コード例 #1
0
ファイル: ui_expression.cpp プロジェクト: radius75/ufoai
/**
 * @brief Get a node and a property from an expression
 * @param expression Expression tree to analyse
 * @param context Call context
 * @param[out] property A node property
 * @return A node (else nullptr, if no node found) and a property (else nullptr if no/wrong property defined)
 */
uiNode_t* UI_GetNodeFromExpression (uiAction_t *expression, const uiCallContext_t *context, const value_t **property)
{
	if (property != nullptr)
		*property = nullptr;

	switch (expression->type & EA_HIGHT_MASK) {
	case EA_VALUE:
		switch (expression->type) {
		case EA_VALUE_VAR:
			{
				uiValue_t *variable =  UI_GetVariable(context, expression->d.terminal.d1.integer);
				switch (variable->type) {
				case EA_VALUE_NODE:
					return variable->value.node;
				default:
					break;
				}
			}
			break;

		case EA_VALUE_PATHNODE:
		case EA_VALUE_PATHNODE_WITHINJECTION:
		{
			uiNode_t *node;
			const value_t *propertyTmp;
			const char *path = expression->d.terminal.d1.constString;
			if (expression->type == EA_VALUE_PATHNODE_WITHINJECTION)
				path = UI_GenInjectedString(path, false, context);

			UI_ReadNodePath(path, context->source, &node, &propertyTmp);
			if (!node) {
				Com_Printf("UI_GetNodeFromExpression: Node '%s' wasn't found; nullptr returned\n", path);
				return nullptr;
			}
			if (propertyTmp != nullptr)
				Com_Printf("UI_GetNodeFromExpression: No property expected, but path '%s' contain a property. Property ignored.\n", path);

			return node;
		}

		case EA_VALUE_PATHPROPERTY:
		case EA_VALUE_PATHPROPERTY_WITHINJECTION:
			{
				uiNode_t *node;
				const value_t *propertyTmp;
				const char *path = expression->d.terminal.d1.constString;
				if (expression->type == EA_VALUE_PATHPROPERTY_WITHINJECTION)
					path = UI_GenInjectedString(path, false, context);

				UI_ReadNodePath(path, context->source, &node, &propertyTmp);
				if (!node) {
					Com_Printf("UI_GetNodeFromExpression: Node '%s' wasn't found; nullptr returned\n", path);
					return nullptr;
				}
				if (property == nullptr) {
					if (propertyTmp != nullptr)
						Com_Printf("UI_GetNodeFromExpression: No property expected, but path '%s' contain a property. Property ignored.\n", path);
				} else {
					 *property = propertyTmp;
				}

				return node;
			}

		case EA_VALUE_THIS:
			return context->source;

		case EA_VALUE_PARENT:
			return context->source->parent;

		case EA_VALUE_WINDOW:
			return context->source->root;

		default:
			break;
		}

	case EA_OPERATOR_UNARY:
		switch (expression->type) {
		case EA_OPERATOR_PATHPROPERTYFROM:
			{
				uiNode_t *relativeTo = UI_GetNodeFromExpression(expression->d.nonTerminal.left, context, nullptr);
				uiNode_t *node;
				const value_t *propertyTmp;
				const char* path = expression->d.terminal.d2.constString;
				UI_ReadNodePath(path, relativeTo, &node, &propertyTmp);
				if (!node) {
					Com_Printf("UI_GetNodeFromExpression: Path '%s' from node '%s' found no node; nullptr returned\n", path, UI_GetPath(relativeTo));
					return nullptr;
				}
				if (property == nullptr) {
					if (propertyTmp != nullptr)
						Com_Printf("UI_GetNodeFromExpression:  No property expected, but path '%s' from node '%s' found no node; nullptr returned\n", path, UI_GetPath(relativeTo));
				} else {
					*property = propertyTmp;
				}
				return node;
			}
		default:
			break;
		}

