633 lines
16 KiB
C++
633 lines
16 KiB
C++
/*************************************************************************/
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/* gdscript_parser.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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_PARSER_H
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#define GDSCRIPT_PARSER_H
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#include "gdscript_functions.h"
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#include "gdscript_tokenizer.h"
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#include "map.h"
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#include "object.h"
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#include "script_language.h"
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struct GDScriptDataType;
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class GDScriptParser {
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public:
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struct ClassNode;
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struct DataType {
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enum {
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BUILTIN,
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NATIVE,
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SCRIPT,
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GDSCRIPT,
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CLASS,
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UNRESOLVED
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} kind;
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bool has_type;
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bool is_constant;
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bool is_meta_type; // Whether the value can be used as a type
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bool infer_type;
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Variant::Type builtin_type;
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StringName native_type;
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Ref<Script> script_type;
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ClassNode *class_type;
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String to_string() const;
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bool operator==(const DataType &other) const {
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if (!has_type || !other.has_type) {
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return true; // Can be considered equal for parsing purpose
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}
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if (kind != other.kind) {
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return false;
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}
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switch (kind) {
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case BUILTIN: {
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return builtin_type == other.builtin_type;
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} break;
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case NATIVE: {
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return native_type == other.native_type;
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} break;
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case GDSCRIPT:
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case SCRIPT: {
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return script_type == other.script_type;
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} break;
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case CLASS: {
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return class_type == other.class_type;
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} break;
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}
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return false;
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}
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DataType() :
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has_type(false),
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is_constant(false),
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is_meta_type(false),
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infer_type(false),
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builtin_type(Variant::NIL),
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class_type(NULL) {}
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};
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struct Node {
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enum Type {
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TYPE_CLASS,
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TYPE_FUNCTION,
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TYPE_BUILT_IN_FUNCTION,
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TYPE_BLOCK,
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TYPE_IDENTIFIER,
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TYPE_TYPE,
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TYPE_CONSTANT,
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TYPE_ARRAY,
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TYPE_DICTIONARY,
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TYPE_SELF,
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TYPE_OPERATOR,
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TYPE_CONTROL_FLOW,
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TYPE_LOCAL_VAR,
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TYPE_CAST,
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TYPE_ASSERT,
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TYPE_BREAKPOINT,
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TYPE_NEWLINE,
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};
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Node *next;
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int line;
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int column;
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Type type;
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virtual DataType get_datatype() const { return DataType(); }
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virtual void set_datatype(const DataType &p_datatype) {}
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virtual ~Node() {}
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};
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struct FunctionNode;
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struct BlockNode;
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struct ConstantNode;
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struct LocalVarNode;
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struct OperatorNode;
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struct ClassNode : public Node {
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bool tool;
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StringName name;
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bool extends_used;
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StringName extends_file;
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Vector<StringName> extends_class;
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DataType base_type;
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struct Member {
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PropertyInfo _export;
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#ifdef TOOLS_ENABLED
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Variant default_value;
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#endif
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StringName identifier;
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DataType data_type;
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StringName setter;
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StringName getter;
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int line;
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Node *expression;
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OperatorNode *initial_assignment;
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MultiplayerAPI::RPCMode rpc_mode;
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};
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struct Constant {
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Node *expression;
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DataType type;
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};
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struct Signal {
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StringName name;
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Vector<StringName> arguments;
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};
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Vector<ClassNode *> subclasses;
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Vector<Member> variables;
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Map<StringName, Constant> constant_expressions;
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Vector<FunctionNode *> functions;
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Vector<FunctionNode *> static_functions;
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Vector<Signal> _signals;
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BlockNode *initializer;
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BlockNode *ready;
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ClassNode *owner;
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//Vector<Node*> initializers;
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int end_line;
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ClassNode() {
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tool = false;
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type = TYPE_CLASS;
