%{ // // Lol Engine // // Copyright: (c) 2013 Benjamin "Touky" Huet // (c) 2013 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include "core.h" #include "../scenesetup.h" %} %require "2.3" %debug %defines %skeleton "lalr1.cc" %name-prefix="lol" %define parser_class_name "SceneSetupParser" %locations %parse-param { class SceneSetupCompiler& uc } %error-verbose %union { float fval; int ival; bool bval; float vval[4]; int ivval[4]; char* sval; char* svval; /* Can't use uin32_t here for some reason */ unsigned u32val; } %start sstp_description %token T_COLOR %token T_ADDLIGHT T_OBJPOSITION T_OBJLOOKAT T_OBJCOLOR T_CLEARCOLOR %token T_SHOWGIZMO T_SHOWLIGHT %token T_CUSTOMCMD %token T_END 0 %token T_ERROR %token F_NUMBER %token I_NUMBER %token STRING %token STRING_VAR %token BOOLEAN %token COLOR /* Base Number types */ %type fv %type iv /* Vector types */ %type v3 %type iv3 %type v4 /* Special types */ %type bv %type sv %type svv %{ #include "../scenesetup-compiler.h" #undef yylex #define yylex uc.m_lexer->lex /* HACK: workaround for Bison who insists on using exceptions */ #define try if (true) #define catch(...) if (false) #define throw (void)0 %} %% sstp_description: sstp_expression_list T_END ; sstp_expression_list: sstp_expression | sstp_expression sstp_expression_list ; sstp_expression: sstp_command_list ; sstp_command_list: sstp_command | sstp_command_list sstp_command ; sstp_command: light_command | setup_command | scene_command | custom_command ; light_command: T_ADDLIGHT { uc.m_sstp.m_lights << new Light(); uc.m_last_cmd = "ADDLIGHT"; } | T_ADDLIGHT fv { uc.m_sstp.m_lights << new Light(); uc.m_last_cmd = "ADDLIGHT"; uc.m_sstp.m_lights.Last()->SetType(LightType($2)); } | T_ADDLIGHT svv { uc.m_sstp.m_lights << new Light(); uc.m_last_cmd = "ADDLIGHT"; uc.m_sstp.m_lights.Last()->SetType(FindValue($2)); } ; setup_command: T_OBJPOSITION v3 { if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.Last()->SetPosition(vec3($2[0], $2[1], $2[2])); } | T_OBJLOOKAT v3 { if (uc.m_last_cmd == "ADDLIGHT") { /* */ } } | T_OBJCOLOR v4 { if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.Last()->SetColor(vec4($2[0], $2[1], $2[2], $2[3])); } | T_OBJCOLOR COLOR { uint32_t x = $2; ivec4 v(x >> 24, (x >> 16) & 0xff, (x >> 8) & 0xff, x & 0xff); vec4 vv = vec4(v) * (1.f / 255.f); if (uc.m_last_cmd == "ADDLIGHT") uc.m_sstp.m_lights.Last()->SetColor(vv); } ; scene_command: T_CLEARCOLOR v4 { uc.m_sstp.m_clear_color = vec4($2[0], $2[1], $2[2], $2[3]); } T_CLEARCOLOR v3 { uc.m_sstp.m_clear_color = vec4($2[0], $2[1], $2[2], 1.f); } | T_CLEARCOLOR COLOR { uint32_t x = $2; ivec4 v(x >> 24, (x >> 16) & 0xff, (x >> 8) & 0xff, x & 0xff); uc.m_sstp.m_clear_color = vec4(v) * (1.f / 255.f); } | T_SHOWGIZMO bv { uc.m_sstp.m_show_gizmo = $2; } | T_SHOWLIGHT bv { uc.m_sstp.m_show_lights = $2; } ; custom_command: T_CUSTOMCMD svv sv { uc.m_sstp.m_custom_cmd.Push($2, $3); } ; /* Base Number types */ fv: F_NUMBER { $$ = $1; } | '-' fv { $$ = -$2; } | I_NUMBER { $$ = (float)$1; } | '-' iv { $$ = -(float)$2; } ; iv: I_NUMBER { $$ = $1; } | '-' iv { $$ = -$2; } | F_NUMBER { $$ = (int)$1; } | '-' fv { $$ = -(int)$2; } ; /* Vector types */ v3: '('fv')' { $$[0] = $2; $$[1] = $2; $$[2] = $2; } | '('fv fv fv')' { $$[0] = $2; $$[1] = $3; $$[2] = $4; } ; iv3: '('iv')' { $$[0] = $2; $$[1] = $2; $$[2] = $2; } | '('iv iv iv')' { $$[0] = $2; $$[1] = $3; $$[2] = $4; } ; v4: '('fv')' { $$[0] = $2; $$[1] = $2; $$[2] = $2; $$[3] = $2; } | '('fv fv fv fv')' { $$[0] = $2; $$[1] = $3; $$[2] = $4; $$[3] = $5; } ; /* Special types */ bv: BOOLEAN { $$ = $1; } | I_NUMBER { $$ = !!$1; } | F_NUMBER { $$ = !!$1; } ; svv: STRING_VAR { $$ = $1; } ; sv: STRING { String t = $1; t.Replace('"', ' ', true); free($1); $$ = strdup((const char *)t.C()); } | STRING sv { String t = $1; t += $2; t.Replace('"', ' ', true); free($1); free($2); $$ = strdup((const char *)t.C()); } ; %% void lol::SceneSetupParser::error(const SceneSetupParser::location_type& l, const std::string& m) { uc.Error(l, m); }