godot/modules/gdscript/gdscript_parser.h

660 lines
17 KiB
C++

/*************************************************************************/
/* gdscript_parser.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GDSCRIPT_PARSER_H
#define GDSCRIPT_PARSER_H
#include "core/map.h"
#include "core/object.h"
#include "core/script_language.h"
#include "gdscript_functions.h"
#include "gdscript_tokenizer.h"
struct GDScriptDataType;
struct GDScriptWarning;
class GDScriptParser {
public:
struct ClassNode;
struct DataType {
enum {
BUILTIN,
NATIVE,
SCRIPT,
GDSCRIPT,
CLASS,
UNRESOLVED
} kind;
bool has_type;
bool is_constant;
bool is_meta_type; // Whether the value can be used as a type
bool infer_type;
bool may_yield; // For function calls
Variant::Type builtin_type;
StringName native_type;
Ref<Script> script_type;
ClassNode *class_type;
String to_string() const;
bool operator==(const DataType &other) const {
if (!has_type || !other.has_type) {
return true; // Can be considered equal for parsing purpose
}
if (kind != other.kind) {
return false;
}
switch (kind) {
case BUILTIN: {
return builtin_type == other.builtin_type;
} break;
case NATIVE: {
return native_type == other.native_type;
} break;
case GDSCRIPT:
case SCRIPT: {
return script_type == other.script_type;
} break;
case CLASS: {
return class_type == other.class_type;
} break;
case UNRESOLVED: {
} break;
}
return false;
}
DataType() :
has_type(false),
is_constant(false),
is_meta_type(false),
infer_type(false),
may_yield(false),
builtin_type(Variant::NIL),
class_type(NULL) {}
};
struct Node {
enum Type {
TYPE_CLASS,
TYPE_FUNCTION,
TYPE_BUILT_IN_FUNCTION,
TYPE_BLOCK,
TYPE_IDENTIFIER,
TYPE_TYPE,
TYPE_CONSTANT,
TYPE_ARRAY,
TYPE_DICTIONARY,
TYPE_SELF,
TYPE_OPERATOR,
TYPE_CONTROL_FLOW,
TYPE_LOCAL_VAR,
TYPE_CAST,
TYPE_ASSERT,
TYPE_BREAKPOINT,
TYPE_NEWLINE,
};
Node *next;
int line;
int column;
Type type;
virtual DataType get_datatype() const { return DataType(); }
virtual void set_datatype(const DataType &p_datatype) {}
virtual ~Node() {}
};
struct FunctionNode;
struct BlockNode;
struct ConstantNode;
struct LocalVarNode;
struct OperatorNode;
struct ClassNode : public Node {
bool tool;
StringName name;
bool extends_used;
StringName extends_file;
Vector<StringName> extends_class;
DataType base_type;
String icon_path;
struct Member {
PropertyInfo _export;
#ifdef TOOLS_ENABLED
Variant default_value;
#endif
StringName identifier;
DataType data_type;
StringName setter;
StringName getter;
int line;
Node *expression;
OperatorNode *initial_assignment;
MultiplayerAPI::RPCMode rpc_mode;
int usages;
};
struct Constant {
Node *expression;
DataType type;
};
struct Signal {
StringName name;
Vector<StringName> arguments;
int emissions;
int line;
};
Vector<ClassNode *> subclasses;
Vector<Member> variables;
Map<StringName, Constant> constant_expressions;
Vector<FunctionNode *> functions;
Vector<FunctionNode *> static_functions;
Vector<Signal> _signals;
BlockNode *initializer;
BlockNode *ready;
ClassNode *owner;
//Vector<Node*> initializers;
int end_line;
ClassNode() {
tool = false;
type = TYPE_CLASS;
extends_used = false;
end_line = -1;
owner = NULL;
}
};
struct FunctionNode : public Node {
bool _static;
MultiplayerAPI::RPCMode rpc_mode;
bool has_yield;
bool has_unreachable_code;
StringName name;
DataType return_type;
Vector<StringName> arguments;
Vector<DataType> argument_types;
Vector<Node *> default_values;
BlockNode *body;
#ifdef DEBUG_ENABLED
Vector<int> arguments_usage;
