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GDevelop/Core/GDCore/Events/CodeGeneration/EventsCodeGenerationContext.h
Florian Rival a8559bfbbc Add clang-format to format (C++) source files automatically (#491)
* Update all CMakeLists of extensions to use clang-format
* Run clang-format on all Extensions
* Update GDCore CMakeLists.txt to add clang-format
* Run clang-format on GDCore files
* Update GDJS and GDCpp CMakeLists.txt to add clang-format
* Run clang-format on GDCpp and GDJS files
2018-05-09 15:57:38 -07:00

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/*
* 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 <map>
#include <memory>
#include <set>
#include "GDCore/String.h"
namespace gd {
class Layout;
}
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 need an object 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 need an object list.
* An empty event list will be declared, without filling it with objects from
* the scene. If there is already an object list with this name, no new list
* will be declared again.
*/
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<gd::String> GetAllObjectsToBeDeclared() const;
/**
* Return the objects lists which will be declared by the current context
*/
const std::set<gd::String>& GetObjectsListsToBeDeclared() const {
return objectsListsToBeDeclared;
};
/**
* Return the objects lists which will be declared, but no filled, by the
* current context
*/
const std::set<gd::String>& 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<gd::String>& 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:
std::set<gd::String>
alreadyDeclaredObjectsLists; ///< Objects lists already needed in a
///< parent context.
std::set<gd::String>
objectsListsToBeDeclared; ///< Objects lists that will be declared in
///< this context.
std::set<gd::String>
emptyObjectsListsToBeDeclared; ///< Objects lists that will be declared
///< in this context, but not filled with
///< scene's objects.
std::map<gd::String, unsigned int>
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