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* Declare objects lists used by actions only when actions are launched for standard events (both GDCpp and GDJS) * Enable the object list reuse optimisation in GDCpp as done in GDJS.
193 lines
8.1 KiB
C++
193 lines
8.1 KiB
C++
/*
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* GDevelop Core
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* Copyright 2008-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
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* This project is released under the MIT License.
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*/
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#ifndef EVENTSCODEGENERATIONCONTEXT_H
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#define EVENTSCODEGENERATIONCONTEXT_H
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#include "GDCore/String.h"
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#include <set>
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#include <map>
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#include <memory>
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namespace gd { class Layout; }
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namespace gd
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{
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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 condition.
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* - If conditions are being generated, the context keeps track of the depth of 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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{
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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 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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contextDepth(0),
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customConditionDepth(0),
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maxDepthLevel(maxDepthLevel_),
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parent(NULL),
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reuseExplicitlyForbidden(false)
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{};
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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 another one.
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* The child will then for example not declare again objects already declared by its parent.
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*/
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void InheritsFrom(const EventsCodeGenerationContext & parent);
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/**
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* \brief As InheritsFrom, mark the context as being the child of another one, but enabling
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* 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(const EventsCodeGenerationContext & parent);
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/**
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* \brief Forbid any optimization that would reuse and modify the object list from this context
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* 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 that
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* 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 a child context.
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*/
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bool CanReuse() const { return !reuseExplicitlyForbidden && parent != nullptr; }
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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 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 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 has being the object being handled by the instruction
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*/
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void SetCurrentObject(const gd::String & objectName) { currentObject = objectName; };
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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 need an object 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 it is requested, unless there is
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* already an object list with this name ( i.e. ObjectAlreadyDeclared(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 need an object list.
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* An empty event list will be declared, without filling it with objects from the scene. If there is already an object
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* list with this name, no new list will be declared again.
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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 (or is going to be declared).
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*/
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bool ObjectAlreadyDeclared(const gd::String & objectName) const { return (alreadyDeclaredObjectsLists.find(objectName) != alreadyDeclaredObjectsLists.end()); };
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/**
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* \brief Consider that \a objectName is now declared in the context.
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*/
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void SetObjectDeclared(const gd::String & objectName) { alreadyDeclaredObjectsLists.insert(objectName); }
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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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* ( the non empty as well as the empty objects lists )
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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 { return objectsListsToBeDeclared; };
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/**
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* Return the objects lists which will be declared, but no filled, by the current context
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*/
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const std::set<gd::String> & GetObjectsListsToBeDeclaredEmpty() const { return emptyObjectsListsToBeDeclared; };
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/**
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* Return the objects lists which are already declared and can be used in the current context without declaration.
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*/
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const std::set<gd::String> & GetObjectsListsAlreadyDeclared() const { return alreadyDeclaredObjectsLists; };
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/**
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* \brief Get the depth of the context that was in effect when \a objectName was needed.
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*
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* If \a objectName is needed in this context, it will return the depth of this context.
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*/
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unsigned int GetLastDepthObjectListWasNeeded(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 gd::EventsCodeGenerationContext::Reuse).
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*/
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bool IsSameObjectsList(const gd::String & objectName, 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 custom condition code is generated,
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* and decreased when the condition generation is done.
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*
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* This can be useful to generate sub conditions booleans with a different name than the parent's conditions.
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*/
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size_t GetCurrentConditionDepth() const { return customConditionDepth; }
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private:
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std::set<gd::String> alreadyDeclaredObjectsLists; ///< Objects lists already needed in a parent context.
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std::set<gd::String> objectsListsToBeDeclared; ///< Objects lists that will be declared in this context.
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std::set<gd::String> emptyObjectsListsToBeDeclared; ///< Objects lists that will be declared in this context, but not filled with scene's objects.
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std::map<gd::String, unsigned int> depthOfLastUse; ///< The context depth when an object was last used.
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gd::String currentObject; ///< The object being used by an action or condition.
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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.
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unsigned int customConditionDepth; ///< The depth of the conditions being generated.
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unsigned int * maxDepthLevel; ///< A pointer to a unsigned int updated with the maximum depth reached.
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const EventsCodeGenerationContext * parent; ///< The parent of the current context. Can be NULL.
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bool reuseExplicitlyForbidden; ///< If set to true, forbid children context to reuse this one without inheriting.
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};
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}
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#endif // EVENTSCODEGENERATIONCONTEXT_H
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