Leaked source code of windows server 2003
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/*+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Copyright (c) 1989-1999 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 );
//
// These don't seem to be used anywhere.
// It's also not clear what they should be
// initialized to...
//
// ResourceKind = ??;
// ResourceLocation = ??;
}
virtual void CopyTo( expr_node* pExpr ) { RESOURCE* lhs = (RESOURCE*) pExpr; expr_node::CopyTo( lhs ); lhs->ResourceKind = ResourceKind; lhs->ResourceLocation = ResourceLocation; _STRDUP( lhs->pName, pName ); }
virtual expr_node* Clone() { return new RESOURCE(0,0); }; //
// 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__
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