/* * GDevelop Core * Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights * reserved. This project is released under the MIT License. */ #ifndef EVENTSCODEGENERATIONCONTEXT_H #define EVENTSCODEGENERATIONCONTEXT_H #include #include #include #include "GDCore/String.h" namespace gd { /** * \brief Used to manage the context when generating code for events. * * The context refers to : * - The objects lists being available. * - The "current object", i.e the object being used by an action or a * condition. * - If conditions are being generated, the context keeps track of the depth of * the conditions (see GetCurrentConditionDepth) * - You can also get the context depth of the last use of an object list. */ class GD_CORE_API EventsCodeGenerationContext { friend class EventsCodeGenerator; public: /** * Default constructor. You may want to call InheritsFrom just after. * \param maxDepthLevel Optional pointer to an unsigned integer that will be * updated to contain the maximal scope depth reached. */ EventsCodeGenerationContext(unsigned int* maxDepthLevel_ = nullptr) : contextDepth(0), customConditionDepth(0), maxDepthLevel(maxDepthLevel_), parent(NULL), reuseExplicitlyForbidden(false){}; virtual ~EventsCodeGenerationContext(){}; /** * Call this method to make an EventsCodeGenerationContext as a "child" of * another one. The child will then for example not declare again objects * already declared by its parent. */ void InheritsFrom(const EventsCodeGenerationContext& parent); /** * \brief As InheritsFrom, mark the context as being the child of another one, * but enabling the child context to use the same object lists. * * Used for example for optimizing the last event of a list. */ void Reuse(const EventsCodeGenerationContext& parent); /** * \brief Forbid any optimization that would reuse and modify the object list * from this context in children context. * * Used in while/for each/repeat or any event that have a loop and must ensure * that the list of objects stay clean. */ void ForbidReuse() { reuseExplicitlyForbidden = true; } /** * \brief Return false if the object lists of the context can not be reused in * a child context. */ bool CanReuse() const { return !reuseExplicitlyForbidden && parent != nullptr; } /** * \brief Returns the depth of the inheritance of the context. * * A context created from scratch will returns 0, and a context inheriting * from a context with depth n will returns n+1. */ size_t GetContextDepth() const { return contextDepth; } /** * \brief Get the parent context, if any. * \return A pointer to the parent context, or NULL if the context has no * parent. */ const EventsCodeGenerationContext* GetParentContext() const { return parent; } /** * Mark the object has being the object being handled by the instruction */ void SetCurrentObject(const gd::String& objectName) { currentObject = objectName; }; /** * Set that no particular object is being handled by an instruction */ void SetNoCurrentObject() { currentObject = ""; }; /** * Get the object being handled by the instruction */ const gd::String& GetCurrentObject() const { return currentObject; }; /** * \brief Call this when an instruction in the event needs an objects list. * * The list will be filled with objects from the scene if it is the first time * it is requested, unless there is already an object list with this name * (i.e. `ObjectAlreadyDeclared(objectName)` returns true). */ void ObjectsListNeeded(const gd::String& objectName); /** * Call this when an instruction in the event needs an empty objects list * or the one already declared, if any. * * An empty objects list will be declared, without filling it with objects * from the scene. If there is already an objects list with this name, no new * list will be declared again. */ void ObjectsListWithoutPickingNeeded(const gd::String& objectName); /** * Call this when an instruction in the event needs an empty object list, * even if one is already declared. * * An empty objects list will be declared, without filling it with objects * from the scene. If there is already an object list with this name, it won't * be used to initialize the new list, which will remain empty. */ void EmptyObjectsListNeeded(const gd::String& objectName); /** * Return true if an object list has already been declared (or is going to be * declared). */ bool ObjectAlreadyDeclared(const gd::String& objectName) const { return (alreadyDeclaredObjectsLists.find(objectName) != alreadyDeclaredObjectsLists.end()); }; /** * \brief Consider that \a objectName is now declared in the context. */ void SetObjectDeclared(const gd::String& objectName) { alreadyDeclaredObjectsLists.insert(objectName); } /** * Return all the objects lists which will be declared by the current context * ( the non empty as well as the empty objects lists ) */ std::set GetAllObjectsToBeDeclared() const; /** * Return the objects lists which will be declared by the current context */ const std::set& GetObjectsListsToBeDeclared() const { return objectsListsToBeDeclared; }; /** * Return the objects lists which will be will be declared, without filling * them with objects from the scene. */ const std::set& GetObjectsListsToBeDeclaredWithoutPicking() const { return objectsListsWithoutPickingToBeDeclared; }; /** * Return the objects lists which will be will be declared empty, without * filling them with objects from the scene and without copying any previously * declared objects list. */ const std::set& GetObjectsListsToBeDeclaredEmpty() const { return emptyObjectsListsToBeDeclared; }; /** * Return the objects lists which are already declared and can be used in the * current context without declaration. */ const std::set& GetObjectsListsAlreadyDeclared() const { return alreadyDeclaredObjectsLists; }; /** * \brief Get the depth of the context that was in effect when \a objectName * was needed. * * If \a objectName is needed in this context, it will return the depth of * this context. */ unsigned int GetLastDepthObjectListWasNeeded( const gd::String& objectName) const; /** * \brief Check if twos context have the same list for an object. * * This can be the case when a context is reusing the lists of another (see * gd::EventsCodeGenerationContext::Reuse). */ bool IsSameObjectsList(const gd::String& objectName, const EventsCodeGenerationContext& otherContext) const; /** * \brief Called when a custom condition code is generated. */ void EnterCustomCondition() { customConditionDepth++; }; /** * \brief Called when a custom condition code generation is over. */ void LeaveCustomCondition() { customConditionDepth--; }; /** * \brief Get the current condition depth : The depth is increased each time a * custom condition code is generated, and decreased when the condition * generation is done. * * This can be useful to generate sub conditions booleans with a different * name than the parent's conditions. */ size_t GetCurrentConditionDepth() const { return customConditionDepth; } private: /** * \brief Returns true if the given object is already going to be declared * (either as a traditional objects list, or one without picking, or one * empty). * */ bool IsToBeDeclared(const gd::String& objectName) { return objectsListsToBeDeclared.find(objectName) != objectsListsToBeDeclared.end() || objectsListsWithoutPickingToBeDeclared.find(objectName) != objectsListsWithoutPickingToBeDeclared.end() || emptyObjectsListsToBeDeclared.find(objectName) != emptyObjectsListsToBeDeclared.end(); }; std::set alreadyDeclaredObjectsLists; ///< Objects lists already needed in a ///< parent context. std::set objectsListsToBeDeclared; ///< Objects lists that will be declared in ///< this context. std::set objectsListsWithoutPickingToBeDeclared; ///< Objects lists that will be ///< declared in this context, ///< but not filled with scene's ///< objects. std::set emptyObjectsListsToBeDeclared; ///< Objects lists that will be ///< declared in this context, ///< but not filled with scene's ///< objects and not filled with any ///< previously existing objects list. std::map depthOfLastUse; ///< The context depth when an object was last used. gd::String currentObject; ///< The object being used by an action or condition. unsigned int contextDepth; ///< The depth of the context : 0 for a newly ///< created context, n+1 for any context ///< inheriting from context with depth n. unsigned int customConditionDepth; ///< The depth of the conditions being generated. unsigned int* maxDepthLevel; ///< A pointer to a unsigned int updated with ///< the maximum depth reached. const EventsCodeGenerationContext* parent; ///< The parent of the current context. Can be NULL. bool reuseExplicitlyForbidden; ///< If set to true, forbid children context ///< to reuse this one without inheriting. }; } // namespace gd #endif // EVENTSCODEGENERATIONCONTEXT_H