/*************************************************************************/ /* gdscript_compiler.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "gdscript_compiler.h" #include "gdscript.h" #include "gdscript_byte_codegen.h" #include "gdscript_cache.h" #include "gdscript_utility_functions.h" #include "core/config/project_settings.h" bool GDScriptCompiler::_is_class_member_property(CodeGen &codegen, const StringName &p_name) { if (codegen.function_node && codegen.function_node->is_static) { return false; } if (codegen.locals.has(p_name)) { return false; //shadowed } return _is_class_member_property(codegen.script, p_name); } bool GDScriptCompiler::_is_class_member_property(GDScript *owner, const StringName &p_name) { GDScript *scr = owner; GDScriptNativeClass *nc = nullptr; while (scr) { if (scr->native.is_valid()) { nc = scr->native.ptr(); } scr = scr->_base; } ERR_FAIL_COND_V(!nc, false); return ClassDB::has_property(nc->get_name(), p_name); } void GDScriptCompiler::_set_error(const String &p_error, const GDScriptParser::Node *p_node) { if (!error.is_empty()) { return; } error = p_error; if (p_node) { err_line = p_node->start_line; err_column = p_node->leftmost_column; } else { err_line = 0; err_column = 0; } } GDScriptDataType GDScriptCompiler::_gdtype_from_datatype(const GDScriptParser::DataType &p_datatype, GDScript *p_owner) const { if (!p_datatype.is_set() || !p_datatype.is_hard_type()) { return GDScriptDataType(); } GDScriptDataType result; result.has_type = true; switch (p_datatype.kind) { case GDScriptParser::DataType::VARIANT: { result.has_type = false; } break; case GDScriptParser::DataType::BUILTIN: { result.kind = GDScriptDataType::BUILTIN; result.builtin_type = p_datatype.builtin_type; } break; case GDScriptParser::DataType::NATIVE: { result.kind = GDScriptDataType::NATIVE; result.native_type = p_datatype.native_type; } break; case GDScriptParser::DataType::SCRIPT: { result.kind = GDScriptDataType::SCRIPT; result.script_type_ref = Ref