#endif // DEBUG_ENABLED
virtual DataType get_datatype() const { return return_type; }
virtual void set_datatype(const DataType &p_datatype) { return_type = p_datatype; }
FunctionNode() {
type = TYPE_FUNCTION;
_static = false;
rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
has_yield = false;
has_unreachable_code = false;
}
};
struct BlockNode : public Node {
ClassNode *parent_class;
BlockNode *parent_block;
List<Node *> statements;
Map<StringName, LocalVarNode *> variables;
bool has_return;
Node *if_condition; //tiny hack to improve code completion on if () blocks
//the following is useful for code completion
List<BlockNode *> sub_blocks;
int end_line;
BlockNode() {
if_condition = NULL;
type = TYPE_BLOCK;
end_line = -1;
parent_block = NULL;
parent_class = NULL;
has_return = false;
}
};
struct TypeNode : public Node {
Variant::Type vtype;
TypeNode() { type = TYPE_TYPE; }
};
struct BuiltInFunctionNode : public Node {
GDScriptFunctions::Function function;
BuiltInFunctionNode() { type = TYPE_BUILT_IN_FUNCTION; }
};
struct IdentifierNode : public Node {
StringName name;
BlockNode *declared_block; // Simplify lookup by checking if it is declared locally
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
IdentifierNode() {
type = TYPE_IDENTIFIER;
declared_block = NULL;
}
};
struct LocalVarNode : public Node {
StringName name;
Node *assign;
OperatorNode *assign_op;
int assignments;
int usages;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
LocalVarNode() {
type = TYPE_LOCAL_VAR;
assign = NULL;
assign_op = NULL;
assignments = 0;
usages = 0;
}
};
struct ConstantNode : public Node {
Variant value;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
ConstantNode() { type = TYPE_CONSTANT; }
};
struct ArrayNode : public Node {
Vector<Node *> elements;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
ArrayNode() {
type = TYPE_ARRAY;
datatype.has_type = true;
datatype.kind = DataType::BUILTIN;
datatype.builtin_type = Variant::ARRAY;
}
};
struct DictionaryNode : public Node {
struct Pair {
Node *key;
Node *value;
};
Vector<Pair> elements;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
DictionaryNode() {
type = TYPE_DICTIONARY;
datatype.has_type = true;
datatype.kind = DataType::BUILTIN;
datatype.builtin_type = Variant::DICTIONARY;
}
};
struct SelfNode : public Node {
SelfNode() { type = TYPE_SELF; }
};
struct OperatorNode : public Node {
enum Operator {
//call/constructor operator
OP_CALL,
OP_PARENT_CALL,
OP_YIELD,
OP_IS,
OP_IS_BUILTIN,
//indexing operator
OP_INDEX,
OP_INDEX_NAMED,
//unary operators
OP_NEG,
OP_POS,
OP_NOT,
OP_BIT_INVERT,
//binary operators (in precedence order)
OP_IN,
OP_EQUAL,
OP_NOT_EQUAL,
OP_LESS,
OP_LESS_EQUAL,
OP_GREATER,
OP_GREATER_EQUAL,
OP_AND,
OP_OR,
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_SHIFT_LEFT,
OP_SHIFT_RIGHT,
OP_INIT_ASSIGN,
OP_ASSIGN,
OP_ASSIGN_ADD,
OP_ASSIGN_SUB,
OP_ASSIGN_MUL,
OP_ASSIGN_DIV,
OP_ASSIGN_MOD,
OP_ASSIGN_SHIFT_LEFT,
OP_ASSIGN_SHIFT_RIGHT,
OP_ASSIGN_BIT_AND,
OP_ASSIGN_BIT_OR,
OP_ASSIGN_BIT_XOR,
OP_BIT_AND,
OP_BIT_OR,
OP_BIT_XOR,
//ternary operators
OP_TERNARY_IF,
OP_TERNARY_ELSE,
};
Operator op;
Vector<Node *> arguments;
DataType datatype;
virtual DataType get_datatype() const { return datatype; }
virtual void set_datatype(const DataType &p_datatype) { datatype = p_datatype; }
OperatorNode() { type = TYPE_OPERATOR; }
};
struct PatternNode : public Node {
enum PatternType {
PT_CONSTANT,
PT_BIND,
PT_DICTIONARY,
PT_ARRAY,
