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MagicSetEditor2/src/script/context.hpp
T
GenevensiS 436c437189 add compiler directives
add compiler directives
2025-12-30 01:18:04 +01:00

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C++

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