Angelscript/angelscript/source/as_scriptfunction.h

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2021-04-12 18:25:02 +00:00
/*
AngelCode Scripting Library
Copyright (c) 2003-2019 Andreas Jonsson
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you
must not claim that you wrote the original software. If you use
this software in a product, an acknowledgment in the product
documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
The original version of this library can be located at:
http://www.angelcode.com/angelscript/
Andreas Jonsson
andreas@angelcode.com
*/
//
// as_scriptfunction.h
//
// A container for a compiled script function
//
#ifndef AS_SCRIPTFUNCTION_H
#define AS_SCRIPTFUNCTION_H
#include "as_config.h"
#include "as_string.h"
#include "as_array.h"
#include "as_datatype.h"
#include "as_atomic.h"
BEGIN_AS_NAMESPACE
class asCScriptEngine;
class asCModule;
class asCConfigGroup;
class asCGlobalProperty;
class asCScriptNode;
class asCFuncdefType;
struct asSNameSpace;
struct asSScriptVariable
{
asCString name;
asCDataType type;
int stackOffset;
asUINT declaredAtProgramPos;
};
enum asEListPatternNodeType
{
asLPT_REPEAT,
asLPT_REPEAT_SAME,
asLPT_START,
asLPT_END,
asLPT_TYPE
};
struct asSListPatternNode
{
asSListPatternNode(asEListPatternNodeType t) : type(t), next(0) {}
virtual ~asSListPatternNode() {};
virtual asSListPatternNode *Duplicate() { return asNEW(asSListPatternNode)(type); }
asEListPatternNodeType type;
asSListPatternNode *next;
};
struct asSListPatternDataTypeNode : public asSListPatternNode
{
asSListPatternDataTypeNode(const asCDataType &dt) : asSListPatternNode(asLPT_TYPE), dataType(dt) {}
asSListPatternNode *Duplicate() { return asNEW(asSListPatternDataTypeNode)(dataType); }
asCDataType dataType;
};
enum asEObjVarInfoOption
{
asOBJ_UNINIT, // object is uninitialized/destroyed
asOBJ_INIT, // object is initialized
asBLOCK_BEGIN, // scope block begins
asBLOCK_END, // scope block ends
asOBJ_VARDECL // object variable is declared (but not necessarily initialized)
};
enum asEFuncTrait
{
asTRAIT_CONSTRUCTOR = 1,
asTRAIT_DESTRUCTOR = 2,
asTRAIT_CONST = 4,
asTRAIT_PRIVATE = 8,
asTRAIT_PROTECTED = 16,
asTRAIT_FINAL = 32,
asTRAIT_OVERRIDE = 64,
asTRAIT_SHARED = 128,
asTRAIT_EXTERNAL = 256,
asTRAIT_EXPLICIT = 512,
asTRAIT_PROPERTY = 1024
};
struct asSFunctionTraits
{
asSFunctionTraits() : traits(0) {}
void SetTrait(asEFuncTrait trait, bool set) { if (set) traits |= trait; else traits &= ~trait; }
bool GetTrait(asEFuncTrait trait) const { return (traits & trait) ? true : false; }
protected:
asDWORD traits;
};
struct asSObjectVariableInfo
{
asUINT programPos;
int variableOffset;
asEObjVarInfoOption option;
};
struct asSTryCatchInfo
{
asUINT tryPos;
asUINT catchPos;
};
struct asSSystemFunctionInterface;
// TODO: Might be interesting to allow enumeration of accessed global variables, and
// also functions/methods that are being called. This could be used to build a
// code database with call graphs, etc.
