73c94f571d
Didn't require any changes except dos2unix.
381 lines
13 KiB
C++
381 lines
13 KiB
C++
/*
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AngelCode Scripting Library
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Copyright (c) 2003-2021 Andreas Jonsson
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any
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damages arising from the use of this software.
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Permission is granted to anyone to use this software for any
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purpose, including commercial applications, and to alter it and
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redistribute it freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you
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must not claim that you wrote the original software. If you use
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this software in a product, an acknowledgment in the product
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documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and
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must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source
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distribution.
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The original version of this library can be located at:
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http://www.angelcode.com/angelscript/
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Andreas Jonsson
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andreas@angelcode.com
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*/
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//
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// as_scriptfunction.h
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//
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// A container for a compiled script function
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//
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#ifndef AS_SCRIPTFUNCTION_H
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#define AS_SCRIPTFUNCTION_H
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#include "as_config.h"
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#include "as_string.h"
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#include "as_array.h"
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#include "as_datatype.h"
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#include "as_atomic.h"
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BEGIN_AS_NAMESPACE
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class asCScriptEngine;
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class asCModule;
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class asCConfigGroup;
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class asCGlobalProperty;
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class asCScriptNode;
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class asCFuncdefType;
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struct asSNameSpace;
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struct asSScriptVariable
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{
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asCString name;
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asCDataType type;
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int stackOffset;
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asUINT declaredAtProgramPos;
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};
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enum asEListPatternNodeType
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{
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asLPT_REPEAT,
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asLPT_REPEAT_SAME,
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asLPT_START,
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asLPT_END,
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asLPT_TYPE
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};
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struct asSListPatternNode
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{
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asSListPatternNode(asEListPatternNodeType t) : type(t), next(0) {}
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virtual ~asSListPatternNode() {};
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virtual asSListPatternNode *Duplicate() { return asNEW(asSListPatternNode)(type); }
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asEListPatternNodeType type;
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asSListPatternNode *next;
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};
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struct asSListPatternDataTypeNode : public asSListPatternNode
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{
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asSListPatternDataTypeNode(const asCDataType &dt) : asSListPatternNode(asLPT_TYPE), dataType(dt) {}
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asSListPatternNode *Duplicate() { return asNEW(asSListPatternDataTypeNode)(dataType); }
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asCDataType dataType;
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};
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enum asEObjVarInfoOption
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{
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asOBJ_UNINIT, // object is uninitialized/destroyed
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asOBJ_INIT, // object is initialized
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asBLOCK_BEGIN, // scope block begins
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asBLOCK_END, // scope block ends
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asOBJ_VARDECL // object variable is declared (but not necessarily initialized)
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};
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enum asEFuncTrait
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{
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asTRAIT_CONSTRUCTOR = 1,
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asTRAIT_DESTRUCTOR = 2,
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asTRAIT_CONST = 4,
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asTRAIT_PRIVATE = 8,
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asTRAIT_PROTECTED = 16,
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asTRAIT_FINAL = 32,
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asTRAIT_OVERRIDE = 64,
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asTRAIT_SHARED = 128,
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asTRAIT_EXTERNAL = 256,
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asTRAIT_EXPLICIT = 512,
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asTRAIT_PROPERTY = 1024
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};
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struct asSFunctionTraits
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{
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asSFunctionTraits() : traits(0) {}
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void SetTrait(asEFuncTrait trait, bool set) { if (set) traits |= trait; else traits &= ~trait; }
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bool GetTrait(asEFuncTrait trait) const { return (traits & trait) ? true : false; }
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protected:
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asDWORD traits;
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};
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struct asSObjectVariableInfo
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{
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asUINT programPos;
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int variableOffset;
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asEObjVarInfoOption option;
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};
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struct asSTryCatchInfo
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{
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asUINT tryPos;
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asUINT catchPos;
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};
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struct asSSystemFunctionInterface;
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// TODO: Might be interesting to allow enumeration of accessed global variables, and
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// also functions/methods that are being called. This could be used to build a
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// code database with call graphs, etc.
