// unrealscript.rl derived from code written by Mitchell Foral. mitchell<att>caladbolg<dott>net.
/************************* Required for every parser *************************/
#ifndef OHCOUNT_UNREALSCRIPT_PARSER_H
#define OHCOUNT_UNREALSCRIPT_PARSER_H
#include "../parser_macros.h"
// the name of the language
const char *UNREALSCRIPT_LANG = LANG_UNREALSCRIPT;
// the languages entities
const char *unrealscript_entities[] = {
"space", "comment", "string", "any"
};
// constants associated with the entities
enum {
UNREALSCRIPT_SPACE = 0, UNREALSCRIPT_COMMENT, UNREALSCRIPT_STRING, UNREALSCRIPT_ANY
};
/*****************************************************************************/
%%{
machine unrealscript;
write data;
include common "common.rl";
# Line counting machine
action unrealscript_ccallback {
switch(entity) {
case UNREALSCRIPT_SPACE:
ls
break;
case UNREALSCRIPT_ANY:
code
break;
case INTERNAL_NL:
std_internal_newline(UNREALSCRIPT_LANG)
break;
case NEWLINE:
std_newline(UNREALSCRIPT_LANG)
}
}
unrealscript_line_comment = '//' @comment nonnewline*;
unrealscript_block_comment =
'/*' @comment (
newline %{ entity = INTERNAL_NL; } %unrealscript_ccallback
|
ws
|
(nonnewline - ws) @comment
)* :>> '*/';
unrealscript_comment = unrealscript_line_comment | unrealscript_block_comment;
unrealscript_sq_str =
'\'' @code (
escaped_newline %{ entity = INTERNAL_NL; } %unrealscript_ccallback
|
ws
|
[^\t '\\] @code
|
'\\' nonnewline @code
)* '\'';
unrealscript_dq_str =
'"' @code (
escaped_newline %{ entity = INTERNAL_NL; } %unrealscript_ccallback
|
ws
|
[^\t "\\] @code
|
'\\' nonnewline @code
)* '"';
unrealscript_string = unrealscript_sq_str | unrealscript_dq_str;
unrealscript_line := |*
spaces ${ entity = UNREALSCRIPT_SPACE; } => unrealscript_ccallback;
unrealscript_comment;
unrealscript_string;
newline ${ entity = NEWLINE; } => unrealscript_ccallback;
^space ${ entity = UNREALSCRIPT_ANY; } => unrealscript_ccallback;
*|;
# Entity machine
action unrealscript_ecallback {
callback(UNREALSCRIPT_LANG, unrealscript_entities[entity], cint(ts), cint(te), userdata);
}
unrealscript_line_comment_entity = '//' nonnewline*;
unrealscript_block_comment_entity = '/*' any* :>> '*/';
unrealscript_comment_entity = unrealscript_line_comment_entity | unrealscript_block_comment_entity;
unrealscript_entity := |*
space+ ${ entity = UNREALSCRIPT_SPACE; } => unrealscript_ecallback;
unrealscript_comment_entity ${ entity = UNREALSCRIPT_COMMENT; } => unrealscript_ecallback;
# TODO:
^space;
*|;
}%%
/************************* Required for every parser *************************/
/* Parses a string buffer with UnrealScript code.
*
* @param *buffer The string to parse.
* @param length The length of the string to parse.
* @param count Integer flag specifying whether or not to count lines. If yes,
* uses the Ragel machine optimized for counting. Otherwise uses the Ragel
* machine optimized for returning entity positions.
* @param *callback Callback function. If count is set, callback is called for
* every line of code, comment, or blank with 'lcode', 'lcomment', and
* 'lblank' respectively. Otherwise callback is called for each entity found.
*/
void parse_unrealscript(char *buffer, int length, int count,
void (*callback) (const char *lang, const char *entity, int s,
int e, void *udata),
void *userdata
) {
init
%% write init;
cs = (count) ? unrealscript_en_unrealscript_line : unrealscript_en_unrealscript_entity;
%% write exec;
// if no newline at EOF; callback contents of last line
if (count) { process_last_line(UNREALSCRIPT_LANG) }
}
#endif
/*****************************************************************************/