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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
153 lines
7.8 KiB
C++
153 lines
7.8 KiB
C++
/*************************************************************************/
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/* gdscript_compiler.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GDSCRIPT_COMPILER_H
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#define GDSCRIPT_COMPILER_H
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#include "core/templates/set.h"
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#include "gdscript.h"
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#include "gdscript_codegen.h"
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#include "gdscript_function.h"
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#include "gdscript_parser.h"
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class GDScriptCompiler {
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const GDScriptParser *parser = nullptr;
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Set<GDScript *> parsed_classes;
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Set<GDScript *> parsing_classes;
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GDScript *main_script = nullptr;
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struct CodeGen {
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GDScript *script = nullptr;
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const GDScriptParser::ClassNode *class_node = nullptr;
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const GDScriptParser::FunctionNode *function_node = nullptr;
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StringName function_name;
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GDScriptCodeGenerator *generator = nullptr;
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Map<StringName, GDScriptCodeGenerator::Address> parameters;
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Map<StringName, GDScriptCodeGenerator::Address> locals;
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List<Map<StringName, GDScriptCodeGenerator::Address>> locals_stack;
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GDScriptCodeGenerator::Address add_local(const StringName &p_name, const GDScriptDataType &p_type) {
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uint32_t addr = generator->add_local(p_name, p_type);
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locals[p_name] = GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::LOCAL_VARIABLE, addr, p_type);
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return locals[p_name];
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}
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GDScriptCodeGenerator::Address add_local_constant(const StringName &p_name, const Variant &p_value) {
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uint32_t addr = generator->add_local_constant(p_name, p_value);
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locals[p_name] = GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::LOCAL_CONSTANT, addr);
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return locals[p_name];
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}
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GDScriptCodeGenerator::Address add_temporary(const GDScriptDataType &p_type = GDScriptDataType()) {
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uint32_t addr = generator->add_temporary();
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return GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::TEMPORARY, addr, p_type);
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}
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GDScriptCodeGenerator::Address add_constant(const Variant &p_constant) {
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GDScriptDataType type;
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type.has_type = true;
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type.kind = GDScriptDataType::BUILTIN;
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type.builtin_type = p_constant.get_type();
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if (type.builtin_type == Variant::OBJECT) {
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Object *obj = p_constant;
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if (obj) {
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type.kind = GDScriptDataType::NATIVE;
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type.native_type = obj->get_class_name();
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Ref<Script> script = obj->get_script();
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if (script.is_valid()) {
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type.script_type = script.ptr();
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Ref<GDScript> gdscript = script;
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if (gdscript.is_valid()) {
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type.kind = GDScriptDataType::GDSCRIPT;
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} else {
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type.kind = GDScriptDataType::SCRIPT;
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}
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}
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} else {
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type.builtin_type = Variant::NIL;
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}
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}
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uint32_t addr = generator->add_or_get_constant(p_constant);
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return GDScriptCodeGenerator::Address(GDScriptCodeGenerator::Address::CONSTANT, addr, type);
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}
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void start_block() {
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Map<StringName, GDScriptCodeGenerator::Address> old_locals = locals;
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locals_stack.push_back(old_locals);
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generator->start_block();
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}
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void end_block() {
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locals = locals_stack.back()->get();
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locals_stack.pop_back();
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generator->end_block();
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}
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};
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bool _is_class_member_property(CodeGen &codegen, const StringName &p_name);
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bool _is_class_member_property(GDScript *owner, const StringName &p_name);
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void _set_error(const String &p_error, const GDScriptParser::Node *p_node);
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Error _create_binary_operator(CodeGen &codegen, const GDScriptParser::BinaryOpNode *on, Variant::Operator op, bool p_initializer = false, const GDScriptCodeGenerator::Address &p_index_addr = GDScriptCodeGenerator::Address());
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Error _create_binary_operator(CodeGen &codegen, const GDScriptParser::ExpressionNode *p_left_operand, const GDScriptParser::ExpressionNode *p_right_operand, Variant::Operator op, bool p_initializer = false, const GDScriptCodeGenerator::Address &p_index_addr = GDScriptCodeGenerator::Address());
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GDScriptDataType _gdtype_from_datatype(const GDScriptParser::DataType &p_datatype, GDScript *p_owner = nullptr) const;
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GDScriptCodeGenerator::Address _parse_assign_right_expression(CodeGen &codegen, Error &r_error, const GDScriptParser::AssignmentNode *p_assignmentint, const GDScriptCodeGenerator::Address &p_index_addr = GDScriptCodeGenerator::Address());
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GDScriptCodeGenerator::Address _parse_expression(CodeGen &codegen, Error &r_error, const GDScriptParser::ExpressionNode *p_expression, bool p_root = false, bool p_initializer = false, const GDScriptCodeGenerator::Address &p_index_addr = GDScriptCodeGenerator::Address());
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GDScriptCodeGenerator::Address _parse_match_pattern(CodeGen &codegen, Error &r_error, const GDScriptParser::PatternNode *p_pattern, const GDScriptCodeGenerator::Address &p_value_addr, const GDScriptCodeGenerator::Address &p_type_addr, const GDScriptCodeGenerator::Address &p_previous_test, bool p_is_first, bool p_is_nested);
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void _add_locals_in_block(CodeGen &codegen, const GDScriptParser::SuiteNode *p_block);
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Error _parse_block(CodeGen &codegen, const GDScriptParser::SuiteNode *p_block, bool p_add_locals = true);
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Error _parse_function(GDScript *p_script, const GDScriptParser::ClassNode *p_class, const GDScriptParser::FunctionNode *p_func, bool p_for_ready = false);
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Error _parse_setter_getter(GDScript *p_script, const GDScriptParser::ClassNode *p_class, const GDScriptParser::VariableNode *p_variable, bool p_is_setter);
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Error _parse_class_level(GDScript *p_script, const GDScriptParser::ClassNode *p_class, bool p_keep_state);
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Error _parse_class_blocks(GDScript *p_script, const GDScriptParser::ClassNode *p_class, bool p_keep_state);
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void _make_scripts(GDScript *p_script, const GDScriptParser::ClassNode *p_class, bool p_keep_state);
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int err_line;
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int err_column;
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StringName source;
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String error;
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bool within_await = false;
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public:
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Error compile(const GDScriptParser *p_parser, GDScript *p_script, bool p_keep_state = false);
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String get_error() const;
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int get_error_line() const;
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int get_error_column() const;
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GDScriptCompiler();
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};
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#endif // GDSCRIPT_COMPILER_H
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