Node *p_node_to_match, Node *&p_resulting_node, Map<StringName, Node *> &p_bindings);
void _parse_block(BlockNode *p_block, bool p_static);
void _parse_extends(ClassNode *p_class);
void _parse_class(ClassNode *p_class);
bool _end_statement();
void _determine_inheritance(ClassNode *p_class, bool p_recursive = true);
bool _parse_type(DataType &r_type, bool p_can_be_void = false);
DataType _resolve_type(const DataType &p_source, int p_line);
DataType _type_from_variant(const Variant &p_value) const;
DataType _type_from_property(const PropertyInfo &p_property, bool p_nil_is_variant = true) const;
DataType _type_from_gdtype(const GDScriptDataType &p_gdtype) const;
DataType _get_operation_type(const Variant::Operator p_op, const DataType &p_a, const DataType &p_b, bool &r_valid) const;
Variant::Operator _get_variant_operation(const OperatorNode::Operator &p_op) const;
bool _get_function_signature(DataType &p_base_type, const StringName &p_function, DataType &r_return_type, List<DataType> &r_arg_types, int &r_default_arg_count, bool &r_static, bool &r_vararg) const;
bool _get_member_type(const DataType &p_base_type, const StringName &p_member, DataType &r_member_type) const;
bool _is_type_compatible(const DataType &p_container, const DataType &p_expression, bool p_allow_implicit_conversion = false) const;
Node *_get_default_value_for_type(const DataType &p_type, int p_line = -1);
DataType _reduce_node_type(Node *p_node);
DataType _reduce_function_call_type(const OperatorNode *p_call);
DataType _reduce_identifier_type(const DataType *p_base_type, const StringName &p_identifier, int p_line, bool p_is_indexing);
void _check_class_level_types(ClassNode *p_class);
void _check_class_blocks_types(ClassNode *p_class);
void _check_function_types(FunctionNode *p_function);
void _check_block_types(BlockNode *p_block);
_FORCE_INLINE_ void _mark_line_as_safe(int p_line) const {
#ifdef DEBUG_ENABLED
if (safe_lines) safe_lines->insert(p_line);
#endif // DEBUG_ENABLED
}
_FORCE_INLINE_ void _mark_line_as_unsafe(int p_line) const {
#ifdef DEBUG_ENABLED
if (safe_lines) safe_lines->erase(p_line);
#endif // DEBUG_ENABLED
}
Error _parse(const String &p_base_path);
public:
bool has_error() const;
String get_error() const;
int get_error_line() const;
int get_error_column() const;
#ifdef DEBUG_ENABLED
const List<GDScriptWarning> &get_warnings() const { return warnings; }
#endif // DEBUG_ENABLED
Error parse(const String &p_code, const String &p_base_path = "", bool p_just_validate = false, const String &p_self_path = "", bool p_for_completion = false, Set<int> *r_safe_lines = NULL, bool p_dependencies_only = false);
Error parse_bytecode(const Vector<uint8_t> &p_bytecode, const String &p_base_path = "", const String &p_self_path = "");
bool is_tool_script() const;
const Node *get_parse_tree() const;
//completion info
CompletionType get_completion_type();
StringName get_completion_cursor();
int get_completion_line();
Variant::Type get_completion_built_in_constant();
Node *get_completion_node();
ClassNode *get_completion_class();
BlockNode *get_completion_block();
FunctionNode *get_completion_function();
int get_completion_argument_index();
int get_completion_identifier_is_function();
const List<String> &get_dependencies() const { return dependencies; }
void clear();
GDScriptParser();
~GDScriptParser();
};
#endif // GDSCRIPT_PARSER_H