libcubescript/include/cubescript/cubescript/state.hh

556 lines
19 KiB
C++

/** @file state.hh
*
* @brief State API.
*
* The state is the main handle using which you interact with the language
* from C++. It represents a single Cubescript thread.
*
* @copyright See COPYING.md in the project tree for further information.
*/
#ifndef LIBCUBESCRIPT_CUBESCRIPT_STATE_HH
#define LIBCUBESCRIPT_CUBESCRIPT_STATE_HH
#include <cstddef>
#include <utility>
#include <optional>
#include <functional>
#include <string_view>
#include "callable.hh"
#include "ident.hh"
#include "value.hh"
namespace cubescript {
struct state;
/** @brief The allocator function signature
*
* This is the signature of the function pointer passed to do allocations.
*
* The first argument is the user data, followed by the old pointer (which
* is `nullptr` for new allocations and a valid pointer for reallocations
* and frees). Then follows the original size of the object (zero for new
* allocations, a valid value for reallocations and frees) and the new
* size of the object (zero for frees, a valid value for reallocations
* and new allocations).
*
* It must return the new pointer (`nullptr` when freeing) and does not have
* to throw (the library will throw `std::bad_alloc` itself if it receives
* a `nullptr` upon allocation).
*
* A typical allocation function will look like this:
*
* ```
* void *my_alloc(void *, void *p, std::size_t, std::size_t ns) {
* if (!ns) {
* std::free(p);
* return nullptr;
* }
* return std::realloc(p, ns);
* }
* ```
*/
using alloc_func = void *(*)(void *, void *, size_t, size_t);
/** @brief A call hook function
*
* It is possible to set up a call hook for each thread, which is called
* upon entering the VM. The hook returns nothing and receives the thread
* reference.
*/
using hook_func = internal::callable<void, state &>;
/** @brief A command function
*
* This is how every command looks. It returns nothing and takes the thread
* reference, a span of input arguments, and a reference to return value.
*/
using command_func = internal::callable<
void, state &, span_type<any_value>, any_value &
>;
/** @brief The Cubescript thread
*
* Represents a Cubescript thread, either the main thread or a side thread
* depending on how it's created. The state is what you create first and
* also what you should always destroy last.
*/
struct LIBCUBESCRIPT_EXPORT state {
/** @brief Create a new Cubescript main thread
*
* This creates a main thread without specifying an allocation function,
* using a simple, builtin implementation. Otherwise it is the same.
*/
state();
/** @brief Create a new Cubescript main thread
*
* For this variant you have to specify a function used to allocate memory.
* The optional data will be passed to allocation every time and is your
* only way to pass custom data to it, since unlike other kinds of hooks,
* the allocation function is a plain function pointer to ensure it never
* allocates by itself.
*/
state(alloc_func func, void *data = nullptr);
/** @brief Destroy the thread
*
* If the thread is a main thread, all state is destroyed. That means
* main threads should always be destroyed last.
*/
virtual ~state();
/** @brief Cubescript threads are not copyable */
state(state const &) = delete;
/** @brief Move-construct the Cubescript thread
*
* Keep in mind that you should never use `s` after this is done.
*/
state(state &&s);
/** @brief Cubescript threads are not copy assignable */
state &operator=(state const &) = delete;
/** @brief Move-assign the Cubescript thread
*
* Keep in mind that you should never use `s` after this is done.
* The original `this` is destroyed in the process.
*/
state &operator=(state &&s);
/** @brief Swap two Cubescript threads */
void swap(state &s);
/** @brief Create a non-main thread
*
* This creates a non-main thread. You can also create non-main threads
* using other non-main threads, but they will always all be dependent
* on the main thread they originally came from.
*
* @return the thread
*/
state new_thread();
/** @brief Attach a call hook to the thread
*
* The call hook is called every time the VM is entered. You can use
* this for debugging and other tracking, or say, as a means of
* interrupting execution from the side in an interactive interpreter.
