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/*************************************************************************/
/* 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 "gdscript_functions.h"
#include "gdscript_tokenizer.h"
#include "map.h"
#include "object.h"
#include "script_language.h"
class GDScriptParser {
public:
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_ASSERT,
TYPE_BREAKPOINT,
TYPE_NEWLINE,
};
Node *next;
int line;
int column;
Type type;
virtual ~Node() {}
};
struct FunctionNode;
struct BlockNode;
struct ClassNode : public Node {
bool tool;
StringName name;
bool extends_used;
StringName extends_file;
Vector<StringName> extends_class;
struct Member {
PropertyInfo _export;
#ifdef TOOLS_ENABLED
Variant default_value;
#endif
StringName identifier;
StringName setter;
StringName getter;
int line;
Node *expression;
MultiplayerAPI::RPCMode rpc_mode;
};
struct Constant {
StringName identifier;
Node *expression;
};
struct Signal {
StringName name;
Vector<StringName> arguments;
};
Vector<ClassNode *> subclasses;
Vector<Member> variables;
Vector<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;
StringName name;
Vector<StringName> arguments;
Vector<Node *> default_values;
BlockNode *body;
FunctionNode() {
type = TYPE_FUNCTION;
_static = false;
rpc_mode = MultiplayerAPI::RPC_MODE_DISABLED;
}
};
struct BlockNode : public Node {
ClassNode *parent_class;
BlockNode *parent_block;
Map<StringName, int> locals;
List<Node *> statements;
Vector<StringName> variables;
Vector<int> variable_lines;
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;
}
};
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;
IdentifierNode() { type = TYPE_IDENTIFIER; }
};
struct LocalVarNode : public Node {
StringName name;
Node *assign;
LocalVarNode() {
type = TYPE_LOCAL_VAR;
assign = NULL;
}
};
struct ConstantNode : public Node {
Variant value;
ConstantNode() { type = TYPE_CONSTANT; }
};
struct ArrayNode : public Node {
Vector<Node *> elements;
ArrayNode() { type = TYPE_ARRAY; }
};
struct DictionaryNode : public Node {
struct Pair {
Node *key;
Node *value;
};
Vector<Pair> elements;
DictionaryNode() { type = TYPE_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,
//indexing operator
OP_INDEX,
OP_INDEX_NAMED,
//unary operators
OP_NEG,
OP_POS,
OP_NOT,
OP_BIT_INVERT,
OP_PREINC,
OP_PREDEC,
OP_INC,
OP_DEC,
//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;
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 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;
};
};
/*
struct OperatorNode : public Node {
DataType return_cache;
Operator op;
Vector<Node*> arguments;
virtual DataType get_datatype() const { return return_cache; }
OperatorNode() { type=TYPE_OPERATOR; return_cache=TYPE_VOID; }
};
struct VariableNode : public Node {
DataType datatype_cache;
StringName name;
virtual DataType get_datatype() const { return datatype_cache; }
VariableNode() { type=TYPE_VARIABLE; datatype_cache=TYPE_VOID; }
};
struct ConstantNode : public Node {
DataType datatype;
Variant value;
virtual DataType get_datatype() const { return datatype; }
ConstantNode() { type=TYPE_CONSTANT; }
};
struct BlockNode : public Node {
Map<StringName,DataType> variables;
List<Node*> statements;
BlockNode() { type=TYPE_BLOCK; }
};
struct ControlFlowNode : public Node {
FlowOperation flow_op;
Vector<Node*> statements;
ControlFlowNode() { type=TYPE_CONTROL_FLOW; flow_op=FLOW_OP_IF;}
};
struct MemberNode : public Node {
DataType datatype;
StringName name;
Node* owner;
virtual DataType get_datatype() const { return datatype; }
MemberNode() { type=TYPE_MEMBER; }
};
struct ProgramNode : public Node {
struct Function {
StringName name;
FunctionNode*function;
};
Map<StringName,DataType> builtin_variables;
Map<StringName,DataType> preexisting_variables;
Vector<Function> functions;
BlockNode *body;
ProgramNode() { type=TYPE_PROGRAM; }
};
*/
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,
};
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;
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;
bool completion_static;
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);
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(BlockNode *p_block, 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();
Error _parse(const String &p_base_path);
public:
String get_error() const;
int get_error_line() const;
int get_error_column() const;
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);
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
|