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197 Commits

Author SHA1 Message Date
Kayne Ruse b78886e386 Updated links after moving the repo 2025-02-28 20:06:58 +11:00
Kayne Ruse bcfb4f04c3 Tweaked notice 2025-02-28 12:05:03 +11:00
Kayne Ruse 4442890dae Unshallow the branch before pushing the mirror 2025-02-28 12:00:33 +11:00
Kayne Ruse 2eb6820da8 Swapping v1 and v2 sites 2025-02-28 11:45:59 +11:00
Kayne Ruse 4282268f3d Tweaked tabs-vs-spaces 2025-01-12 11:16:46 +11:00
Kayne Ruse 101833934b Merge pull request #172 from Gipson62/v1-docs
docs: spelling mistakes correction
2025-01-12 11:06:33 +11:00
Julien Higginson f0e8bfeb02 docs: spelling mistakes correction 2025-01-11 14:22:55 +01:00
Kayne Ruse 575003433f tweaked notice 2025-01-11 21:47:46 +11:00
Kayne Ruse 119cd70f6c Tweaked workflow 2025-01-03 16:32:13 +11:00
Kayne Ruse f974308e9f Update head-custom.html 2024-11-20 08:42:36 +11:00
Kayne Ruse 67e095aedf Fixed status badges 2024-09-22 15:50:27 +10:00
Kayne Ruse 820c7a4c88 Tweaked build trigger 2024-09-22 15:01:00 +10:00
Kayne Ruse e0aaa3347f Tweaked v2 notice 2024-09-22 09:22:31 +10:00
Kayne Ruse 01a6ce1d60 Update pages.yml
Some dependencies were out of date
2024-09-19 09:54:46 +10:00
Kayne Ruse 31800175be Tweaked status badges 2024-08-11 21:30:28 +10:00
Kayne Ruse 8cbe4da825 Fixed preview, typo 2024-08-09 23:55:51 +10:00
Kayne Ruse 9d4ce9b126 Tweaked notice 2024-08-09 21:45:40 +10:00
Kayne Ruse 8e7eeb3b52 Add files via upload 2024-05-21 10:43:05 +10:00
Kayne Ruse c2f051c4fb Added rewrite notice 2024-05-19 23:58:44 +10:00
Kayne Ruse e8b27d61e3 Added full URL to that link 2024-05-09 06:33:38 +10:00
Kayne Ruse cc91a34121 Tweaked a link for search optimisation 2024-05-09 06:30:14 +10:00
Kayne Ruse 2e3a33baff Fixed broken links 2024-05-09 06:23:41 +10:00
Kayne Ruse 41ef105c9e Fixed #118 2024-02-10 07:36:39 +11:00
Kayne Ruse 6421e4ccd1 Tweak 2023-08-19 20:20:23 +10:00
Kayne Ruse d083b91198 Merge pull request #100 from Add00/docs
Fixed minor mistake in math documentation
2023-08-03 23:12:50 +10:00
Add00 4697933790 Fixed minor mistake 2023-08-03 08:55:44 -04:00
Kayne Ruse 5751be23a0 Table of opcodes is incomplete 2023-08-03 19:23:46 +10:00
Kayne Ruse 4f3e3ff833 Tweak 2: Electric Boogaloo 2023-08-03 17:39:35 +10:00
Kayne Ruse 79eeb6113c Tweak 2023-08-03 17:37:13 +10:00
Kayne Ruse 8bcab9fc34 Documented the literal cache 2023-08-03 17:20:33 +10:00
Kayne Ruse 68a5a4eb56 Fixed header levels - you need to be pedantic when writing docs for other people 2023-08-03 15:41:41 +10:00
Kayne Ruse 4c7bc04196 Tweak 2023-08-03 15:39:37 +10:00
Kayne Ruse 39b6b831f9 Tweaked the wording of math, added the link to index 2023-08-03 15:36:20 +10:00
Kayne Ruse 690bca0667 Merge pull request #96 from Add00/docs
Added math documentation
2023-08-03 15:22:27 +10:00
Add00 d6565febce Added math documentation 2023-08-02 22:04:08 -04:00
Kayne Ruse 74309439e7 tweak 2023-07-31 12:12:23 +10:00
Kayne Ruse bef23c0ed4 Added box version info library 2023-07-31 12:07:42 +10:00
Kayne Ruse 40357d52a3 Renamed the about library 2023-07-31 11:19:03 +10:00
Kayne Ruse 540dcd03cc Added clamp() and lerp() to docs 2023-07-31 04:57:40 +10:00
Kayne Ruse 29f5de650f Added sign() and normalize() to docs 2023-07-30 17:51:34 +10:00