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void RegisterScriptFunction(asCScriptEngine *engine);
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class asCScriptFunction : public asIScriptFunction
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{
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public:
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// From asIScriptFunction
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asIScriptEngine *GetEngine() const;
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// Memory management
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int AddRef() const;
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int Release() const;
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// Miscellaneous
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int GetId() const;
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asEFuncType GetFuncType() const;
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const char *GetModuleName() const;
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asIScriptModule *GetModule() const;
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const char *GetScriptSectionName() const;
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const char *GetConfigGroup() const;
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asDWORD GetAccessMask() const;
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void *GetAuxiliary() const;
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// Function signature
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asITypeInfo *GetObjectType() const;
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const char *GetObjectName() const;
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const char *GetName() const;
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const char *GetNamespace() const;
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const char *GetDeclaration(bool includeObjectName = true, bool includeNamespace = false, bool includeParamNames = false) const;
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bool IsReadOnly() const;
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bool IsPrivate() const;
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bool IsProtected() const;
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bool IsFinal() const;
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bool IsOverride() const;
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bool IsShared() const;
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bool IsExplicit() const;
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bool IsProperty() const;
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asUINT GetParamCount() const;
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int GetParam(asUINT index, int *typeId, asDWORD *flags = 0, const char **name = 0, const char **defaultArg = 0) const;
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int GetReturnTypeId(asDWORD *flags = 0) const;
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// Type id for function pointers
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int GetTypeId() const;
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bool IsCompatibleWithTypeId(int typeId) const;
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// Delegates
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void *GetDelegateObject() const;
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asITypeInfo *GetDelegateObjectType() const;
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asIScriptFunction *GetDelegateFunction() const;
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// Debug information
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asUINT GetVarCount() const;
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int GetVar(asUINT index, const char **name, int *typeId = 0) const;
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const char * GetVarDecl(asUINT index, bool includeNamespace = false) const;
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int FindNextLineWithCode(int line) const;
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// For JIT compilation
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asDWORD *GetByteCode(asUINT *length = 0);
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// User data
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void *SetUserData(void *userData, asPWORD type);
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void *GetUserData(asPWORD type) const;
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public:
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//-----------------------------------
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// Internal methods
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void SetShared(bool set) { traits.SetTrait(asTRAIT_SHARED, set); }
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void SetReadOnly(bool set) { traits.SetTrait(asTRAIT_CONST, set); }
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void SetFinal(bool set) { traits.SetTrait(asTRAIT_FINAL, set); }
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void SetOverride(bool set) { traits.SetTrait(asTRAIT_OVERRIDE, set); }
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void SetExplicit(bool set) { traits.SetTrait(asTRAIT_EXPLICIT, set); }
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void SetProtected(bool set) { traits.SetTrait(asTRAIT_PROTECTED, set); }
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void SetPrivate(bool set) { traits.SetTrait(asTRAIT_PRIVATE, set); }
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void SetProperty(bool set) { traits.SetTrait(asTRAIT_PROPERTY, set); }
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bool IsFactory() const;
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asCScriptFunction(asCScriptEngine *engine, asCModule *mod, asEFuncType funcType);
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~asCScriptFunction();
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// Keep an internal reference counter to separate references coming from
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// application or script objects and references coming from the script code
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int AddRefInternal();
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int ReleaseInternal();
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void DestroyHalfCreated();
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// TODO: operator==
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// TODO: The asIScriptFunction should provide operator== and operator!= that should do a
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// a value comparison. Two delegate objects that point to the same object and class method should compare as equal
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// TODO: The operator== should also be provided in script as opEquals to allow the same comparison in script
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// To do this we'll need some way to adapt the argtype for opEquals for each funcdef, preferrably without instantiating lots of different methods
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// Perhaps reusing 'auto' to mean the same type as the object
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//bool operator==(const asCScriptFunction &other) const;
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void DestroyInternal();
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void AddVariable(asCString &name, asCDataType &type, int stackOffset);
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int GetSpaceNeededForArguments();
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int GetSpaceNeededForReturnValue();
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asCString GetDeclarationStr(bool includeObjectName = true, bool includeNamespace = false, bool includeParamNames = false) const;
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int GetLineNumber(int programPosition, int *sectionIdx);
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void ComputeSignatureId();
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bool IsSignatureEqual(const asCScriptFunction *func) const;
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bool IsSignatureExceptNameEqual(const asCScriptFunction *func) const;
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bool IsSignatureExceptNameEqual(const asCDataType &retType, const asCArray<asCDataType> ¶mTypes, const asCArray<asETypeModifiers> &inOutFlags, const asCObjectType *type, bool isReadOnly) const;
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bool IsSignatureExceptNameAndReturnTypeEqual(const asCScriptFunction *fun) const;
