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- Global or scene variables can be used with a unique action and condition. - Object variables can be used with a unique action and condition. - Variables need to be declared following the same logic as the new expression syntax. - Local variable can be declared on events - Extensions have their own variables - Show a diagnostic report when a preview is launched and there are missing scene variables, object variables or behaviors. - This is especially useful if external events are shared between several scenes.
328 lines
12 KiB
C++
328 lines
12 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights
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* reserved. This project is released under the MIT License.
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*/
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#pragma once
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#include <map>
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#include <memory>
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#include <set>
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#include "GDCore/String.h"
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namespace gd {
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/**
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* \brief Used to manage the context when generating code for events.
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*
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* The context refers to :
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* - The objects lists being available.
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* - The "current object", i.e the object being used by an action or a
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* condition.
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* - If conditions are being generated, the context keeps track of the depth of
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* the conditions (see GetCurrentConditionDepth)
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* - You can also get the context depth of the last use of an object list.
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*/
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class GD_CORE_API EventsCodeGenerationContext {
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friend class EventsCodeGenerator;
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public:
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/**
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* Default constructor. You may want to call InheritsFrom just after.
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* \param maxDepthLevel Optional pointer to an unsigned integer that will be
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* updated to contain the maximal scope depth reached.
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*/
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EventsCodeGenerationContext(unsigned int* maxDepthLevel_ = nullptr)
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: maxDepthLevel(maxDepthLevel_){};
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virtual ~EventsCodeGenerationContext(){};
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/**
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* Call this method to make an EventsCodeGenerationContext as a "child" of
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* another one. The child will then for example not declare again objects
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* already declared by its parent.
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*/
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void InheritsFrom(EventsCodeGenerationContext& parent);
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/**
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* Call this method to make an EventsCodeGenerationContext as a "child" of
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* another one, but in the context of an async function.
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*/
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void InheritsAsAsyncCallbackFrom(EventsCodeGenerationContext& parent);
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/**
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* \brief As InheritsFrom, mark the context as being the child of another one,
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* but enabling the child context to use the same object lists.
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*
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* Used for example for optimizing the last event of a list.
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*/
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void Reuse(EventsCodeGenerationContext& parent);
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/**
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* \brief Forbid any optimization that would reuse and modify the object list
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* from this context in children context.
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*
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* Used in while/for each/repeat or any event that have a loop and must ensure
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* that the list of objects stay clean.
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*/
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void ForbidReuse() { reuseExplicitlyForbidden = true; }
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/**
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* \brief Return false if the object lists of the context can not be reused in
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* a child context.
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*/
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bool CanReuse() const {
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return !reuseExplicitlyForbidden && parent != nullptr;
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}
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/**
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* \brief Returns the depth of the inheritance of the context.
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*
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* A context created from scratch will returns 0, and a context inheriting
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* from a context with depth n will returns n+1.
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*/
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size_t GetContextDepth() const { return contextDepth; }
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/**
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* \brief Get the parent context, if any.
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* \return A pointer to the parent context, or NULL if the context has no
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* parent.
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*/
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const EventsCodeGenerationContext* GetParentContext() const { return parent; }
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/**
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* Mark the object as being the object being handled by the instruction.
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*/
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void SetCurrentObject(const gd::String& objectName) {
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currentObject = objectName;
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};
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/**
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* Set that no particular object is being handled by an instruction.
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*/
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void SetNoCurrentObject() { currentObject = ""; };
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/**
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* Get the object being handled by the instruction.
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*/
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const gd::String& GetCurrentObject() const { return currentObject; };
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/**
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* \brief Call this when an instruction in the event needs an objects list.
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*
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* The list will be filled with objects from the scene if it is the first time
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* it is requested, unless there is already an object list with this name
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* (i.e. `ObjectAlreadyDeclaredByParents(objectName)` returns true).
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*/
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void ObjectsListNeeded(const gd::String& objectName);
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/**
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* Call this when an instruction in the event needs an empty objects list
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* or the one already declared, if any.
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*
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* An empty objects list will be declared, without filling it with objects
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* from the scene. If there is already an objects list with this name, no new
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* list will be declared again.
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*/
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void ObjectsListNeededOrEmptyIfJustDeclared(const gd::String& objectName);
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/**
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* Call this when an instruction in the event needs an empty object list,
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* even if one is already declared.
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*
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* An empty objects list will be declared, without filling it with objects
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* from the scene. If there is already an object list with this name, it won't
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* be used to initialize the new list, which will remain empty.
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*/
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void EmptyObjectsListNeeded(const gd::String& objectName);
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/**
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* Return true if an object list has already been declared by the parent contexts.
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*/
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bool ObjectAlreadyDeclaredByParents(const gd::String& objectName) const {
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return (alreadyDeclaredObjectsLists.find(objectName) !=
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alreadyDeclaredObjectsLists.end());
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};
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/**
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* Return all the objects lists which will be declared by the current context
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* (normal, potentially empty or empty).
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*/
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std::set<gd::String> GetAllObjectsToBeDeclared() const;
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/**
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* Return the objects lists which will be declared by the current context.
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*/
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const std::set<gd::String>& GetObjectsListsToBeDeclared() const {
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return objectsListsToBeDeclared;
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};
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/**
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* Return the objects lists which will be will be declared, without filling
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* them with objects from the scene.
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*/
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const std::set<gd::String>& GetObjectsListsToBeEmptyIfJustDeclared()
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const {
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return objectsListsOrEmptyToBeDeclared;
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};
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/**
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* Return the objects lists which will be will be declared empty, without
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* filling them with objects from the scene and without copying any previously
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* declared objects list.