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extends_used = false;
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end_line = -1;
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owner = NULL;
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}
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};
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struct FunctionNode : public Node {
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bool _static;
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MultiplayerAPI::RPCMode rpc_mode;
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bool has_yield;
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StringName name;
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DataType return_type;
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Vector<StringName> arguments;
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Vector<DataType> argument_types;
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Vector<Node *> default_values;
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BlockNode *body;
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virtual DataType get_datatype() const { return return_type; }
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virtual void set_datatype(const DataType &p_datatype) { return_type = p_datatype; }
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FunctionNode() {
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type = TYPE_FUNCTION;
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_static = false;
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rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
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has_yield = false;
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}
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};
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struct BlockNode : public Node {
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ClassNode *parent_class;
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BlockNode *parent_block;
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List<Node *> statements;
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Map<StringName, LocalVarNode *> variables;
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bool has_return;
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Node *if_condition; //tiny hack to improve code completion on if () blocks
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//the following is useful for code completion
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List<BlockNode *> sub_blocks;
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int end_line;
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BlockNode() {
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if_condition = NULL;
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type = TYPE_BLOCK;
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end_line = -1;
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parent_block = NULL;
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parent_class = NULL;
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has_return = false;
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}
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};
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struct TypeNode : public Node {
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Variant::Type vtype;
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TypeNode() { type = TYPE_TYPE; }
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};
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struct BuiltInFunctionNode : public Node {
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GDScriptFunctions::Function function;
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BuiltInFunctionNode() { type = TYPE_BUILT_IN_FUNCTION; }
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};
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struct IdentifierNode : public Node {
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StringName name;
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BlockNode *declared_block; // Simplify lookup by checking if it is declared locally
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DataType datatype;
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virtual DataType get_datatype() const { return datatype; }
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virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
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IdentifierNode() {
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type = TYPE_IDENTIFIER;
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declared_block = NULL;
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}
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};
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struct LocalVarNode : public Node {
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StringName name;
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Node *assign;
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OperatorNode *assign_op;
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int assignments;
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DataType datatype;
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virtual DataType get_datatype() const { return datatype; }
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virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
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LocalVarNode() {
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type = TYPE_LOCAL_VAR;
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assign = NULL;
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assign_op = NULL;
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assignments = 0;
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}
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};
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struct ConstantNode : public Node {
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Variant value;
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DataType datatype;
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virtual DataType get_datatype() const { return datatype; }
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virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
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ConstantNode() { type = TYPE_CONSTANT; }
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};
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struct ArrayNode : public Node {
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Vector<Node *> elements;
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DataType datatype;
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virtual DataType get_datatype() const { return datatype; }
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virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
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ArrayNode() {
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type = TYPE_ARRAY;
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datatype.has_type = true;
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datatype.kind = DataType::BUILTIN;
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datatype.builtin_type = Variant::ARRAY;
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}
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};
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struct DictionaryNode : public Node {
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struct Pair {
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Node *key;
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Node *value;
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};
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Vector<Pair> elements;
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DataType datatype;
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virtual DataType get_datatype() const { return datatype; }
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virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
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DictionaryNode() {
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type = TYPE_DICTIONARY;
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datatype.has_type = true;
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datatype.kind = DataType::BUILTIN;
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datatype.builtin_type = Variant::DICTIONARY;
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}
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};
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struct SelfNode : public Node {
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SelfNode() { type = TYPE_SELF; }
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};
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struct OperatorNode : public Node {
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enum Operator {
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//call/constructor operator
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OP_CALL,
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OP_PARENT_CALL,
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OP_YIELD,
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OP_IS,
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//indexing operator
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OP_INDEX,
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OP_INDEX_NAMED,
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//unary operators
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OP_NEG,
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OP_POS,
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OP_NOT,
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OP_BIT_INVERT,
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//binary operators (in precedence order)
