Files
fs2open.github.com/code/scripting/ade_api.h
T
asarium ca27ae16f2 Use Antlr for generating argument list parser
This adds an Antlr grammar for parsing argument lists instead of using a
hand written parser. This allows to write much more complicated syntax
constructs and have all the code being auto-generated. It will also
produce a much more correct parser instead of having all those hacks in
the hand-written one.

This also adds (in addition to supporting the previous syntax) support
for function types along with support for them in HTML and JSON output
formats.

The ANTLR generated parser is included in source form so that it is not
necessary to have an ANTLR installation around if you are not going to
change the grammar. Also includes the necessary runtime code from Antlr.
2020-06-11 21:57:52 +02:00

388 lines
16 KiB
C++

//
//
#ifndef FS2_OPEN_ADE_API_H_H
#define FS2_OPEN_ADE_API_H_H
#include "globalincs/version.h"
#include "scripting/ade.h"
#include "scripting/ade_args.h"
#include "scripting/ade_doc.h"
namespace scripting {
const size_t INVALID_ID = (size_t) -1; // Use -1 to get highest possible unsigned number
/**
* @ingroup ade_api
*/
class ade_lib_handle {
protected:
size_t LibIdx;
public:
ade_lib_handle() = default;
size_t GetIdx() const { return LibIdx; }
};
/**
* @ingroup ade_api
*/
template <class StoreType>
class ade_obj : public ade_lib_handle {
static int lua_destructor(lua_State* L)
{
auto* obj =
static_cast<ade_obj<StoreType>*>(lua_touserdata(L, lua_upvalueindex(ADE_DESTRUCTOR_OBJ_UPVALUE_INDEX)));
StoreType* value = nullptr;
if (!ade_get_args(L, "o", obj->GetPtr(&value))) {
return 0;
}
if (value == nullptr) {
return 0;
}
value->~StoreType();
return 0;
}
public:
ade_obj(const char* in_name, const char* in_desc, const ade_lib_handle* in_deriv = nullptr)
{
ade_table_entry ate;
// WMC - object metadata are uninstanced library types
ate.Name = in_name;
if (in_deriv != nullptr) {
ate.DerivatorIdx = in_deriv->GetIdx();
}
ate.Type = 'o';
ate.Description = in_desc;
if (!std::is_trivially_destructible<StoreType>::value) {
// If this type is not trivial then we need to have a destructor
// This is mildly dangerous since "this" will only remain valid if it was constructed statically. Since this
// value is only used once at program startup it should be relatively safe
ate.Destructor_upvalue = static_cast<void*>(this);
ate.Destructor = lua_destructor;
}
LibIdx = ade_manager::getInstance()->addTableEntry(ate);
}
// WMC - Use this to store object data for return, or for setting as a global
ade_odata_setter<StoreType> Set(StoreType&& obj) const
{
return ade_odata_setter<StoreType>(LibIdx, std::move(obj));
}
ade_odata_setter<StoreType> Set(const StoreType& obj) const
{
return ade_odata_setter<StoreType>(LibIdx, obj);
}
// WMC - Use this to copy object data, for modification or whatever
ade_odata_getter<StoreType> Get(StoreType* ptr) const { return ade_odata_getter<StoreType>(LibIdx, ptr); }
// WMC - Use this to get a pointer to Lua object data.
// Use >ONLY< when:
// 1 - You are setting the data of an object (ie 'x' component of vector)
// 2 - To speed up read-only calcs (ie computing dot product of vectors)
// 3 - To get a reference to a move-only type stored in Lua memory
ade_odata_ptr_getter<StoreType> GetPtr(StoreType** ptr) const
{
return ade_odata_ptr_getter<StoreType>(LibIdx, ptr);
}
};
/**
* @warning Utility macro. DO NOT USE!
*/
#define ADE_OBJ_DERIV_IMPL(field, type, name, desc, deriv) \
const ::scripting::ade_obj<type>& SCP_TOKEN_CONCAT(get_, field)() \
{ \
static ::scripting::ade_obj<type> obj(name, desc, deriv); \
return obj; \
} \
const ::scripting::ade_obj<type>& field = SCP_TOKEN_CONCAT(get_, field)()
/**
* @brief Define an API object
*
* An object is similar to a C++ class. Use this if you want to return a special type from a function that should be
* able to do more on its own.
