/*+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Copyright (c) 1989 Microsoft Corporation Module Name: resdef.hxx Abstract: Resource related definitions. Notes: History: VibhasC Aug-14-1993 Created. ----------------------------------------------------------------------------*/ #ifndef __RESDEF_HXX__ #define __RESDEF_HXX__ #include "stream.hxx" #include "expr.hxx" class node_id; class node_param; node_id * MakeIDNode( PNAME pName , node_skl * pType, expr_node * pExpr = 0 ); node_id * MakePtrIDNode( PNAME pName , node_skl * pType, expr_node * pExpr = 0 ); node_id * MakeIDNodeFromTypeName( PNAME pName , PNAME pTypeName, expr_node * pExpr = 0 ); node_id * MakePtrIDNodeFromTypeName( PNAME pName , PNAME pTypeName, expr_node * pExpr = 0 ); node_id * MakePtrIDNodeFromTypeNameWithCastedExpr( PNAME pName , PNAME pTypeName, expr_node * pExpr = 0 ); node_id * MakePtrIDNodeWithCastedExpr( PNAME pName, node_skl * pType, expr_node * pExpr ); extern node_param * MakeParamNode( PNAME pName , node_skl * pType ); extern node_param * MakePtrParamNode( PNAME pName , node_skl * pType ); extern node_param * MakeParamNodeFromTypeName( PNAME pName , PNAME pTypeName ); extern node_param * MakePtrParamNodeFromTypeName( PNAME pName , PNAME pTypeName ); node_proc * MakeProcNodeWithNewName( PNAME pName, node_proc * pProc ); typedef unsigned short RESOURCE_KIND; typedef unsigned short RESOURCE_LOCATION; // // Resource kind. The resource may be an abstract resource if it represents // an expression or a concrete resource if it is an actually declared variable // in the stub / aux routine. // #define RESOURCE_KIND_ABSTRACT 0 #define RESOURCE_KIND_CONCRETE 1 // // Resource location refers to the place in the stubs environment where the // resource has been declared. For example a global resource or a local or // parameter resource. Transient resources are temporary variables emitted // by the stub within code blocks. Some of these transient resources may // become local resources depending upon the optimiser's actions. // #define RESOURCE_LOCATION_GLOBAL 0 #define RESOURCE_LOCATION_PARAM 1 #define RESOURCE_LOCATION_LOCAL 2 #define RESOURCE_LOCATION_TRANSIENT 3 // // This class and the variable class may be merge-able, but I anticipate the // need for this to be a separate class just so that the post optimiser can // treat this specially and may be able to use the separation from the normal // variable class. // class RESOURCE : public expr_node { private: // // is this a concrete or abstract resource ? // unsigned short ResourceKind : 2; // // the location of the resource. // unsigned short ResourceLocation : 2; PNAME pName; // name of concrete resource. public: // // A resource is constructed by simply declaring a name and a type. // RESOURCE( PNAME p, node_skl * pT ) { SetResourceName( p ); SetType( pT ); } // // queries. // virtual BOOL IsResource() { return TRUE; } // // set and get the Information fields. // void SetKind( unsigned short K ) { ResourceKind = K; } RESOURCE_KIND GetKind() { return ResourceKind; } unsigned short GetLocation() { return ResourceLocation; } unsigned short SetLocation( unsigned short L ) { return (ResourceLocation = L); } PNAME SetResourceName( PNAME p ) { return (pName = p); } PNAME GetResourceName() { return pName; } // // Given an output steam, output the expression. // virtual void Print( ISTREAM * pS ) { pS->Write( (char *)GetResourceName() ); } virtual BOOL IsConstant() { return FALSE; } }; #endif // __RESDEF_HXX__