Kayne Ruse 3167555bc1 picking up the tab 2023-07-28 03:50:18 +10:00
Kayne Ruse 4465bfe40e OK, time for bed. 2023-07-28 03:45:10 +10:00
Kayne Ruse 84f729def8 Tweaked docs 2023-07-26 01:10:03 +10:00
Kayne Ruse e58aa10d42 Renamed drive system 2023-07-26 01:06:08 +10:00
Kayne Ruse f4bfb73f47 Fixed engine page 2023-07-25 22:11:40 +10:00
Kayne Ruse 7a46c9fc9a Updated Deep Dive Document 2023-07-25 21:44:34 +10:00
Kayne Ruse 744b74aed2 Tweak 2023-07-22 19:15:11 +10:00
Kayne Ruse 5e98df9846 Updated repl_tools.h and toy.h 2023-07-22 19:12:40 +10:00
Kayne Ruse e935061b0e Tweaked the layout 2023-07-22 19:10:22 +10:00
Kayne Ruse 13bfaaf91e Comment tweak 2023-07-21 02:59:55 +10:00
Kayne Ruse 2a5ffe6eb6 Docs now based on comments 2023-07-21 02:52:29 +10:00
Kayne Ruse 0e4347c103 tweak 2023-06-21 10:02:40 +10:00
Kayne Ruse 2aa46faa81 Tweaks 2023-06-21 09:56:52 +10:00
Kayne Ruse 74606d3509 Tweaks to the front page 2023-06-07 23:04:22 +10:00
Kayne Ruse 243e4f2929 Tweaked the nifty features section 2023-06-07 22:55:38 +10:00
Kayne Ruse a8059fa3fd Write the reffunction API 2023-06-07 03:07:47 +10:00
Kayne Ruse bbbdf8a3b7 Made a note to update later 2023-06-07 02:27:02 +10:00
Kayne Ruse 1fdfd0ad26 Don't need /n 2023-03-17 12:05:31 +11:00
Kayne Ruse 75781efb3a Added the drive system docs 2023-03-15 06:58:13 +11:00
Kayne Ruse 06599dbaee Added toy.h to the docs 2023-03-11 00:40:04 +11:00
Kayne Ruse 4eba9b0e03 Tweak 2023-03-03 00:59:07 +11:00
Kayne Ruse bfff0e54c7 Minor note added 2023-03-03 00:57:12 +11:00
Kayne Ruse 3e52ae7d61 Stopping to add a feature 2023-03-03 00:02:47 +11:00
Kayne Ruse 50db8e5bf6 Began expanding engine docs 2023-03-02 23:27:37 +11:00
Kayne Ruse 3d317ff28e Updated standard library 2023-02-27 21:38:02 +11:00
Kayne Ruse 1ac49def37 Added random library 2023-02-23 19:39:34 +11:00
Kayne Ruse 2c594f726d Wrote docs for arrays and dicts, I think I'm done 2023-02-19 03:43:46 +11:00
Kayne Ruse 047435a7f5 Wrote scope docs 2023-02-19 02:19:33 +11:00
Kayne Ruse 32c92a6cd1 Wrote the docs for toy_literal.h 2023-02-18 22:54:39 +11:00
Kayne Ruse 423816a068 More styling tweaks 2023-02-18 21:40:15 +11:00
Kayne Ruse f5f5e7d7d8 Tweaked inner width 2023-02-18 21:34:23 +11:00
Kayne Ruse 3c6e791dc0 Wrote the refstring docs 2023-02-18 21:20:03 +11:00
Kayne Ruse 923de375b3 Wrote toy_memory.h docs 2023-02-18 20:50:09 +11:00
Kayne Ruse 9ae515d181 Added Toy_parseIdentifierToValue 2023-02-17 00:37:07 +11:00
Kayne Ruse 3518896a1f Filled out the interpreter docs 2023-02-16 23:59:15 +11:00
Kayne Ruse e57d8ed209 Fixed broken links 2023-02-16 23:02:33 +11:00
Kayne Ruse 9e30b99547 Wrote the Toy_Compiler docs 2023-02-16 22:58:08 +11:00
Kayne Ruse a70149440a Wrote Toy_Lexer, Toy_Parser API 2023-02-16 22:38:34 +11:00
Kayne Ruse 48dd1f9411 Testing the C API docs 2023-02-16 22:00:47 +11:00
Kayne Ruse c13409a407 whoops 2023-02-16 21:46:11 +11:00
Kayne Ruse 0b885d0a30 Sorted out some folders for the docs 2023-02-16 21:44:06 +11:00
Kayne Ruse 329d085beb Fixed another broken link 2023-02-16 21:32:46 +11:00
Kayne Ruse 91c960cd70 Fixed broken link 2023-02-16 21:27:51 +11:00
Kayne Ruse 7638a1f428 Tweaked page names 2023-02-16 21:24:32 +11:00
Kayne Ruse 8d37079df2 Need a full C API 2023-02-15 09:42:33 +11:00