*/
template<typename F>
hook_func call_hook(F &&f) {
return call_hook(
hook_func{std::forward<F>(f), callable_alloc, this}
);
}
/** @brief Get a reference to the call hook */
hook_func const &call_hook() const;
/** @brief Get a reference to the call hook */
hook_func &call_hook();
/** @brief Clear override state for the given ident
*
* If the ident is overridden, clear the flag. Global variables will have
* their value restored to the original, and the changed hook will be
* triggered. Aliases will be set to an empty string.
*
* Other ident types will do nothing.
*/
void clear_override(ident &id);
/** @brief Clear override state for all idents.
*
* @see clear_override()
*/
void clear_overrides();
/** @brief Create a new integer var
*
* @param n the name
* @param v the default value
* @throw cubescript::error in case of redefinition or invalid name
*/
builtin_var &new_var(
std::string_view n, integer_type v, bool read_only = false,
var_type vtp = var_type::DEFAULT
);
/** @brief Create a new float var
*
* @param n the name
* @param v the default value
* @throw cubescript::error in case of redefinition or invalid name
*/
builtin_var &new_var(
std::string_view n, float_type v, bool read_only = false,
var_type vtp = var_type::DEFAULT
);
/** @brief Create a new string var
*
* @param n the name
* @param v the default value
* @throw cubescript::error in case of redefinition or invalid name
*/
builtin_var &new_var(
std::string_view n, std::string_view v, bool read_only = false,
var_type vtp = var_type::DEFAULT
);
/** @brief Create a new ident
*
* If such ident already exists, nothing will be done and a reference
* will be returned. Otherwise, a new alias will be created and this
* alias will be returned, however it will not be visible from the
* language until actually assigned (it does not exist to the language
* just as is).
*
* @param n the name
* @throw cubescript::error in case of invalid name
*/
ident &new_ident(std::string_view n);
/** @brief Get the number of idents in the state
*
* This returns the number of idents that the main state has stored. It
* does not matter which thread you call this on.
*/
std::size_t ident_count() const;
/** @brief Get a specific cubescript::ident */
std::optional<std::reference_wrapper<ident>> get_ident(
std::string_view name
);
/** @brief Get a specific cubescript::ident */
std::optional<std::reference_wrapper<ident const>> get_ident(
std::string_view name
) const;
/** @brief Get a specific cubescript::ident by index
*
* Keep in mind that no bounds checking is performed, so the index must
* be within range.
*/
ident &get_ident(std::size_t index);
/** @brief Get a specific cubescript::ident by index
*
* Keep in mind that no bounds checking is performed, so the index must
* be within range.
*/
ident const &get_ident(std::size_t index) const;
/** @brief Assign a value to a name
*
* This will set something of the given name to the given value. The
* something may be a variable or an alias.
*
* If no ident of such name exists, a new alias will be created and
* set.
*
* @throw cubescript::error if `name` is a builtin ident (a registered
* command or similar) or if it is invalid
*
* @see lookup_value()
* @see reset_value()
* @see touch_value()
*/
void assign_value(std::string_view name, any_value v);
/** @brief Lookup a value by name
*
* This will lookup an ident of the given name and return its value.
* The ident may be a variable or an alias.
*
* @throw cubescript::error if `name` does not exist or belongs to an
* ident that doesn't support lookups
*
* @see assign_value()
* @see reset_value()
* @see touch_value()
*/
any_value lookup_value(std::string_view name);
/** @brief Reset a value by name
*
* This is like clear_override() except it works by name and performs
* extra checks.
*
* @throw cubescript::error if non-existent or read only
*
* @see assign_value()
* @see lookup_value()
* @see touch_value()
*/
void reset_value(std::string_view name);
/** @brief Touch a value by name
*
* If an ident with the given name exists and is a global variable,
* a changed hook will be triggered with it, acting like if a new
* value was set, but without actually setting it.