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OP_IN,
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OP_EQUAL,
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OP_NOT_EQUAL,
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OP_LESS,
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OP_LESS_EQUAL,
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OP_GREATER,
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OP_GREATER_EQUAL,
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OP_AND,
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OP_OR,
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OP_ADD,
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OP_SUB,
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OP_MUL,
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OP_DIV,
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OP_MOD,
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OP_SHIFT_LEFT,
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OP_SHIFT_RIGHT,
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OP_INIT_ASSIGN,
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OP_ASSIGN,
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OP_ASSIGN_ADD,
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OP_ASSIGN_SUB,
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OP_ASSIGN_MUL,
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OP_ASSIGN_DIV,
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OP_ASSIGN_MOD,
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OP_ASSIGN_SHIFT_LEFT,
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OP_ASSIGN_SHIFT_RIGHT,
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OP_ASSIGN_BIT_AND,
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OP_ASSIGN_BIT_OR,
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OP_ASSIGN_BIT_XOR,
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OP_BIT_AND,
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OP_BIT_OR,
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OP_BIT_XOR,
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//ternary operators
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OP_TERNARY_IF,
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OP_TERNARY_ELSE,
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};
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Operator op;
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Vector<Node *> arguments;
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DataType datatype;
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virtual DataType get_datatype() const { return datatype; }
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virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
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OperatorNode() { type = TYPE_OPERATOR; }
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};
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struct PatternNode : public Node {
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enum PatternType {
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PT_CONSTANT,
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PT_BIND,
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PT_DICTIONARY,
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PT_ARRAY,
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PT_IGNORE_REST,
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PT_WILDCARD
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};
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PatternType pt_type;
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Node *constant;
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StringName bind;
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Map<ConstantNode *, PatternNode *> dictionary;
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Vector<PatternNode *> array;
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};
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struct PatternBranchNode : public Node {
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Vector<PatternNode *> patterns;
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BlockNode *body;
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};
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struct MatchNode : public Node {
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Node *val_to_match;
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Vector<PatternBranchNode *> branches;
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struct CompiledPatternBranch {
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Node *compiled_pattern;
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BlockNode *body;
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};
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Vector<CompiledPatternBranch> compiled_pattern_branches;
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};
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struct ControlFlowNode : public Node {
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enum CFType {
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CF_IF,
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CF_FOR,
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CF_WHILE,
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CF_SWITCH,
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CF_BREAK,
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CF_CONTINUE,
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CF_RETURN,
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CF_MATCH
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};
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CFType cf_type;
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Vector<Node *> arguments;
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BlockNode *body;
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BlockNode *body_else;
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MatchNode *match;
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ControlFlowNode *_else; //used for if
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ControlFlowNode() {
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type = TYPE_CONTROL_FLOW;
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cf_type = CF_IF;
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body = NULL;
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body_else = NULL;
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}
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};
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struct CastNode : public Node {
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Node *source_node;
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DataType cast_type;
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DataType return_type;
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virtual DataType get_datatype() const { return return_type; }
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virtual void set_datatype(const DataType &p_datatype) { return_type = p_datatype; }
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CastNode() { type = TYPE_CAST; }
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};
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struct AssertNode : public Node {
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Node *condition;
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AssertNode() { type = TYPE_ASSERT; }
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};
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struct BreakpointNode : public Node {
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BreakpointNode() { type = TYPE_BREAKPOINT; }
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};
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struct NewLineNode : public Node {
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NewLineNode() { type = TYPE_NEWLINE; }
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};
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struct Expression {
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bool is_op;
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union {
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OperatorNode::Operator op;
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Node *node;
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};
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};
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enum CompletionType {
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COMPLETION_NONE,
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COMPLETION_BUILT_IN_TYPE_CONSTANT,
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COMPLETION_GET_NODE,
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COMPLETION_FUNCTION,
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COMPLETION_IDENTIFIER,
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COMPLETION_PARENT_FUNCTION,
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COMPLETION_METHOD,
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COMPLETION_CALL_ARGUMENTS,
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COMPLETION_RESOURCE_PATH,
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COMPLETION_INDEX,
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COMPLETION_VIRTUAL_FUNC,
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COMPLETION_YIELD,
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COMPLETION_ASSIGN,
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COMPLETION_TYPE_HINT,
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COMPLETION_TYPE_HINT_INDEX,
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};
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private:
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GDScriptTokenizer *tokenizer;
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Node *head;
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Node *list;
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template <class T>