Kayne Ruse 26a7cd116a Re-added Theorizing Toy page 2023-02-14 20:13:57 +11:00
Kayne Ruse bf890ac845 Added UFCS 2023-02-14 19:59:01 +11:00
Kayne Ruse e470dc21ff Merged standard and compound 2023-02-14 01:08:02 +11:00
Kayne Ruse c58f8678fc Added _sort() 2023-02-14 00:47:29 +11:00
Kayne Ruse 42d5324ed1 Update README.md 2023-02-13 03:59:57 +11:00
Kayne Ruse d3ce0c38fa Added _indexOf() 2023-02-13 01:36:51 +11:00
Kayne Ruse 7cda6dfe6a Update README.md 2023-02-13 01:11:17 +11:00
Kayne Ruse c4cdf407c7 Update quick-start-guide.md 2023-02-11 05:47:46 +11:00
Kayne Ruse e1c825dd24 Added a few functions 2023-02-11 04:05:41 +11:00
Kayne Ruse 410af82bfe Update runner-library.md 2023-02-09 20:48:15 +11:00
Kayne Ruse 08de91e9ce Update quick-start-guide.md 2023-02-09 20:41:24 +11:00
Kayne Ruse 1a945ad9c3 Update game-engine.md 2023-02-07 00:47:55 +11:00
Kayne Ruse 1cfcf7de5a Update using-toy.md 2023-02-07 00:46:07 +11:00
Kayne Ruse c326ae465d Update compiling-toy.md 2023-02-07 00:44:03 +11:00
Kayne Ruse 3cfffada97 Update using-toy.md 2023-02-07 00:41:44 +11:00
Kayne Ruse 663d080dc6 Update types.md 2023-02-07 00:36:35 +11:00
Kayne Ruse 6368b35c1f Update types.md 2023-02-07 00:25:46 +11:00
Kayne Ruse 6e895c6866 Update compound-library.md 2023-02-06 21:01:24 +11:00
Kayne Ruse 535c91c459 Update compound-library.md 2023-02-06 20:59:11 +11:00
Kayne Ruse 5d5565117b Update compound-library.md 2023-02-06 17:13:03 +11:00
Kayne Ruse a37e6df863 Update quick-start-guide.md 2023-02-06 16:39:56 +11:00
Kayne Ruse e1f3e2791a Update compound-library.md 2023-02-06 12:18:00 +11:00
Kayne Ruse f686693550 Update roadmap.md 2023-02-06 09:49:15 +11:00
Kayne Ruse 537ec5be24 Update quick-start-guide.md 2023-02-06 09:23:49 +11:00
Kayne Ruse f15e717500 Update compound-library.md 2023-02-06 07:52:33 +11:00
Kayne Ruse bccdab1a32 Added about library 2023-02-06 01:58:25 +11:00
Kayne Ruse 3f186c2422 Update compound-library.md 2023-02-06 00:50:05 +11:00
Kayne Ruse 4d68567283 Tweak 2023-02-06 00:36:08 +11:00
Kayne Ruse e4620684b3 Added _toString() 2023-02-06 00:32:12 +11:00
Kayne Ruse 227d7a33ff Added _getKeys() and _getValues() 2023-02-05 23:55:03 +11:00
Kayne Ruse f3a6c570e2 Added the compound library page 2023-02-05 23:24:36 +11:00
Kayne Ruse 069e3d89e6 Added escaped character list 2023-01-31 23:41:50 +11:00
Kayne Ruse f6f8dd2a34 Fixed link 2023-01-23 19:25:37 +11:00
Kayne Ruse 805b6785b2 Tweaked version differences section 2023-01-21 23:54:03 +11:00
Kayne Ruse b2dea4bac5 Corrected tabs and spaces 2023-01-21 15:55:35 +11:00
Kayne Ruse a13a449480 Updated roadmap 2023-01-21 15:36:09 +11:00
Kayne Ruse 89dd090d5d Added loadScriptBytecode() docs 2023-01-21 15:28:16 +11:00
Kayne Ruse b101b5a216 Added runner library docs 2023-01-21 15:04:15 +11:00
Kayne Ruse 732baec305 Added Theorizing Toy 2023-01-16 11:56:55 +00:00
Kayne Ruse d91b6704a4 no _index 2023-01-16 21:11:12 +11:00
Kayne Ruse 7012849c87 Updated testing page 2023-01-16 21:00:25 +11:00
Kayne Ruse 5978b73619 fixed broken link 2023-01-16 03:01:32 +11:00
Kayne Ruse 33efeb6eb4 typo 2023-01-14 21:32:50 +11:00
Kayne Ruse cc9c219588 Added ternary operator 2023-01-14 21:30:39 +11:00
Kayne Ruse 6dfb239106 Update quick-start-guide.md 2023-01-14 03:44:31 +11:00