*
* @see assign_value()
* @see lookup_value()
* @see reset_value()
*/
void touch_value(std::string_view name);
/** @brief Register a command
*
* This registers a builtin command. A command consists of a valid name,
* a valid argument list, and a function to call.
*
* The argument list is a simple list of types. Currently the following
* simple types are recognized:
*
* * `s` - a string
* * `i` - an integer
* * `f` - a float
* * `a` - any (passed as is)
* * `b` - bytecode/block
* * `c` - condition (see below)
* * `v` - ident (variable/alias/any kind)
* * `#` - number of real arguments passed up until now
* * `$` - self ident (the command, except for special hooks)
*
* For condition types, the type of the value is generally kept as is,
* except for non-empty strings, which are compiled as bytecode. Therefore,
* to check condition types, you first try to get their bytecode; if it is
* valid, you run it and use its result, otherwise use the value as is,
* and then evaluate it as a boolean.
*
* When an argument is not provided by the caller, it is assigned to none
* type. Using the appropriate getters on the value structure will get
* you fallback defaults (e.g. 0 for integer and so on) but you can still
* check the type explicitly for whether it was actually provided.
*
* Commands also support variadics. Variadic commands have their type
* list suffixed with `...`.
*
* If `...` is used alone, the inputs are any arbitrary values. However,
* they can also be used with repetition. Repetition works for example
* like `if2...`. The `2` is the number of types to repeat; it must be at
* most the number of simple types preceeding it. It must be followed by
* `...`. This specific example means that the variadic arguments are a
* sequence of integer, float, integer, float, integer, float and so on.
*
* The resulting command stores the number of arguments it takes. The
* variadic part is not a part of it (neither is the part subject to
* repetition), while all simple types are a part of it (including
* 'fake' ones like argument count).
*
* It is also possible to register special commands. Special commands work
* like normal ones but are special-purpose. The currently allowed special
* commands are `//ivar`, `//fvar`, `//svar` and `//var_changed`. These
* are the only commands where the name can be in this format.
*
* The first three are handlers for for global variables, used when either
* printing or setting them using syntax `varname optional_vals` or using
* `varname = value`. Their type signature must always start with `$`
* and can be followed by any user types, generally you will also want
* to terminate the list with `#` to find out whether any values were
* passed.
*
* This way you can have custom handlers for printing as well as custom
* syntaxes for setting (e.g. your custom integer var handler may want to
* take up to 4 values to allow setting of RGBA color channels). When no
* arguments are passed (checked using `#`) you will want to print the
* value using a format you want. When using the `=` assignment syntax,
* one value is passed.
*
* There are builtin default handlers that take at most one arg (`i`, `f`
* and `s`) which also print to standard output (`name = value`).
*
* For `//var_changed`, there is no default handler. The arg list must be
* `$aa`. This will be called whenever the value of a builtin variable of
* any type changes, and will be passed the variable as its first argument,
* the previous value as the second argument and the new value as the third
* argument (mainly for convenience).
*
* For these builtins, `$` will refer to the variable ident, not to the
* builtin command.
*
* @throw cubescript::error upon redefinition, invalid name or arg list
*/
template<typename F>
command &new_command(
std::string_view name, std::string_view args, F &&f
) {
return new_command(
name, args,
command_func{std::forward<F>(f), callable_alloc, this}
);
}
/** @brief Compile a string.
*
* This compiles the given string, optionally using `source` as a filename
* for debug information (useful when implementing file I/O functions).
*
* @return a bytecode reference
* @throw cubescript::error on compilation failure
*/
bcode_ref compile(
std::string_view v, std::string_view source = std::string_view{}
);
/** @brief Get if the thread is in override mode
*
* If the thread is in override mode, any assigned alias or variable will
* be given the overridden flag, with variables also saving their old
* value. Upon clearing the flag (using clear_override() or similar)
* the old value will be restored (aliases will be set to an empty
* string).
*
* Overridable variables will always act like if the thread is in override
* mode, even if it's not.