	default:
		break;
	}

	return nullptr;
}
コード例 #2
0
ファイル: ui_expression.cpp プロジェクト: radius75/ufoai
/**
 * @return A float value, else 0
 */
float UI_GetFloatFromExpression (uiAction_t *expression, const uiCallContext_t *context)
{
	switch (expression->type & EA_HIGHT_MASK) {
	case EA_VALUE:
		switch (expression->type) {
		case EA_VALUE_VAR:
			{
				uiValue_t *variable =  UI_GetVariable(context, expression->d.terminal.d1.integer);
				switch (variable->type) {
				case EA_VALUE_STRING:
					if (variable->value.string == nullptr) {
						Com_Printf("UI_GetFloatFromExpression: String variable not initialized. '0' returned");
						return 0;
					}
					return atof(variable->value.string);
				case EA_VALUE_FLOAT:
					return variable->value.number;
				case EA_VALUE_CVAR:
					{
						cvar_t *cvar = variable->value.cvar;
						if (cvar == nullptr) {
							Com_Printf("UI_GetFloatFromExpression: Cvar variable not initialized. '0' returned");
							return 0;
						}
						return cvar->value;
					}
				default:
					Com_Printf("UI_GetFloatFromExpression: Unsupported variable type: %i. '0' returned", variable->type);
					return 0;
				}
			}
		case EA_VALUE_STRING:
		case EA_VALUE_STRING_WITHINJECTION:
			{
				const char* string = expression->d.terminal.d1.constString;
				if (expression->type == EA_VALUE_STRING_WITHINJECTION)
					string = UI_GenInjectedString(string, false, context);
				return atof(string);
			}
		case EA_VALUE_FLOAT:
			return expression->d.terminal.d1.number;
		case EA_VALUE_CVARNAME:
		case EA_VALUE_CVARNAME_WITHINJECTION:
			{
				cvar_t *cvar = nullptr;
				const char *cvarName = expression->d.terminal.d1.constString;
				if (expression->type == EA_VALUE_CVARNAME_WITHINJECTION)
					cvarName = UI_GenInjectedString(cvarName, false, context);
				cvar = Cvar_Get(cvarName, "", 0, "Cvar from UI script expression");
				return cvar->value;
			}
		case EA_VALUE_PATHPROPERTY:
		case EA_VALUE_PATHPROPERTY_WITHINJECTION:
			{
				uiNode_t *node;
				const value_t *property;
				node = UI_GetNodeFromExpression(expression, context, &property);
				if (!node) {
					Com_Printf("UI_GetFloatFromParam: Node wasn't found; '0'\n");
					return 0;
				}
				if (!property) {
					Com_Printf("UI_GetFloatFromParam: Property wasn't found; '0' returned\n");
					return 0;
				}
				return UI_GetFloatFromNodeProperty(node, property);
			}
		case EA_VALUE_PARAM:
		{
			const int paramId = expression->d.terminal.d1.integer;
			const char *string = UI_GetParam(context, paramId);
			if (string[0] == '\0') {
				Com_Printf("UI_GetFloatFromParam: Param '%i' is out of range, or empty; '0' returned\n", paramId);
				return 0;
			}
			return atof(string);
		}
		case EA_VALUE_PARAMCOUNT:
			return UI_GetParamNumber(context);
		}
		break;

	case EA_OPERATOR_FLOAT2FLOAT:
		{
			const float value1 = UI_GetFloatFromExpression(expression->d.nonTerminal.left, context);
			const float value2 = UI_GetFloatFromExpression(expression->d.nonTerminal.right, context);

			switch (expression->type) {
			case EA_OPERATOR_ADD:
				return value1 + value2;
			case EA_OPERATOR_SUB:
				return value1 - value2;
			case EA_OPERATOR_MUL:
				return value1 * value2;
			case EA_OPERATOR_DIV:
				if (value2 == 0) {
					Com_Printf("UI_GetFloatFromExpression: Div by 0. '0' returned");
					return 0;
				} else
					return value1 / value2;
			case EA_OPERATOR_MOD:
				{
					const int v1 = value1;
					const int v2 = value2;
					/** @todo do we have some check to do? */
					return v1 % v2;
				}
			}
		}
		break;

	case EA_OPERATOR_UNARY:
		switch (expression->type) {
		case EA_OPERATOR_PATHPROPERTYFROM:
		{
			uiNode_t *node;
			const value_t *property;
			node = UI_GetNodeFromExpression(expression, context, &property);
			return UI_GetFloatFromNodeProperty(node, property);
		}
		default:
			Com_Error(ERR_FATAL, "UI_GetFloatFromExpression: (EA_OPERATOR_UNARY) Invalid expression type %i", expression->type);
		}