Kayne Ruse 3a583fa6dc Removed exports region 2023-01-14 03:35:39 +11:00
Kayne Ruse 5dfbb8b973 Fixed formatting 2022-11-19 19:38:24 +11:00
Kayne Ruse 6474dfd4a3 Added memory allocation 2022-11-19 19:34:54 +11:00
Kayne Ruse beaf1bc343 clarification 2022-11-12 22:50:01 +11:00
Kayne Ruse db868530c0 messing with headers 2022-11-12 22:47:57 +11:00
Kayne Ruse b4c18cac12 Added timer library docs 2022-11-12 22:44:24 +11:00
Kayne Ruse 3219540901 Tweaks and rearrangements 2022-11-12 02:02:26 +11:00
Kayne Ruse b0f2767a8f Typo 2022-11-12 01:36:37 +11:00
Kayne Ruse c996032522 Forgot a keyword: opaque 2022-11-07 20:50:04 +11:00
Kayne Ruse 42835ce4d7 Update quick-start-guide.md
typo
2022-11-04 15:01:55 +11:00
Kayne Ruse 32d1f06700 Update compiling-toy.md 2022-10-30 15:09:25 +11:00
Kayne Ruse 66e2d5d9f1 Update compiling-toy.md 2022-10-30 15:08:09 +11:00
Kayne Ruse 248b818b4f Update using-toy.md
Typo
2022-10-30 15:01:40 +11:00
Kayne Ruse 05981491e7 Update README.md 2022-10-30 14:52:13 +11:00
Kayne Ruse 310bab36d1 Update README.md 2022-10-30 14:05:31 +11:00
Kayne Ruse 757d37e8cc Update README.md 2022-10-30 14:04:23 +11:00
Kayne Ruse 85048ea208 Added tests badge 2022-10-20 09:55:21 +11:00
Kayne Ruse 5ae32c5485 Added game-engine.md 2022-10-16 21:46:49 +11:00
Kayne Ruse c310235247 Added standard library page, other tweaks 2022-10-16 21:12:39 +11:00
Kayne Ruse f1cb3ce352 Tweaked Roadmap 2022-10-14 00:04:54 +11:00
Kayne Ruse bdab49144b Fixed a typo 2022-10-06 14:23:32 +11:00
Kayne Ruse af14e39792 tweaked roadmap 2022-10-05 14:52:13 +11:00
Kayne Ruse cb9485677b Tweak 2022-10-04 08:16:25 +11:00
Kayne Ruse aca61ae944 Added details of opaque data 2022-10-04 07:45:03 +11:00
Kayne Ruse e96f2fe130 Added roadmap.md 2022-10-04 02:39:24 +11:00
Kayne Ruse c4e49c4679 Added an example to the main page 2022-10-02 12:12:19 +11:00
Kayne Ruse fb632b7763 Update default.html 2022-10-02 11:07:15 +11:00
Kayne Ruse 84911dbb50 Fixed Typos 2022-10-02 10:49:10 +11:00
Kayne Ruse 9e09279b87 Wrote some tutorials 2022-10-02 10:42:35 +11:00
Kayne Ruse b34f84cc34 ...and picky 2022-10-02 06:09:48 +11:00
Kayne Ruse e77cdc54d2 Twitter is such a special little snowflake 2022-10-02 06:06:13 +11:00
Kayne Ruse e3e4750726 Nearly there. 2022-10-02 06:05:42 +11:00
Kayne Ruse 4981d37a54 I don't feel so good mr stark 2022-10-02 06:02:21 +11:00
Kayne Ruse cf34445667 Fine, I'll do it myself 2022-10-02 05:55:51 +11:00
Kayne Ruse 5ec181179c I'm gonna get really annoyed if this doesn't work. 2022-10-02 05:47:28 +11:00
Kayne Ruse 4653535c16 Update _config.yml 2022-10-02 05:41:21 +11:00
Kayne Ruse c2073a49d5 Update _config.yml 2022-10-02 05:37:43 +11:00
Kayne Ruse e23de6d51d Come on... 2022-10-02 05:35:22 +11:00
Kayne Ruse 727faad664 Finally... 2022-10-02 05:21:26 +11:00
Kayne Ruse 338f71abb0 OK, trying something else 2022-10-02 05:19:06 +11:00
Kayne Ruse 9e4ea106ec Update head-custom.html 2022-10-02 05:04:01 +11:00
Kayne Ruse 17c43c1615 Update head-custom.html 2022-10-02 05:00:26 +11:00
Kayne Ruse a913b3ef0b renamed custom-head.html to head-custom.html 2022-10-02 04:53:17 +11:00
Kayne Ruse f60bf40a7f Update custom-head.html 2022-10-02 04:48:37 +11:00
Kayne Ruse 4a2c096ca4 Update custom-head.html
Trying to get twitter to play nice.