*
* Keep in mind that if an alias is pushed, its flags will be cleared once
* popped.
*
* @see override_mode()
*/
bool override_mode() const;
/** @brief Set the thread's override mode */
bool override_mode(bool v);
/** @brief Get if the thread is in persist most
*
* In persist mode, newly assigned aliases will have the persist flag
* set on them, which is an indicator that they should be saved to disk
* like persistent variables. The library does no saving, so by default
* it works as an indicator for the user.
*
* Keep in mind that if an alias is pushed, its flags will be cleared once
* popped.
*/
bool persist_mode() const;
/** @brief Set the thread's persist mode */
bool persist_mode(bool v);
/** @brief Get the maximum call depth of the VM
*
* If zero, it is unlimited, otherwise it specifies how much the VM is
* allowed to recurse. By default, it is 1024.
*/
std::size_t max_call_depth() const;
/** @brief Set the maximum call depth ov the VM
*
* If zero, it is unlimited (the default is 1024). You can limit how much
* the VM is allowed to recurse if you have specific constraints to adhere
* to.
*
* @return the old value
*/
std::size_t max_call_depth(std::size_t v);
private:
friend struct state_p;
LIBCUBESCRIPT_LOCAL state(void *is);
hook_func call_hook(hook_func func);
command &new_command(
std::string_view name, std::string_view args, command_func func
);
static void *callable_alloc(
void *data, void *p, std::size_t os, std::size_t ns
) {
return static_cast<state *>(data)->alloc(p, os, ns);
}
void *alloc(void *ptr, size_t olds, size_t news);
struct thread_state *p_tstate = nullptr;
};
/** @brief Initialize the base library
*
* You can choose which parts of the standard library you include in your
* program. The base library contains core constructs for things such as
* error handling, conditionals, looping, and var/alias management.
*
* Calling this multiple times has no effect; commands will only be
* registered once.
*
* @see cubescript::std_init_math()
* @see cubescript::std_init_string()
* @see cubescript::std_init_list()
* @see cubescript::std_init_all()
*/
LIBCUBESCRIPT_EXPORT void std_init_base(state &cs);
/** @brief Initialize the math library
*
* You can choose which parts of the standard library you include in your
* program. The math library contains arithmetic and other math related
* functions.
*
* Calling this multiple times has no effect; commands will only be
* registered once.
*
* @see cubescript::std_init_base()
* @see cubescript::std_init_string()
* @see cubescript::std_init_list()
* @see cubescript::std_init_all()
*/
LIBCUBESCRIPT_EXPORT void std_init_math(state &cs);
/** @brief Initialize the string library
*
* You can choose which parts of the standard library you include in your
* program. The string library contains commands to manipulate strings.
*
* Calling this multiple times has no effect; commands will only be
* registered once.
*
* @see cubescript::std_init_base()
* @see cubescript::std_init_math()
* @see cubescript::std_init_list()
* @see cubescript::std_init_all()
*/
LIBCUBESCRIPT_EXPORT void std_init_string(state &cs);
/** @brief Initialize the list library
*
* You can choose which parts of the standard library you include in your
* program. The list library contains commands to manipulate lists.
*
* Calling this multiple times has no effect; commands will only be
* registered once.
*
* @see cubescript::std_init_base()
* @see cubescript::std_init_math()
* @see cubescript::std_init_string()
* @see cubescript::std_init_all()
*/
LIBCUBESCRIPT_EXPORT void std_init_list(state &cs);
/** @brief Initialize all standard libraries
*
* This is like calling each of the individual standard library init
* functions and exists mostly just for convenience.
* @see cubescript::std_init_base()
* @see cubescript::std_init_math()
* @see cubescript::std_init_string()
* @see cubescript::std_init_list()
*/
LIBCUBESCRIPT_EXPORT void std_init_all(state &cs);
} /* namespace cubescript */
#endif /* LIBCUBESCRIPT_CUBESCRIPT_STATE_HH */