	}

	Com_Printf("UI_GetFloatFromExpression: Unsupported expression type: %i. '0' returned", expression->type);
	return 0;
}
コード例 #3
0
ファイル: ui_expression.cpp プロジェクト: radius75/ufoai
/**
 * @return A string, else an empty string
 * @todo this should not work very well, because too much va are used
 * then we should locally cache values, or manage a temporary string structure
 */
const char* UI_GetStringFromExpression (uiAction_t *expression, const uiCallContext_t *context)
{
	switch (expression->type & EA_HIGHT_MASK) {
	case EA_VALUE:
		switch (expression->type) {
		case EA_VALUE_VAR:
			{
				uiValue_t *variable =  UI_GetVariable(context, expression->d.terminal.d1.integer);
				switch (variable->type) {
				case EA_VALUE_STRING:
					if (variable->value.string == nullptr) {
						Com_Printf("UI_GetStringFromExpression: String variable not initialized. Empty string returned");
						return "";
					}
					return variable->value.string;
				case EA_VALUE_FLOAT:
					{
						const float number = variable->value.number;
						const int integer = number;
						/** @todo should we add a delta? */
						if (number == integer)
							return va("%i", integer);
						else
							return va("%f", number);
					}
				case EA_VALUE_CVAR:
					{
						cvar_t *cvar = variable->value.cvar;
						if (cvar == nullptr) {
							Com_Printf("UI_GetStringFromExpression: Cvar variable not initialized. Empty string returned");
							return "";
						}
						return cvar->string;
					}
				default:
					Com_Printf("UI_GetStringFromExpression: Unsupported variable type: %i. Empty string returned", variable->type);
					return "";
				}
			}
		case EA_VALUE_STRING:
		case EA_VALUE_STRING_WITHINJECTION:
			{
				const char* string = expression->d.terminal.d1.constString;
				if (expression->type == EA_VALUE_STRING_WITHINJECTION)
					string = UI_GenInjectedString(string, false, context);
				return string;
			}
		case EA_VALUE_FLOAT:
		{
			const float number = expression->d.terminal.d1.number;
			const int integer = number;
			/** @todo should we add a delta? */
			if (number == integer)
				return va("%i", integer);
			else
				return va("%f", number);
		}
		case EA_VALUE_CVARNAME:
		case EA_VALUE_CVARNAME_WITHINJECTION:
		{
			cvar_t *cvar = nullptr;
			const char *cvarName = expression->d.terminal.d1.constString;
			if (expression->type == EA_VALUE_CVARNAME_WITHINJECTION)
				cvarName = UI_GenInjectedString(cvarName, false, context);
			cvar = Cvar_Get(cvarName, "", 0, "Cvar from UI script expression");
			return cvar->string;
		}
		case EA_VALUE_PATHPROPERTY:
		case EA_VALUE_PATHPROPERTY_WITHINJECTION:
			{
				uiNode_t *node;
				const value_t *property;
				const char* string;
				node = UI_GetNodeFromExpression(expression, context, &property);
				if (!node) {
					Com_Printf("UI_GetStringFromExpression: Node wasn't found; Empty string returned\n");
					return "";
				}
				if (!property) {
					Com_Printf("UI_GetStringFromExpression: Property wasn't found; Empty string returned\n");
					return "";
				}
				string = UI_GetStringFromNodeProperty(node, property);
				if (string == nullptr) {
					Com_Printf("UI_GetStringFromExpression: String getter for '%s@%s' property do not exists; '' returned\n", UI_Node_GetWidgetName(node), property->string);
					return "";
				}
				return string;
			}
			break;
		case EA_VALUE_PARAM:
			return UI_GetParam(context, expression->d.terminal.d1.integer);
		case EA_VALUE_PARAMCOUNT:
			return va("%i", UI_GetParamNumber(context));
		}
		break;

	case EA_OPERATOR_UNARY:
		switch (expression->type) {
		case EA_OPERATOR_PATHPROPERTYFROM:
		{
			uiNode_t *node;
			const value_t *property;
			node = UI_GetNodeFromExpression(expression, context, &property);
			return UI_GetStringFromNodeProperty(node, property);
		}
		default:
			Com_Error(ERR_FATAL, "UI_GetFloatFromExpression: (EA_OPERATOR_UNARY) Invalid expression type %i", expression->type);
		}

	case EA_OPERATOR_BOOLEAN2BOOLEAN:
	case EA_OPERATOR_FLOAT2BOOLEAN:
	case EA_OPERATOR_STRING2BOOLEAN:
		{
			const bool v = UI_GetBooleanFromExpression(expression, context);
			return (v)?"1":"0";
		}

	case EA_OPERATOR_FLOAT2FLOAT:
		{
			const float number = UI_GetFloatFromExpression(expression, context);
			const int integer = number;
			/** @todo should we add a delta? */
			if (number == integer)
				return va("%i", integer);
			else
				return va("%f", number);
		}
	}