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bool IsSignatureExceptNameAndReturnTypeEqual(const asCArray<asCDataType> ¶mTypes, const asCArray<asETypeModifiers> &inOutFlags, const asCObjectType *type, bool isReadOnly) const;
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bool IsSignatureExceptNameAndObjectTypeEqual(const asCScriptFunction *func) const;
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asCTypeInfo *GetTypeInfoOfLocalVar(short varOffset);
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void MakeDelegate(asCScriptFunction *func, void *obj);
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int RegisterListPattern(const char *decl, asCScriptNode *listPattern);
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int ParseListPattern(asSListPatternNode *&target, const char *decl, asCScriptNode *listPattern);
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bool DoesReturnOnStack() const;
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void JITCompile();
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void AddReferences();
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void ReleaseReferences();
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void AllocateScriptFunctionData();
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void DeallocateScriptFunctionData();
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asCGlobalProperty *GetPropertyByGlobalVarPtr(void *gvarPtr);
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// GC methods (for delegates)
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int GetRefCount();
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void SetFlag();
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bool GetFlag();
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void EnumReferences(asIScriptEngine *engine);
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void ReleaseAllHandles(asIScriptEngine *engine);
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public:
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//-----------------------------------
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// Properties
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mutable asCAtomic externalRefCount; // Used for external referneces
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asCAtomic internalRefCount; // Used for internal references
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mutable bool gcFlag;
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asCScriptEngine *engine;
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asCModule *module;
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asCArray<asPWORD> userData;
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// Function signature
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asCString name;
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asCDataType returnType;
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asCArray<asCDataType> parameterTypes;
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asCArray<asCString> parameterNames;
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asCArray<asETypeModifiers> inOutFlags;
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asCArray<asCString *> defaultArgs;
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asSFunctionTraits traits;
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asCObjectType *objectType;
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int signatureId;
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int id;
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asEFuncType funcType;
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asDWORD accessMask;
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// Namespace will be null for funcdefs that are declared as child funcdefs
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// of a class. In this case the namespace shall be taken from the parentClass
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// in the funcdefType
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asSNameSpace *nameSpace;
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asCFuncdefType *funcdefType; // Doesn't increase refCount
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// Used by asFUNC_DELEGATE
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void *objForDelegate;
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asCScriptFunction *funcForDelegate;
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// Used by list factory behaviour
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asSListPatternNode *listPattern;
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// Used by asFUNC_SCRIPT
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struct ScriptFunctionData
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{
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// Bytecode for the script function
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asCArray<asDWORD> byteCode;
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// The stack space needed for the local variables
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asDWORD variableSpace;
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// These hold information on objects and function pointers, including temporary
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// variables used by exception handler and when saving bytecode
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asCArray<asCTypeInfo*> objVariableTypes;
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asCArray<int> objVariablePos; // offset on stackframe
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// The first variables in above array are allocated on the heap, the rest on the stack.
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// This variable shows how many are on the heap.
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asUINT objVariablesOnHeap;
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// Holds information on scope for object variables on the stack
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asCArray<asSObjectVariableInfo> objVariableInfo;
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// Holds information on try/catch blocks for exception handling
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asCArray<asSTryCatchInfo> tryCatchInfo;
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// The stack needed to execute the function
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int stackNeeded;
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// JIT compiled code of this function
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asJITFunction jitFunction;
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// Holds debug information on explicitly declared variables
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asCArray<asSScriptVariable*> variables;
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// Store position, line number pairs for debug information
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asCArray<int> lineNumbers;
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// Store the script section where the code was declared
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int scriptSectionIdx;
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// Store the location where the function was declared (row in the lower 20 bits, and column in the upper 12)
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int declaredAt;
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// Store position/index pairs if the bytecode is compiled from multiple script sections
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asCArray<int> sectionIdxs;
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};
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ScriptFunctionData *scriptData;
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// Stub functions and delegates don't own the object and parameters
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bool dontCleanUpOnException;
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// Used by asFUNC_VIRTUAL
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int vfTableIdx;
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// Used by asFUNC_SYSTEM
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asSSystemFunctionInterface *sysFuncIntf;
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};
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const char * const DELEGATE_FACTORY = "$dlgte";
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asCScriptFunction *CreateDelegate(asCScriptFunction *func, void *obj);
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END_AS_NAMESPACE
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#endif
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