*
* @param field The name of the field by which the class should be accessible
* @param type The type of the data the class contains
* @param name The name the class should have in the documentation
* @param desc Documentation about what this class is
*
* @ingroup ade_api
*/
#define ADE_OBJ(field, type, name, desc) ADE_OBJ_DERIV_IMPL(field, type, name, desc, nullptr)
/**
* @brief Define an API object that derives from another
*
* This is the same as ADE_OBJ but this allows to derive this class from another
*
* @param field The name of the field by which the class should be accessible
* @param type The type of the data the class contains
* @param name The name the class should have in the documentation
* @param desc Documentation about what this class is
* @param deriv The class to derive from. This should be the name of the class field (e.g. l_Object)
*
* @ingroup ade_api
*/
#define ADE_OBJ_DERIV(field, type, name, desc, deriv) \
ADE_OBJ_DERIV_IMPL(field, type, name, desc, &SCP_TOKEN_CONCAT(get_, deriv)())
/**
* @brief Declare an API object but don't define it
*
* You should use this in headers if the class should be able to be used by other files
*
* @param field The name of the field
* @param type The type of the contained value
*
* @ingroup ade_api
*/
#define DECLARE_ADE_OBJ(field, type) \
extern const ::scripting::ade_obj<type>& SCP_TOKEN_CONCAT(get_, field)(); \
extern const ::scripting::ade_obj<type>& field
/**
* Library class
* This is what you define a variable of to make new libraries
*
* @ingroup ade_api
*/
class ade_lib : public ade_lib_handle {
public:
explicit ade_lib(const char* in_name, const ade_lib_handle* parent = nullptr, const char* in_shortname = nullptr,
const char* in_desc = nullptr);
const char* GetName() const;
};
/**
* @warning Utility macro. DO NOT USE!
*/
#define ADE_LIB_IMPL(field, name, short_name, desc, parent) \
const ::scripting::ade_lib& SCP_TOKEN_CONCAT(get_, field)() \
{ \
static ::scripting::ade_lib lib(name, parent, short_name, desc); \
return lib; \
} \
const ::scripting::ade_lib& field = SCP_TOKEN_CONCAT(get_, field)()
/**
* @brief Define an API library
*
* A library is similar to a C++ namespace or a class with static functions. It can be used to group multiple functions
* together that serve a similar pupose
*
* @param field The name of the field by which the class should be ac
* @param name The name the class should have in the documentationcessible
* @param short_name The short name of the library, makes writing scripts easier
* @param desc Documentation about what this class is
*
* @ingroup ade_api
*/
#define ADE_LIB(field, name, short_name, desc) ADE_LIB_IMPL(field, name, short_name, desc, nullptr)
/**
* @brief Define an API library which is the child of another library
*
* A library is similar to a C++ namespace or a class with static functions. It can be used to group multiple functions
* together that serve a similar pupose.
*
* A sublibrary is basically a nested namespace
*
* @param field The name of the field by which the class should be ac
* @param name The name the class should have in the documentationcessible
* @param short_name The short name of the library, makes writing scripts easier
* @param desc Documentation about what this class is
* @param parent The parent library, this should be the field name, e.g. l_Base
*
* @ingroup ade_api
*/
#define ADE_LIB_DERIV(field, name, short_name, desc, parent) \
ADE_LIB_IMPL(field, name, short_name, desc, &SCP_TOKEN_CONCAT(get_, parent)())
/**
* @brief Declare an API library but don't define it
*
* You should use this in headers if the library should be able to be used by other files
*
* @param field The name of the field, must match the name in the source file
*
* @ingroup ade_api
*/
#define DECLARE_ADE_LIB(field) \
extern const ::scripting::ade_lib& SCP_TOKEN_CONCAT(get_, field)(); \
extern const ::scripting::ade_lib& field; \
static const ::scripting::ade_lib* SCP_TOKEN_CONCAT(field, reference_dummy) USED_VARIABLE = &(field)
/**
* @ingroup ade_api
*/
class ade_func : public ade_lib_handle {
public:
ade_func(const char* name, lua_CFunction func, const ade_lib_handle& parent, ade_overload_list args, const char* desc,
ade_type_info ret_type, const char* ret_desc, const gameversion::version& deprecation_version,
const char* deprecation_message);
};
/**
* @brief Declare an API function
*
* Immediately after this macro the function body should follow.
*
* @param name The name of the function, this may not be a string
* @param parent The library or object containing this function
* @param args Documentation for parameters of the function
* @param desc Description of what the function does
* @param ret_type The type of the returned value
* @param ret_desc Documentation for the returned value
*
* @ingroup ade_api
*/
#define ADE_FUNC(name, parent, args, desc, ret_type, ret_desc) \
static int parent##_##name##_f(lua_State* L); \
::scripting::ade_func parent##_##name(#name, parent##_##name##_f, parent, args, desc, ret_type, ret_desc, \
::gameversion::version(), nullptr); \
static int parent##_##name##_f(lua_State* L)
/**
* @brief Declare a deprecated API function
*
* Immediately after this macro the function body should follow. This function is marked as deprecated and will be
* handled specially if the targetted engine version is higher than the specified version.