	Com_Printf("UI_GetStringFromExpression: Unsupported expression type: %i", expression->type);
	return "";
}
コード例 #4
0
ファイル: ui_actions.cpp プロジェクト: rxadmin/ufoai
/**
 * @brief Execute an action from a source
 * @param[in] context Context node
 * @param[in] action Action to execute
 */
static void UI_ExecuteAction (const uiAction_t* action, uiCallContext_t* context)
{
    switch (action->type) {
    case EA_NULL:
        /* do nothing */
        break;

    case EA_CMD:
        /* execute a command */
        if (action->d.terminal.d1.constString)
            Cbuf_AddText("%s\n", UI_GenInjectedString(action->d.terminal.d1.constString, true, context));
        break;

    case EA_CALL:
    case EA_LISTENER:
        UI_ExecuteCallAction(action, context);
        break;

    case EA_POPVARS:
    {
        const int number = action->d.terminal.d1.integer;
        assert(number <= context->varNumber);
        for (int i = 0; i < number; i++) {
            const int varId = context->varPosition + context->varNumber - i - 1;
            UI_ReleaseVariable(&(ui_global.variableStack[varId]));
        }
        context->varNumber -= number;
    }
    break;

    case EA_PUSHVARS:
#ifdef DEBUG
        /* check sanity */
        /** @todo check var slots should be empty */
#endif
        context->varNumber += action->d.terminal.d1.integer;
        if (context->varNumber >= UI_MAX_VARIABLESTACK)
            Com_Error(ERR_FATAL, "UI_ExecuteAction: Variable stack full. UI_MAX_VARIABLESTACK hit.");
        break;

    case EA_ASSIGN:
        UI_ExecuteSetAction(action, context);
        break;

    case EA_DELETE:
    {
        const char* cvarname = action->d.nonTerminal.left->d.terminal.d1.constString;
        Cvar_Delete(cvarname);
        break;
    }

    case EA_WHILE:
    {
        int loop = 0;
        while (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
            UI_ExecuteActions(action->d.nonTerminal.right, context);
            if (context->breakLoop) {
                context->breakLoop = false;
                break;
            }
            if (loop > 1000) {
                Com_Printf("UI_ExecuteAction: Infinite loop. Force breaking 'while'\n");
                break;
            }
            loop++;
        }
        break;
    }

    /*
    	expected usage in .ufo scripts:

    	forchildin ( *node:someNode ) {
    		...
    		*node:child  <-- reference the child being iterated
    		...
    	}
    */
    case EA_FORCHILDIN:
    {
        uiNode_t* root;
        root = UI_GetNodeFromExpression(action->d.nonTerminal.left, context, nullptr);
        if (!root) {
            break;
        }

        int loop = 0;
        for (uiNode_t* node = root->firstChild; node; node = node->next, loop++) {
            /* associate the child node with the call context so it can be referenced inside the
               script block */
            context->tagNode = node;
            /* execute the script block inside the forchildin loop */
            UI_ExecuteActions(action->d.nonTerminal.right, context);
            /* clean the tag node */
            context->tagNode = nullptr;
            if (context->breakLoop) {
                context->breakLoop = false;
                break;
            }
            if (loop > 1000) {
                Com_Printf("UI_ExecuteAction: Infinite loop. Force breaking 'forchildin'\n");
                break;
            }
        }
        break;
    }

    case EA_BREAK:
    {
        /* flag to break, the caller must check this flag before processing the next action in the list */
        Com_Printf("BREAK: break statement found\n");
        context->breakLoop = true;
        break;
    }

    case EA_IF:
        if (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
            UI_ExecuteActions(action->d.nonTerminal.right, context);
            return;
        }
        action = action->next;
        while (action && action->type == EA_ELIF) {
            if (UI_GetBooleanFromExpression(action->d.nonTerminal.left, context)) {
                UI_ExecuteActions(action->d.nonTerminal.right, context);
                return;
            }
            action = action->next;
        }
        if (action && action->type == EA_ELSE) {
            UI_ExecuteActions(action->d.nonTerminal.right, context);
        }
        break;

    /** @todo Skipping actions like that is a bad way. the function should return the next action,
     * or we should move IF, ELSE, ELIF... in a IF block and not interleave it with default actions
     */
    case EA_ELSE:
    case EA_ELIF:
        /* previous EA_IF execute this action */
        break;

    default:
        Com_Error(ERR_FATAL, "UI_ExecuteAction: Unknown action type %i", action->type);
    }
}