PT_IGNORE_REST,
PT_WILDCARD
};
PatternType pt_type;
Node *constant;
StringName bind;
Map<ConstantNode *, PatternNode *> dictionary;
Vector<PatternNode *> array;
};
struct PatternBranchNode : public Node {
Vector<PatternNode *> patterns;
BlockNode *body;
};
struct MatchNode : public Node {
Node *val_to_match;
Vector<PatternBranchNode *> branches;
struct CompiledPatternBranch {
Node *compiled_pattern;
BlockNode *body;
};
Vector<CompiledPatternBranch> compiled_pattern_branches;
};
struct ControlFlowNode : public Node {
enum CFType {
CF_IF,
CF_FOR,
CF_WHILE,
CF_SWITCH,
CF_BREAK,
CF_CONTINUE,
CF_RETURN,
CF_MATCH
};
CFType cf_type;
Vector<Node *> arguments;
BlockNode *body;
BlockNode *body_else;
MatchNode *match;
ControlFlowNode *_else; //used for if
ControlFlowNode() {
type = TYPE_CONTROL_FLOW;
cf_type = CF_IF;
body = NULL;
body_else = NULL;
}
};
struct CastNode : public Node {
Node *source_node;
DataType cast_type;
DataType return_type;
virtual DataType get_datatype() const { return return_type; }
virtual void set_datatype(const DataType &p_datatype) { return_type = p_datatype; }
CastNode() { type = TYPE_CAST; }
};
struct AssertNode : public Node {
Node *condition;
AssertNode() { type = TYPE_ASSERT; }
};
struct BreakpointNode : public Node {
BreakpointNode() { type = TYPE_BREAKPOINT; }
};
struct NewLineNode : public Node {
NewLineNode() { type = TYPE_NEWLINE; }
};
struct Expression {
bool is_op;
union {
OperatorNode::Operator op;
Node *node;
};
};
enum CompletionType {
COMPLETION_NONE,
COMPLETION_BUILT_IN_TYPE_CONSTANT,
COMPLETION_GET_NODE,
COMPLETION_FUNCTION,
COMPLETION_IDENTIFIER,
COMPLETION_PARENT_FUNCTION,
COMPLETION_METHOD,
COMPLETION_CALL_ARGUMENTS,
COMPLETION_RESOURCE_PATH,
COMPLETION_INDEX,
COMPLETION_VIRTUAL_FUNC,
COMPLETION_YIELD,
COMPLETION_ASSIGN,
COMPLETION_TYPE_HINT,
COMPLETION_TYPE_HINT_INDEX,
};
private:
GDScriptTokenizer *tokenizer;
Node *head;
Node *list;
template <class T>
T *alloc_node();
bool validating;
bool for_completion;
int parenthesis;
bool error_set;
String error;
int error_line;
int error_column;
bool check_types;
#ifdef DEBUG_ENABLED
Set<int> *safe_lines;
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
List<GDScriptWarning> warnings;
#endif // DEBUG_ENABLED
int pending_newline;
List<int> tab_level;
String base_path;
String self_path;
ClassNode *current_class;
FunctionNode *current_function;
BlockNode *current_block;
bool _get_completable_identifier(CompletionType p_type, StringName &identifier);
void _make_completable_call(int p_arg);
CompletionType completion_type;
StringName completion_cursor;
Variant::Type completion_built_in_constant;
Node *completion_node;
ClassNode *completion_class;
FunctionNode *completion_function;
BlockNode *completion_block;
int completion_line;
int completion_argument;
bool completion_found;
bool completion_ident_is_call;
PropertyInfo current_export;
MultiplayerAPI::RPCMode rpc_mode;
void _set_error(const String &p_error, int p_line = -1, int p_column = -1);
#ifdef DEBUG_ENABLED
void _add_warning(int p_code, int p_line = -1, const String &p_symbol1 = String(), const String &p_symbol2 = String(), const String &p_symbol3 = String(), const String &p_symbol4 = String());
void _add_warning(int p_code, int p_line, const Vector<String> &p_symbols);
#endif // DEBUG_ENABLED
bool _recover_from_completion();
bool _parse_arguments(Node *p_parent, Vector<Node *> &p_args, bool p_static, bool p_can_codecomplete = false);