void RegisterScriptFunction(asCScriptEngine *engine);
class asCScriptFunction : public asIScriptFunction
{
public:
// From asIScriptFunction
asIScriptEngine *GetEngine() const;
// Memory management
int AddRef() const;
int Release() const;
// Miscellaneous
int GetId() const;
asEFuncType GetFuncType() const;
const char *GetModuleName() const;
asIScriptModule *GetModule() const;
const char *GetScriptSectionName() const;
const char *GetConfigGroup() const;
asDWORD GetAccessMask() const;
void *GetAuxiliary() const;
// Function signature
asITypeInfo *GetObjectType() const;
const char *GetObjectName() const;
const char *GetName() const;
const char *GetNamespace() const;
const char *GetDeclaration(bool includeObjectName = true, bool includeNamespace = false, bool includeParamNames = false) const;
bool IsReadOnly() const;
bool IsPrivate() const;
bool IsProtected() const;
bool IsFinal() const;
bool IsOverride() const;
bool IsShared() const;
bool IsExplicit() const;
bool IsProperty() const;
asUINT GetParamCount() const;
int GetParam(asUINT index, int *typeId, asDWORD *flags = 0, const char **name = 0, const char **defaultArg = 0) const;
int GetReturnTypeId(asDWORD *flags = 0) const;
// Type id for function pointers
int GetTypeId() const;
bool IsCompatibleWithTypeId(int typeId) const;
// Delegates
void *GetDelegateObject() const;
asITypeInfo *GetDelegateObjectType() const;
asIScriptFunction *GetDelegateFunction() const;
// Debug information
asUINT GetVarCount() const;
int GetVar(asUINT index, const char **name, int *typeId = 0) const;
const char * GetVarDecl(asUINT index, bool includeNamespace = false) const;
int FindNextLineWithCode(int line) const;
// For JIT compilation
asDWORD *GetByteCode(asUINT *length = 0);
// User data
void *SetUserData(void *userData, asPWORD type);
void *GetUserData(asPWORD type) const;
public:
//-----------------------------------
// Internal methods
void SetShared(bool set) { traits.SetTrait(asTRAIT_SHARED, set); }
void SetReadOnly(bool set) { traits.SetTrait(asTRAIT_CONST, set); }
void SetFinal(bool set) { traits.SetTrait(asTRAIT_FINAL, set); }
void SetOverride(bool set) { traits.SetTrait(asTRAIT_OVERRIDE, set); }
void SetExplicit(bool set) { traits.SetTrait(asTRAIT_EXPLICIT, set); }
void SetProtected(bool set) { traits.SetTrait(asTRAIT_PROTECTED, set); }
void SetPrivate(bool set) { traits.SetTrait(asTRAIT_PRIVATE, set); }
void SetProperty(bool set) { traits.SetTrait(asTRAIT_PROPERTY, set); }
asCScriptFunction(asCScriptEngine *engine, asCModule *mod, asEFuncType funcType);
~asCScriptFunction();
// Keep an internal reference counter to separate references coming from
// application or script objects and references coming from the script code
int AddRefInternal();
int ReleaseInternal();
void DestroyHalfCreated();
// TODO: operator==
// TODO: The asIScriptFunction should provide operator== and operator!= that should do a
// a value comparison. Two delegate objects that point to the same object and class method should compare as equal
// TODO: The operator== should also be provided in script as opEquals to allow the same comparison in script
// To do this we'll need some way to adapt the argtype for opEquals for each funcdef, preferrably without instantiating lots of different methods
// Perhaps reusing 'auto' to mean the same type as the object
//bool operator==(const asCScriptFunction &other) const;
void DestroyInternal();
void AddVariable(asCString &name, asCDataType &type, int stackOffset);
int GetSpaceNeededForArguments();
int GetSpaceNeededForReturnValue();
asCString GetDeclarationStr(bool includeObjectName = true, bool includeNamespace = false, bool includeParamNames = false) const;
int GetLineNumber(int programPosition, int *sectionIdx);
void ComputeSignatureId();
bool IsSignatureEqual(const asCScriptFunction *func) const;
bool IsSignatureExceptNameEqual(const asCScriptFunction *func) const;
