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__