godot/modules/mono/editor/script_class_parser.h
Ignacio Etcheverry 2cf02f302f Fix C# parsing the full name of base types
Previously it would fail if the type name included its namespace.
2018-10-28 01:31:27 +02:00

80 lines
1.3 KiB
C++

#ifndef SCRIPT_CLASS_PARSER_H
#define SCRIPT_CLASS_PARSER_H
#include "core/ustring.h"
#include "core/variant.h"
#include "core/vector.h"
class ScriptClassParser {
public:
struct NameDecl {
enum Type {
NAMESPACE_DECL,
CLASS_DECL,
STRUCT_DECL
};
String name;
Type type;
};
struct ClassDecl {
String name;
String namespace_;
Vector<String> base;
bool nested;
bool has_script_attr;
};
private:
String code;
int idx;
int line;
String error_str;
bool error;
Variant value;
Vector<ClassDecl> classes;
enum Token {
TK_BRACKET_OPEN,
TK_BRACKET_CLOSE,
TK_CURLY_BRACKET_OPEN,
TK_CURLY_BRACKET_CLOSE,
TK_PERIOD,
TK_COLON,
TK_COMMA,
TK_SYMBOL,
TK_IDENTIFIER,
TK_STRING,
TK_NUMBER,
TK_OP_LESS,
TK_OP_GREATER,
TK_EOF,
TK_ERROR,
TK_MAX
};
static const char *token_names[TK_MAX];
static String get_token_name(Token p_token);
Token get_token();
Error _skip_generic_type_params();
Error _parse_type_full_name(String &r_full_name);
Error _parse_class_base(Vector<String> &r_base);
Error _parse_namespace_name(String &r_name, int &r_curly_stack);
public:
Error parse(const String &p_code);
Error parse_file(const String &p_filepath);
String get_error();
Vector<ClassDecl> get_classes();
};
#endif // SCRIPT_CLASS_PARSER_H