bool IsSignatureExceptNameEqual(const asCDataType &retType, const asCArray<asCDataType> &paramTypes, const asCArray<asETypeModifiers> &inOutFlags, const asCObjectType *type, bool isReadOnly) const;
bool IsSignatureExceptNameAndReturnTypeEqual(const asCScriptFunction *fun) const;
bool IsSignatureExceptNameAndReturnTypeEqual(const asCArray<asCDataType> &paramTypes, const asCArray<asETypeModifiers> &inOutFlags, const asCObjectType *type, bool isReadOnly) const;
bool IsSignatureExceptNameAndObjectTypeEqual(const asCScriptFunction *func) const;
asCTypeInfo *GetTypeInfoOfLocalVar(short varOffset);
void MakeDelegate(asCScriptFunction *func, void *obj);
int RegisterListPattern(const char *decl, asCScriptNode *listPattern);
int ParseListPattern(asSListPatternNode *&target, const char *decl, asCScriptNode *listPattern);
bool DoesReturnOnStack() const;
void JITCompile();
void AddReferences();
void ReleaseReferences();
void AllocateScriptFunctionData();
void DeallocateScriptFunctionData();
asCGlobalProperty *GetPropertyByGlobalVarPtr(void *gvarPtr);
// GC methods (for delegates)
int GetRefCount();
void SetFlag();
bool GetFlag();
void EnumReferences(asIScriptEngine *engine);
void ReleaseAllHandles(asIScriptEngine *engine);
public:
//-----------------------------------
// Properties
mutable asCAtomic externalRefCount; // Used for external referneces
asCAtomic internalRefCount; // Used for internal references
mutable bool gcFlag;
asCScriptEngine *engine;
asCModule *module;
asCArray<asPWORD> userData;
// Function signature
asCString name;
asCDataType returnType;
asCArray<asCDataType> parameterTypes;
asCArray<asCString> parameterNames;
asCArray<asETypeModifiers> inOutFlags;
asCArray<asCString *> defaultArgs;
asSFunctionTraits traits;
asCObjectType *objectType;
int signatureId;
int id;
asEFuncType funcType;
asDWORD accessMask;
// Namespace will be null for funcdefs that are declared as child funcdefs
// of a class. In this case the namespace shall be taken from the parentClass
// in the funcdefType
asSNameSpace *nameSpace;
asCFuncdefType *funcdefType; // Doesn't increase refCount
// Used by asFUNC_DELEGATE
void *objForDelegate;
asCScriptFunction *funcForDelegate;
// Used by list factory behaviour
asSListPatternNode *listPattern;
// Used by asFUNC_SCRIPT
struct ScriptFunctionData
{
// Bytecode for the script function
asCArray<asDWORD> byteCode;
// The stack space needed for the local variables
asDWORD variableSpace;
// These hold information on objects and function pointers, including temporary
// variables used by exception handler and when saving bytecode
asCArray<asCTypeInfo*> objVariableTypes;
asCArray<int> objVariablePos; // offset on stackframe
// The first variables in above array are allocated on the heap, the rest on the stack.
// This variable shows how many are on the heap.
asUINT objVariablesOnHeap;
// Holds information on scope for object variables on the stack
asCArray<asSObjectVariableInfo> objVariableInfo;
// Holds information on try/catch blocks for exception handling
asCArray<asSTryCatchInfo> tryCatchInfo;
// The stack needed to execute the function
int stackNeeded;
// JIT compiled code of this function
asJITFunction jitFunction;
// Holds debug information on explicitly declared variables
asCArray<asSScriptVariable*> variables;
// Store position, line number pairs for debug information
asCArray<int> lineNumbers;
// Store the script section where the code was declared
int scriptSectionIdx;
// Store the location where the function was declared (row in the lower 20 bits, and column in the upper 12)
int declaredAt;
// Store position/index pairs if the bytecode is compiled from multiple script sections
asCArray<int> sectionIdxs;
};
ScriptFunctionData *scriptData;
// Stub functions and delegates don't own the object and parameters
bool dontCleanUpOnException;
// Used by asFUNC_VIRTUAL
int vfTableIdx;
// Used by asFUNC_SYSTEM
asSSystemFunctionInterface *sysFuncIntf;
};
const char * const DELEGATE_FACTORY = "$dlgte";
asCScriptFunction *CreateDelegate(asCScriptFunction *func, void *obj);
END_AS_NAMESPACE
#endif