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*/
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const std::set<gd::String>& GetObjectsListsToBeDeclaredEmpty() const {
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return emptyObjectsListsToBeDeclared;
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};
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/**
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* Return the objects lists which are already declared and can be used in the
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* current context without declaration.
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*/
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const std::set<gd::String>& GetObjectsListsAlreadyDeclaredByParents() const {
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return alreadyDeclaredObjectsLists;
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};
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/**
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* \brief Get the depth of the context that was in effect when \a objectName
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* was needed.
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*
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* If \a objectName is needed in this context, it will return the depth of
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* this context.
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*/
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unsigned int GetLastDepthObjectListWasNeeded(
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const gd::String& objectName) const;
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/**
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* \brief Check if twos context have the same list for an object.
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*
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* This can be the case when a context is reusing the lists of another (see
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* gd::EventsCodeGenerationContext::Reuse).
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*/
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bool IsSameObjectsList(const gd::String& objectName,
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const EventsCodeGenerationContext& otherContext) const;
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/**
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* \brief Called when a custom condition code is generated.
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*/
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void EnterCustomCondition() { customConditionDepth++; };
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/**
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* \brief Called when a custom condition code generation is over.
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*/
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void LeaveCustomCondition() { customConditionDepth--; };
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/**
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* \brief Get the current condition depth : The depth is increased each time a
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* custom condition code is generated, and decreased when the condition
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* generation is done.
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*
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* This can be useful to generate sub conditions booleans with a different
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* name than the parent's conditions.
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*/
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size_t GetCurrentConditionDepth() const { return customConditionDepth; }
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/**
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* \brief Returns the list of all objects declared in this context
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* and subcontexts.
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* \warning Only works on an async callback's context.
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*
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* It is to be used by the Async event code generator to know what objects
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* lists to backup for the async callback and async callbacks after it.
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*/
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const std::set<gd::String>& GetAllDeclaredObjectsAcrossChildren() {
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return allObjectsListToBeDeclaredAcrossChildren;
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};
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/**
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* Returns true if an object list should be gotten from a backed up
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* objects list instead of the parent context. This can happen inside an
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* asynchronous callback or a child context of an asynchronous callback (i.e:
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* the `asyncDepth` is not 0).
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*/
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bool ShouldUseAsyncObjectsList(const gd::String& objectName) const;
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/**
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* Returns true if the code currently being generated is inside an
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* asynchronous context (either in an asynchronous callback, or in a children of
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* an asynchronous callback).
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*/
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bool IsInsideAsync() const { return asyncDepth != 0; };
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/**
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* Returns true if the code currently being generated is an asynchronous
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* callback (but not a child of an asynchronous callback).
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*/
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bool IsAsyncCallback() const { return parent != nullptr && parent->asyncDepth != asyncDepth; }
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/**
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* \brief Returns true if the given object is already going to be declared
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* in this context (either as a traditional objects list, or an empty one).
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*/
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bool IsToBeDeclared(const gd::String& objectName) {
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return objectsListsToBeDeclared.find(objectName) !=
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objectsListsToBeDeclared.end() ||
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objectsListsOrEmptyToBeDeclared.find(objectName) !=
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objectsListsOrEmptyToBeDeclared.end() ||
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emptyObjectsListsToBeDeclared.find(objectName) !=
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emptyObjectsListsToBeDeclared.end();
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};
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private:
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void NotifyAsyncParentsAboutDeclaredObject(const gd::String& objectName);
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std::set<gd::String>
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alreadyDeclaredObjectsLists; ///< Objects lists already needed in a
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///< parent context.
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std::set<gd::String>
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objectsListsToBeDeclared; ///< Objects lists that will be declared in
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///< this context.
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std::set<gd::String>
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objectsListsOrEmptyToBeDeclared; ///< Objects lists that will be
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///< declared in this context,
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///< but not filled with scene's
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///< objects.
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std::set<gd::String>
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emptyObjectsListsToBeDeclared; ///< Objects lists that will be
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///< declared in this context,
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///< but not filled with scene's
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///< objects and not filled with any
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///< previously existing objects list.
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std::set<gd::String>
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allObjectsListToBeDeclaredAcrossChildren; ///< This is only to be used by
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///< the async callback
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///< contexts to know all
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///< objects declared across
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///< all children, so that the
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///< necessary objects can be
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///< backed up.
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std::map<gd::String, unsigned int>
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depthOfLastUse; ///< The context depth when an object was last used.
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gd::String
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currentObject; ///< The object being used by an action or condition.
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unsigned int contextDepth = 0; ///< The depth of the context: 0 for a newly
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///< created context, n+1 for any context
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///< inheriting from context with depth n.
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unsigned int customConditionDepth =
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0; ///< The depth of the conditions being generated.
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unsigned int asyncDepth =
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0; ///< If higher than 0, the current context is an asynchronous callback,
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///< or a child context of an asynchronous callback:
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///< - If the parent's async depth != the current context async depth,
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///< then the current context is an asynchronous callback context.
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///< - Otherwise, it's a child of an asynchronous callback.
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unsigned int* maxDepthLevel; ///< A pointer to a unsigned int updated with
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///< the maximum depth reached.
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const EventsCodeGenerationContext* parent =
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nullptr; ///< The parent of the current context. Can be NULL.
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EventsCodeGenerationContext* nearestAsyncParent =
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nullptr; ///< The nearest parent context that is an async callback
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///< context.
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bool reuseExplicitlyForbidden =
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false; ///< If set to true, forbid children contexts
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///< to reuse this one without inheriting.
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};
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} // namespace gd
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