*
* @param name The name of the function, this may not be a string
* @param parent The library or object containing this function
* @param args Documentation for parameters of the function
* @param desc Description of what the function does
* @param ret_type The type of the returned value
* @param ret_desc Documentation for the returned value
* @param deprecate_version Version starting from which this function is deprecated.
* @param deprecated_msg Message for the deprecation notice. May be nullptr.
*
* @ingroup ade_api
*/
#define ADE_FUNC_DEPRECATED(name, parent, args, desc, ret_type, ret_desc, deprecate_version, deprecated_msg) \
static int parent##_##name##_f(lua_State* L); \
::scripting::ade_func parent##_##name(#name, parent##_##name##_f, parent, args, desc, ret_type, ret_desc, \
deprecate_version, deprecated_msg); \
static int parent##_##name##_f(lua_State* L)
/**
* @ingroup ade_api
*/
class ade_virtvar : public ade_lib_handle {
public:
ade_virtvar(const char* name, lua_CFunction func, const ade_lib_handle& parent, const char* args, const char* desc,
ade_type_info ret_type, const char* ret_desc, const gameversion::version& deprecation_version,
const char* deprecation_message);
};
/**
* @brief Declare an API variable
*
* Use this to handle forms of type vec.x and vec['x']. Basically an indexer for a specific variable. Format string
* should be "o*%", where * is indexing value, and % is the value to set to when LUA_SETTTING_VAR is set
*
* @param name The name of the variable, this may not be a string
* @param parent The library or object containing this field
* @param args Documentation for the type of the value that may be assigned
* @param desc Description of what the variable does
* @param ret_type The type of the returned value
* @param ret_desc Documentation for the returned value
*
* @ingroup ade_api
*/
#define ADE_VIRTVAR(name, parent, args, desc, ret_type, ret_desc) \
static int parent##_##name##_f(lua_State* L); \
::scripting::ade_virtvar parent##_##name(#name, parent##_##name##_f, parent, args, desc, ret_type, ret_desc, \
::gameversion::version(), nullptr); \
static int parent##_##name##_f(lua_State* L)
/**
* @brief Declare a deprecated API variable
*
* Use this to handle forms of type vec.x and vec['x']. Basically an indexer for a specific variable. Format string
* should be "o*%", where * is indexing value, and % is the value to set to when LUA_SETTTING_VAR is set
*
* @param name The name of the variable, this may not be a string
* @param parent The library or object containing this field
* @param args Documentation for the type of the value that may be assigned
* @param desc Description of what the variable does
* @param ret_type The type of the returned value
* @param ret_desc Documentation for the returned value
* @param deprecate_version Version starting from which this function is deprecated.
* @param deprecated_msg Message for the deprecation notice. May be nullptr.
*
* @ingroup ade_api
*/
#define ADE_VIRTVAR_DEPRECATED(name, parent, args, desc, ret_type, ret_desc, deprecate_version, deprecated_msg) \
static int parent##_##name##_f(lua_State* L); \
::scripting::ade_virtvar parent##_##name(#name, parent##_##name##_f, parent, args, desc, ret_type, ret_desc, \
deprecate_version, deprecated_msg); \
static int parent##_##name##_f(lua_State* L)
/**
* @ingroup ade_api
*/
class ade_indexer : public ade_lib_handle {
public:
ade_indexer(lua_CFunction func, const ade_lib_handle& parent, const char* args = nullptr,
const char* desc = nullptr, ade_type_info ret_type = ade_type_info(), const char* ret_desc = nullptr);
};
/**
* @brief Declare an indexer of an object
*
* Use this with objects to deal with forms such as vec.x, vec['x'], vec[0]. Format string should be "o*%", where * is
* indexing value, and % is the value to set to when LUA_SETTTING_VAR is set
*
* @param parent The library or object containing the indexer
* @param args Documentation for the type of the value that may be assigned
* @param desc Description of what the variable does
* @param ret_type The type of the returned value
* @param ret_desc Documentation for the returned value
*
* @ingroup ade_api
*/
#define ADE_INDEXER(parent, args, desc, ret_type, ret_desc) \
static int parent##___indexer_f(lua_State* L); \
::scripting::ade_indexer parent##___indexer(parent##___indexer_f, parent, args, desc, ret_type, ret_desc); \
static int parent##___indexer_f(lua_State* L)
//*************************Lua return values*************************
/**
* @brief Return the Lua @c nil value
*
* @ingroup ade_api
*/
#define ADE_RETURN_NIL 0
/**
* @brief Return @c true from an API function
*
* @ingroup ade_api
*/
#define ADE_RETURN_TRUE ade_set_args(L, "b", true)
/**
* @brief Return @c false from an API function
*
* @ingroup ade_api
*/
#define ADE_RETURN_FALSE ade_set_args(L, "b", false)
}
#endif //FS2_OPEN_ADE_API_H_H