mirror of
https://github.com/amyinspace/MagicSetEditor2.git
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142 lines
5.2 KiB
C++
142 lines
5.2 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) Twan van Laarhoven and the other MSE developers |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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#pragma once
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// ----------------------------------------------------------------------------- : Includes
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#include <script/script.hpp>
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class Dependency;
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// ----------------------------------------------------------------------------- : VectorIntMap
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/// A map like data structure that stores the elements in a vector.
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/** K should be an integer type, the keys should be dense. */
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template <typename K, typename V>
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class VectorIntMap {
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public:
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inline V& operator [] (K key) {
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if (values.size() <= key) {
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values.resize(key + 1);
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}
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return values[key];
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}
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/// Get access to the vector
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inline const vector<V>& get() const { return values; }
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private:
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vector<V> values;
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};
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// ----------------------------------------------------------------------------- : Context
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/// Context for script evaluation
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class Context {
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public:
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Context();
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/// Evaluate a script inside this context.
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/** This function is safely reentrant.
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* @param openScope if false, variables set in this eval call will leak out.
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*/
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ScriptValueP eval(const Script& script, bool openScope = true);
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/// Analyze the dependencies of a script
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/** All things the script depends on are marked with signalDependent(dep).
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* The return value of this function should be ignored
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*/
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ScriptValueP dependencies(const Dependency& dep, const Script& script);
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/// Set a variable to a new value (in the current scope)
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void setVariable(const String& name, const ScriptValueP& value);
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/// Set a variable to a new value (in the current scope)
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void setVariable(Variable name, const ScriptValueP& value);
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void setGlobalVariable(Variable name, const ScriptValueP& value);
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/// Get the value of a variable, throws if it not set
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ScriptValueP getVariable(const String& name);
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/// Get the value of a variable, returns ScriptValue() if it is not set
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ScriptValueP getVariableOpt(const String& name);
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/// Get the value of a variable, throws if it not set
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ScriptValueP getVariable(Variable var);
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/// Get the value of a variable, returns ScriptValue() if it is not set
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inline ScriptValueP getVariableOpt(Variable var) { return variables[var].value; }
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/// Get the value of a variable only if it was set in the current scope, returns ScriptValue() if it is not set
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ScriptValueP getVariableInScopeOpt(Variable var);
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/// In what scope was the variable set?
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/** Returns 0 for the current scope and >0 for outer scopes.
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* Returns -1 if the varible is not set
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*/
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int getVariableScope(Variable var);
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/// Make a closure of the function with the direct parameters of the current call
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ScriptValueP makeClosure(const ScriptValueP& fun);
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public:
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/// Open a new scope
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/** returns the number of shadowed binding before that scope */
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size_t openScope();
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/// Close a scope, must be passed a value from openScope
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void closeScope(size_t scope);
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friend class LocalScope;
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public:// public for FOR_EACH
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/// Record of a variable
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struct VariableValue {
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VariableValue() : level(0) {}
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unsigned int level; ///< Scope level on which this variable was set
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ScriptValueP value; ///< Value of this variable
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bool global_scope = false; ///< Is this variable globally scoped?
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};
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/// Record of a variable binding that is being shadowed (overwritten) by another binding
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struct Binding {
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Variable variable; ///< Name of the overwritten variable.
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VariableValue value; ///< Old value of that variable.
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};
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private:
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/// Variables, indexed by integer name (using string_to_variable)
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VectorIntMap<unsigned int, VariableValue> variables;
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/// Shadowed variable bindings
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vector<Binding> shadowed;
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/// Number of scopes opened
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unsigned int level;
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/// Stack of values
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vector<ScriptValueP> stack;
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#ifdef _DEBUG
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/// The opened scopes, for sanity checking
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vector<size_t> scopes;
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#endif
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// utility types for dependency analysis
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struct Jump;
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struct JumpOrder;
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/// Return the bindings in the current scope
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void getBindings(size_t scope, vector<Binding>&);
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/// Remove all bindings made in the current scope
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void resetBindings(size_t scope);
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/// Make an object with n elements, popping 2n values from the stack, and push it onto the stack
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void makeObject(size_t n);
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/// Make a closure with n arguments
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void makeClosure(size_t n, const Instruction*& instr);
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/// Get a variable name givin its value, returns (Variable)-1 if not found (slow!)
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Variable lookupVariableValue(const ScriptValueP& value);
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friend class ScriptCompose;
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};
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/// A class that creates a local scope
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class LocalScope {
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public:
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inline LocalScope(Context& ctx) : ctx(ctx), scope(ctx.openScope()) {}
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inline ~LocalScope() { ctx.closeScope(scope); }
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private:
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Context& ctx;
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size_t scope;
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};
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