bool _enter_indent_block(BlockNode *p_block = NULL);
bool _parse_newline();
Node *_parse_expression(Node *p_parent, bool p_static, bool p_allow_assign = false, bool p_parsing_constant = false);
Node *_reduce_expression(Node *p_node, bool p_to_const = false);
Node *_parse_and_reduce_expression(Node *p_parent, bool p_static, bool p_reduce_const = false, bool p_allow_assign = false);
PatternNode *_parse_pattern(bool p_static);
void _parse_pattern_block(BlockNode *p_block, Vector<PatternBranchNode *> &p_branches, bool p_static);
void _transform_match_statment(MatchNode *p_match_statement);
void _generate_pattern(PatternNode *p_pattern, Node *p_node_to_match, Node *&p_resulting_node, Map<StringName, Node *> &p_bindings);
void _parse_block(BlockNode *p_block, bool p_static);
void _parse_extends(ClassNode *p_class);
void _parse_class(ClassNode *p_class);
bool _end_statement();
void _determine_inheritance(ClassNode *p_class);
bool _parse_type(DataType &r_type, bool p_can_be_void = false);
DataType _resolve_type(const DataType &p_source, int p_line);
DataType _type_from_variant(const Variant &p_value) const;
DataType _type_from_property(const PropertyInfo &p_property, bool p_nil_is_variant = true) const;
DataType _type_from_gdtype(const GDScriptDataType &p_gdtype) const;
DataType _get_operation_type(const Variant::Operator p_op, const DataType &p_a, const DataType &p_b, bool &r_valid) const;
Variant::Operator _get_variant_operation(const OperatorNode::Operator &p_op) const;
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;
bool _get_member_type(const DataType &p_base_type, const StringName &p_member, DataType &r_member_type) const;
bool _is_type_compatible(const DataType &p_container, const DataType &p_expression, bool p_allow_implicit_conversion = false) const;
DataType _reduce_node_type(Node *p_node);
DataType _reduce_function_call_type(const OperatorNode *p_call);
DataType _reduce_identifier_type(const DataType *p_base_type, const StringName &p_identifier, int p_line);
void _check_class_level_types(ClassNode *p_class);
void _check_class_blocks_types(ClassNode *p_class);
void _check_function_types(FunctionNode *p_function);
void _check_block_types(BlockNode *p_block);
_FORCE_INLINE_ void _mark_line_as_safe(int p_line) const {
#ifdef DEBUG_ENABLED
if (safe_lines) safe_lines->insert(p_line);
#endif // DEBUG_ENABLED
}
_FORCE_INLINE_ void _mark_line_as_unsafe(int p_line) const {
#ifdef DEBUG_ENABLED
if (safe_lines) safe_lines->erase(p_line);
#endif // DEBUG_ENABLED
}
Error _parse(const String &p_base_path);
public:
String get_error() const;
int get_error_line() const;
int get_error_column() const;
#ifdef DEBUG_ENABLED
const List<GDScriptWarning> &get_warnings() const { return warnings; }
#endif // DEBUG_ENABLED
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);
Error parse_bytecode(const Vector<uint8_t> &p_bytecode, const String &p_base_path = "", const String &p_self_path = "");
bool is_tool_script() const;
const Node *get_parse_tree() const;
//completion info
CompletionType get_completion_type();
StringName get_completion_cursor();
int get_completion_line();
Variant::Type get_completion_built_in_constant();
Node *get_completion_node();
ClassNode *get_completion_class();
BlockNode *get_completion_block();
FunctionNode *get_completion_function();
int get_completion_argument_index();
int get_completion_identifier_is_function();
void clear();
GDScriptParser();
~GDScriptParser();
};
#endif // GDSCRIPT_PARSER_H