2911d26231
* Fixed a bug when creating script objects - when the factory was executed, the execution nesting level did not increase, and if the constructor of the script object called the execution of the script function, it did not receive a free context for execution. When compiling a script into bytecode, the initialization of the global variables of the script is no longer called. Bug fixed - "scriptFile" was not available in the constructors of global script objects. Improved script api dump generation - added output to the header file "operator XXX", casting to other types, added output of method's arguments name. * Restore copyright. * Change tabs to spaces. Update generated ScriptAPI.dox and AngelScriptAPI.h
176 lines
5.8 KiB
C++
176 lines
5.8 KiB
C++
//
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// Copyright (c) 2008-2021 the Urho3D project.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#include <Urho3D/AngelScript/Script.h>
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#include <Urho3D/AngelScript/ScriptFile.h>
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#include <Urho3D/Core/Context.h>
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#include <Urho3D/Core/ProcessUtils.h>
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#include <Urho3D/Engine/Engine.h>
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#include <Urho3D/Engine/EngineDefs.h>
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#include <Urho3D/IO/File.h>
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#include <Urho3D/IO/FileSystem.h>
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#include <Urho3D/IO/Log.h>
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#include <Urho3D/Resource/ResourceCache.h>
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#ifdef URHO3D_LUA
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#include <Urho3D/LuaScript/LuaScript.h>
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#endif
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <Urho3D/DebugNew.h>
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using namespace Urho3D;
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void CompileScript(Context* context, const String& fileName);
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int main(int argc, char** argv)
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{
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#ifdef WIN32
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const Vector<String>& arguments = ParseArguments(GetCommandLineW());
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#else
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const Vector<String>& arguments = ParseArguments(argc, argv);
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#endif
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bool dumpApiMode = false;
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String sourceTree;
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String outputFile;
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if (arguments.Size() < 1)
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ErrorExit("Usage: ScriptCompiler <input file> [resource path for includes]\n"
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" ScriptCompiler -dumpapi <source tree> <Doxygen output file> [C header output file]");
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else
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{
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if (arguments[0] != "-dumpapi")
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outputFile = arguments[0];
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else
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{
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dumpApiMode = true;
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if (arguments.Size() > 2)
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{
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sourceTree = arguments[1];
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outputFile = arguments[2];
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}
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else
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ErrorExit("Usage: ScriptCompiler -dumpapi <source tree> <Doxygen output file> [C header output file]");
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}
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}
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SharedPtr<Context> context(new Context());
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SharedPtr<Engine> engine(new Engine(context));
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context->RegisterSubsystem(new Script(context));
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// In API dumping mode initialize the engine and instantiate LuaScript system if available so that we
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// can dump attributes from as many classes as possible
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if (dumpApiMode)
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{
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VariantMap engineParameters;
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engineParameters[EP_HEADLESS] = true;
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engineParameters[EP_WORKER_THREADS] = false;
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engineParameters[EP_LOG_NAME] = String::EMPTY;
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engineParameters[EP_RESOURCE_PATHS] = String::EMPTY;
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engineParameters[EP_AUTOLOAD_PATHS] = String::EMPTY;
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engine->Initialize(engineParameters);
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#ifdef URHO3D_LUA
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context->RegisterSubsystem(new LuaScript(context));
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#endif
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}
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auto* log = context->GetSubsystem<Log>();
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// Register Log subsystem manually if compiled without logging support
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if (!log)
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{
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context->RegisterSubsystem(new Log(context));
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log = context->GetSubsystem<Log>();
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}
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log->SetLevel(LOG_WARNING);
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log->SetTimeStamp(false);
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if (!dumpApiMode)
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{
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String path, file, extension;
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SplitPath(outputFile, path, file, extension);
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auto* cache = context->GetSubsystem<ResourceCache>();
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// Add resource path to be able to resolve includes
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if (arguments.Size() > 1)
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cache->AddResourceDir(arguments[1]);
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else
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cache->AddResourceDir(cache->GetPreferredResourceDir(path));
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if (!file.StartsWith("*"))
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CompileScript(context, outputFile);
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else
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{
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Vector<String> scriptFiles;
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context->GetSubsystem<FileSystem>()->ScanDir(scriptFiles, path, file + extension, SCAN_FILES, false);
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for (unsigned i = 0; i < scriptFiles.Size(); ++i)
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CompileScript(context, path + scriptFiles[i]);
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}
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}
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else
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{
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if (!outputFile.Empty())
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{
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log->SetQuiet(true);
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log->Open(outputFile);
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}
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// If without output file, dump to stdout instead
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context->GetSubsystem<Script>()->DumpAPI(DOXYGEN, sourceTree);
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// Only dump API as C Header when an output file name is explicitly given
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if (arguments.Size() > 3)
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{
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outputFile = arguments[3];
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log->Open(outputFile);
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context->GetSubsystem<Script>()->DumpAPI(C_HEADER, sourceTree);
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}
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}
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return EXIT_SUCCESS;
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}
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void CompileScript(Context* context, const String& fileName)
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{
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PrintLine("Compiling script file " + fileName);
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File inFile(context, fileName, FILE_READ);
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if (!inFile.IsOpen())
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ErrorExit("Failed to open script file " + fileName);
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ScriptFile script(context);
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script.SetOnlyCompile();
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if (!script.Load(inFile))
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ErrorExit();
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String outFileName = ReplaceExtension(fileName, ".asc");
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File outFile(context, outFileName, FILE_WRITE);
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if (!outFile.IsOpen())
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ErrorExit("Failed to open output file " + fileName);
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script.SaveByteCode(outFile);
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}
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