godot/modules/gdscript/gdscript_codegen.h
George Marques 82273ebc01
Add GDScript code generation interface
Implement the abstraction by targeting the current VM.
2020-09-01 14:27:19 -03:00

160 lines
8.8 KiB
C++

/*************************************************************************/
/* gdscript_codegen.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_CODEGEN
#define GDSCRIPT_CODEGEN
#include "core/io/multiplayer_api.h"
#include "core/string_name.h"
#include "core/variant.h"
#include "gdscript_function.h"
#include "gdscript_functions.h"
class GDScriptCodeGenerator {
public:
struct Address {
enum AddressMode {
SELF,
CLASS,
MEMBER,
CONSTANT,
CLASS_CONSTANT,
LOCAL_CONSTANT,
LOCAL_VARIABLE,
FUNCTION_PARAMETER,
TEMPORARY,
GLOBAL,
NAMED_GLOBAL,
NIL,
};
AddressMode mode = NIL;
uint32_t address = 0;
GDScriptDataType type;
Address() {}
Address(AddressMode p_mode, const GDScriptDataType &p_type = GDScriptDataType()) {
mode = p_mode;
type = p_type;
}
Address(AddressMode p_mode, uint32_t p_address, const GDScriptDataType &p_type = GDScriptDataType()) {
mode = p_mode,
address = p_address;
type = p_type;
}
};
virtual uint32_t add_parameter(const StringName &p_name, bool p_is_optional, const GDScriptDataType &p_type) = 0;
virtual uint32_t add_local(const StringName &p_name, const GDScriptDataType &p_type) = 0;
virtual uint32_t add_local_constant(const StringName &p_name, const Variant &p_constant) = 0;
virtual uint32_t add_or_get_constant(const Variant &p_constant) = 0;
virtual uint32_t add_or_get_name(const StringName &p_name) = 0;
virtual uint32_t add_temporary() = 0;
virtual void pop_temporary() = 0;
virtual void start_parameters() = 0;
virtual void end_parameters() = 0;
virtual void start_block() = 0;
virtual void end_block() = 0;
// virtual int get_max_stack_level() = 0;
// virtual int get_max_function_arguments() = 0;
virtual void write_start(GDScript *p_script, const StringName &p_function_name, bool p_static, MultiplayerAPI::RPCMode p_rpc_mode, const GDScriptDataType &p_return_type) = 0;
virtual GDScriptFunction *write_end() = 0;
#ifdef DEBUG_ENABLED
virtual void set_signature(const String &p_signature) = 0;
#endif
virtual void set_initial_line(int p_line) = 0;
// virtual void alloc_stack(int p_level) = 0; // Is this needed?
// virtual void alloc_call(int p_arg_count) = 0; // This might be automatic from other functions.
virtual void write_operator(const Address &p_target, Variant::Operator p_operator, const Address &p_left_operand, const Address &p_right_operand) = 0;
virtual void write_type_test(const Address &p_target, const Address &p_source, const Address &p_type) = 0;
virtual void write_type_test_builtin(const Address &p_target, const Address &p_source, Variant::Type p_type) = 0;
virtual void write_and_left_operand(const Address &p_left_operand) = 0;
virtual void write_and_right_operand(const Address &p_right_operand) = 0;
virtual void write_end_and(const Address &p_target) = 0;
virtual void write_or_left_operand(const Address &p_left_operand) = 0;
virtual void write_or_right_operand(const Address &p_right_operand) = 0;
virtual void write_end_or(const Address &p_target) = 0;
virtual void write_start_ternary(const Address &p_target) = 0;
virtual void write_ternary_condition(const Address &p_condition) = 0;
virtual void write_ternary_true_expr(const Address &p_expr) = 0;
virtual void write_ternary_false_expr(const Address &p_expr) = 0;
virtual void write_end_ternary() = 0;
virtual void write_set(const Address &p_target, const Address &p_index, const Address &p_source) = 0;
virtual void write_get(const Address &p_target, const Address &p_index, const Address &p_source) = 0;
virtual void write_set_named(const Address &p_target, const StringName &p_name, const Address &p_source) = 0;
virtual void write_get_named(const Address &p_target, const StringName &p_name, const Address &p_source) = 0;
virtual void write_set_member(const Address &p_value, const StringName &p_name) = 0;
virtual void write_get_member(const Address &p_target, const StringName &p_name) = 0;
virtual void write_assign(const Address &p_target, const Address &p_source) = 0;
virtual void write_assign_true(const Address &p_target) = 0;
virtual void write_assign_false(const Address &p_target) = 0;
virtual void write_cast(const Address &p_target, const Address &p_source, const GDScriptDataType &p_type) = 0;
virtual void write_call(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;
virtual void write_super_call(const Address &p_target, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;
virtual void write_call_async(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;
virtual void write_call_builtin(const Address &p_target, GDScriptFunctions::Function p_function, const Vector<Address> &p_arguments) = 0;
virtual void write_call_method_bind(const Address &p_target, const Address &p_base, const MethodBind *p_method, const Vector<Address> &p_arguments) = 0;
virtual void write_call_ptrcall(const Address &p_target, const Address &p_base, const MethodBind *p_method, const Vector<Address> &p_arguments) = 0;
virtual void write_call_self(const Address &p_target, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;
virtual void write_call_script_function(const Address &p_target, const Address &p_base, const StringName &p_function_name, const Vector<Address> &p_arguments) = 0;
virtual void write_construct(const Address &p_target, Variant::Type p_type, const Vector<Address> &p_arguments) = 0;
virtual void write_construct_array(const Address &p_target, const Vector<Address> &p_arguments) = 0;
virtual void write_construct_dictionary(const Address &p_target, const Vector<Address> &p_arguments) = 0;
virtual void write_await(const Address &p_target, const Address &p_operand) = 0;
virtual void write_if(const Address &p_condition) = 0;
// virtual void write_elseif(const Address &p_condition) = 0; This kind of makes things more difficult for no real benefit.
virtual void write_else() = 0;
virtual void write_endif() = 0;
virtual void write_for(const Address &p_variable, const Address &p_list) = 0;
virtual void write_endfor() = 0;
virtual void start_while_condition() = 0; // Used to allow a jump to the expression evaluation.
virtual void write_while(const Address &p_condition) = 0;
virtual void write_endwhile() = 0;
virtual void start_match() = 0;
virtual void start_match_branch() = 0;
virtual void end_match() = 0;
virtual void write_break() = 0;
virtual void write_continue() = 0;
virtual void write_continue_match() = 0;
virtual void write_breakpoint() = 0;
virtual void write_newline(int p_line) = 0;
virtual void write_return(const Address &p_return_value) = 0;
virtual void write_assert(const Address &p_test, const Address &p_message) = 0;
virtual ~GDScriptCodeGenerator() {}
};
#endif // GDSCRIPT_CODEGEN