ZoneCodeGenerator: Implement template code for pointer array methods

This commit is contained in:
Jan 2019-12-06 16:14:27 +01:00
parent 406cfae0f5
commit 8a99a49486
3 changed files with 46 additions and 18 deletions

View File

@ -18,6 +18,7 @@ namespace ZoneCodeGenerator.Generating
public bool NonEmbeddedReferenceExists { get; set; }
public bool ArrayReferenceExists { get; set; }
public bool PointerArrayReferenceExists { get; set; }
public bool PointerArrayReferenceIsReusable { get; set; }
public UsedType(DataType type, StructureInformation information)
{
@ -27,6 +28,7 @@ namespace ZoneCodeGenerator.Generating
NonEmbeddedReferenceExists = false;
ArrayReferenceExists = false;
PointerArrayReferenceExists = false;
PointerArrayReferenceIsReusable = false;
}
}
@ -87,8 +89,13 @@ namespace ZoneCodeGenerator.Generating
if (member.Computations.ContainsArrayPointerReference || member.Computations.ContainsArrayReference)
usedType.ArrayReferenceExists = true;
if (member.Computations.ContainsPointerArrayReference)
if (member.Computations.ContainsPointerArrayReference && !member.IsString)
{
usedType.PointerArrayReferenceExists = true;
if (member.IsReusable)
usedType.PointerArrayReferenceIsReusable = true;
}
}
}

View File

@ -58,14 +58,42 @@ if ($TypeVarName(structure.Type)$->$member.Member.Name$$PrintArrayIndices(refere
LoadArrayPointer_Condition(context, structure, member, reference) ::= <<
$if(member.Condition)$$\\$
if($PrintEvaluation(member.Condition)$)
LoadPointerArrayMethod_PointerCheck(context, type, structure, reusable) ::= <<
if (*$TypePtrVarName(type)$)
{
$LoadArrayPointer_PointerCheck(context, structure, member, reference)$
$if(structure && structure.IsAsset)$
$LoadPointerArrayMethod_Asset(context, type, structure)$
$else$
$if(reusable)$
if(*$TypePtrVarName(type)$ == PTR_FOLLOWING)
{
$LoadPointerArrayMethod_Loading(context, type, structure)$
}
else
{
*$TypePtrVarName(type)$ = m_stream->ConvertOffsetToPointer(*$TypePtrVarName(type)$);
}
$else$
$LoadPointerArrayMethod_Loading(context, type, structure)$
$endif$
$endif$
}
$else$$\\$
$LoadArrayPointer_PointerCheck(context, structure, member, reference)$$\\$
$endif$
>>
LoadArrayPointer(context, structure, member, reference) ::= <%
$LoadArrayPointer_Condition(context, structure, member, reference)$
%>
LoadPointerArrayMethod(context, type, structure, reusable) ::= <<
void $LoaderClassName(context.Asset)$::LoadPtrArray_$SafeTypeName(type)$(const bool atStreamStart, const size_t count)
{
assert($TypePtrVarName(type)$ != nullptr);
if(atStreamStart)
m_stream->Load<$type.FullName$*>($TypePtrVarName(type)$, count);
for(size_t index = 0; index < count; index++)
{
$LoadPointerArrayMethod_PointerCheck(context, type, structure, reusable)$
$TypePtrVarName(type)$++;
}
}
>>

View File

@ -167,13 +167,6 @@ void $LoaderClassName(context.Asset)$::LoadPtr_$structure.Type.Name$(const bool
}
>>
LoadPointerArrayMethod(context, type, structure) ::= <<
void $LoaderClassName(context.Asset)$::LoadPtrArray_$SafeTypeName(type)$(const bool atStreamStart, const size_t count)
{
}
>>
LoadArrayMethod(context, type, structure) ::= <<
void $LoaderClassName(context.Asset)$::LoadArray_$type.Name$(const bool atStreamStart, const size_t count)
{
@ -200,12 +193,12 @@ void $LoaderClassName(context.Asset)$::Load_$structure.Type.Name$(const bool atS
if(atStreamStart)
m_stream->Load<$structure.Type.FullName$>($TypeVarName(structure.Type)$);$\\$
$if(structure.Block.IsTemp)$
$if(structure.ReferenceFromNonDefaultNormalBlockExists || structure.IsAsset)$
m_stream->PushBlock($context.DefaultNormalBlock.Name$);$\\$
$endif$
$structure.OrderedMembers:{member | $LoadMemberIfNeedsTreatment(context, structure, member)$}$
$if(structure.Block.IsTemp)$
$if(structure.ReferenceFromNonDefaultNormalBlockExists || structure.IsAsset)$
m_stream->PopBlock();
$endif$
@ -288,7 +281,7 @@ using namespace $context.Game$;
$ConstructorMethod(context)$
$context.UsedTypes:{usedType | $if(usedType.PointerArrayReferenceExists)$$LoadPointerArrayMethod(context, usedType.Type, usedType.Information)$$\n$$\n$$endif$}$
$context.UsedTypes:{usedType | $if(usedType.PointerArrayReferenceExists)$$LoadPointerArrayMethod(context, usedType.Type, usedType.Information, usedType.PointerArrayReferenceIsReusable)$$\n$$\n$$endif$}$
$context.UsedTypes:{usedType | $if(usedType.ArrayReferenceExists && usedType.Information && !usedType.Information.IsLeaf)$$LoadArrayMethod(context, usedType.Type, usedType.Information)$$\n$$\n$$endif$}$
$context.UsedStructures:{usedStructure | $if(!usedStructure.IsLeaf && !usedStructure.IsAsset)$$LoadMethod(context, usedStructure)$$\n$$\n$$endif$}$
$LoadMethod(context, context.Asset)$