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T *alloc_node();
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bool validating;
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bool for_completion;
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int parenthesis;
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bool error_set;
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String error;
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int error_line;
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int error_column;
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bool check_types;
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#ifdef DEBUG_ENABLED
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Set<int> *safe_lines;
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#endif // DEBUG_ENABLED
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int pending_newline;
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List<int> tab_level;
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String base_path;
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String self_path;
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ClassNode *current_class;
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FunctionNode *current_function;
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BlockNode *current_block;
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bool _get_completable_identifier(CompletionType p_type, StringName &identifier);
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void _make_completable_call(int p_arg);
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CompletionType completion_type;
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StringName completion_cursor;
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bool completion_static;
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Variant::Type completion_built_in_constant;
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Node *completion_node;
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ClassNode *completion_class;
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FunctionNode *completion_function;
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BlockNode *completion_block;
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int completion_line;
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int completion_argument;
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bool completion_found;
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bool completion_ident_is_call;
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PropertyInfo current_export;
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MultiplayerAPI::RPCMode rpc_mode;
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void _set_error(const String &p_error, int p_line = -1, int p_column = -1);
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bool _recover_from_completion();
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bool _parse_arguments(Node *p_parent, Vector<Node *> &p_args, bool p_static, bool p_can_codecomplete = false);
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bool _enter_indent_block(BlockNode *p_block = NULL);
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bool _parse_newline();
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Node *_parse_expression(Node *p_parent, bool p_static, bool p_allow_assign = false, bool p_parsing_constant = false);
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Node *_reduce_expression(Node *p_node, bool p_to_const = false);
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Node *_parse_and_reduce_expression(Node *p_parent, bool p_static, bool p_reduce_const = false, bool p_allow_assign = false);
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PatternNode *_parse_pattern(bool p_static);
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void _parse_pattern_block(BlockNode *p_block, Vector<PatternBranchNode *> &p_branches, bool p_static);
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void _transform_match_statment(MatchNode *p_match_statement);
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void _generate_pattern(PatternNode *p_pattern, Node *p_node_to_match, Node *&p_resulting_node, Map<StringName, Node *> &p_bindings);
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void _parse_block(BlockNode *p_block, bool p_static);
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void _parse_extends(ClassNode *p_class);
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void _parse_class(ClassNode *p_class);
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bool _end_statement();
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void _determine_inheritance(ClassNode *p_class);
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bool _parse_type(DataType &r_type, bool p_can_be_void = false);
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DataType _resolve_type(const DataType &p_source, int p_line);
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DataType _type_from_variant(const Variant &p_value) const;
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DataType _type_from_property(const PropertyInfo &p_property, bool p_nil_is_variant = true) const;
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DataType _type_from_gdtype(const GDScriptDataType &p_gdtype) const;
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DataType _get_operation_type(const Variant::Operator p_op, const DataType &p_a, const DataType &p_b, bool &r_valid) const;
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Variant::Operator _get_variant_operation(const OperatorNode::Operator &p_op) const;
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bool _get_function_signature(DataType &p_base_type, const StringName &p_function, DataType &r_return_type, List<DataType> &r_arg_types, int &r_default_arg_count, bool &r_static, bool &r_vararg) const;
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bool _get_member_type(const DataType &p_base_type, const StringName &p_member, DataType &r_member_type) const;
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bool _is_type_compatible(const DataType &p_container, const DataType &p_expression, bool p_allow_implicit_conversion = false) const;
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DataType _reduce_node_type(Node *p_node);
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DataType _reduce_function_call_type(const OperatorNode *p_call);
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DataType _reduce_identifier_type(const DataType *p_base_type, const StringName &p_identifier, int p_line);
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void _check_class_level_types(ClassNode *p_class);
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void _check_class_blocks_types(ClassNode *p_class);
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void _check_function_types(FunctionNode *p_function);
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void _check_block_types(BlockNode *p_block);
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_FORCE_INLINE_ void _mark_line_as_safe(int p_line) const {
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#ifdef DEBUG_ENABLED
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if (safe_lines) safe_lines->insert(p_line);
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#endif // DEBUG_ENABLED
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}
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_FORCE_INLINE_ void _mark_line_as_unsafe(int p_line) const {
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#ifdef DEBUG_ENABLED
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if (safe_lines) safe_lines->erase(p_line);
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#endif // DEBUG_ENABLED
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}
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Error _parse(const String &p_base_path);
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public:
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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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Error parse(const String &p_code, const String &p_base_path = "", bool p_just_validate = false, const String &p_self_path = "", bool p_for_completion = false, Set<int> *r_safe_lines = NULL);
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Error parse_bytecode(const Vector<uint8_t> &p_bytecode, const String &p_base_path = "", const String &p_self_path = "");
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bool is_tool_script() const;
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const Node *get_parse_tree() const;
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//completion info
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CompletionType get_completion_type();
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StringName get_completion_cursor();
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int get_completion_line();
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Variant::Type get_completion_built_in_constant();
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Node *get_completion_node();
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ClassNode *get_completion_class();
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BlockNode *get_completion_block();
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FunctionNode *get_completion_function();
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int get_completion_argument_index();
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int get_completion_identifier_is_function();
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void clear();
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GDScriptParser();
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~GDScriptParser();
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};
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#endif // GDSCRIPT_PARSER_H
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