2022-10-02 04:37:46 +11:00
Kayne Ruse b24010de8f Add files via upload 2022-10-02 04:26:52 +11:00
Kayne Ruse 0c76da62f8 Added custom-head.html 2022-10-02 04:25:33 +11:00
Kayne Ruse f4d72b2cc9 Added a quick guide to embedding 2022-09-18 19:38:46 +10:00
Kayne Ruse c216ca2998 Update developing-toy.md 2022-09-18 16:55:56 +10:00
Kayne Ruse d2ab881166 Added developing-toy.md 2022-09-16 00:58:20 +10:00
Kayne Ruse 6e8fbe90ea Capitalization 2022-09-15 03:43:35 +10:00
Kayne Ruse 8a2720554b A few tweaks to the types page 2022-09-15 03:37:44 +10:00
Kayne Ruse 6e463682f8 Apparently it can hold null 2022-09-15 03:30:26 +10:00
Kayne Ruse bb48bd9c14 Added assert section 2022-09-15 01:07:53 +10:00
Kayne Ruse 0b8d6c1592 Update quick-start-guide.md 2022-09-11 18:29:05 +10:00
Kayne Ruse e3eb38b827 Tweak 2022-09-11 06:41:38 +10:00
Kayne Ruse 3f6540d6e5 Tweak 2022-09-11 06:27:36 +10:00
Kayne Ruse 7d4f90fc24 Wrote the quickstart 2022-09-11 06:19:58 +10:00
Kayne Ruse 42eac86c88 Wrote types.md 2022-09-11 05:52:23 +10:00
Kayne Ruse 460e2f6ffb Testing the documentation process 2022-09-11 05:16:30 +10:00
Kayne Ruse 204a21f05d Update _config.yml
ffs
2022-09-11 05:04:41 +10:00
Kayne Ruse d7a6ea1933 Moved _config.yml - this is dumb 2022-09-11 05:02:20 +10:00
Kayne Ruse 1b1efff798 Update _config.yml 2022-09-11 05:00:24 +10:00
Kayne Ruse 08805d7f02 Create _config.yml 2022-09-11 04:57:07 +10:00
Kayne Ruse 1e76a081bf Create CNAME 2022-09-11 04:50:53 +10:00
Kayne Ruse a7440f0a29 This is harder than it should be 2022-09-10 19:49:55 +01:00
Kayne Ruse d8a0936b1d Initial commit 2022-09-10 19:46:20 +01:00
176 changed files with 2821 additions and 18811 deletions
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# These are supported funding model platforms
patreon: krgamestudios
ko_fi: krgamestudios
custom: ["https://www.paypal.com/donate/?hosted_button_id=73Q82T2ZHV8AA"]
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---
name: Bug Report
about: Create a report to help us improve
labels: bug
---
## Describe the bug
A clear and concise description of what the bug is.
## To Reproduce
Steps to reproduce the behaviour:
1. run `git pull` on the repository
2. run `make rebuild` on the code
3. ...
You can include some screenshots here if you'd like!
## Versioning
- OS: [for example MacOS, Windows, iOS, Android]
- Version: [What version of Toy was this running?]
### Additional context
Add any other context about the problem here.
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---
name: Feature Request
about: Suggest an idea
labels: enhancement
---
### Describe the feature youd like
A clear and concise description of what youd like to be able to do with Toy.
### Describe alternatives you've considered
A clear and concise description of any alternative solutions or workarounds you've considered.
### Additional context
Add any other context about the feature request here.
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---
name: Question
about: Ask a Question
labels: question
---
### How can I help?
I'm always here to help with any inquiries you have regarding Toy and its related projects.
@@ -1,42 +0,0 @@
name: Continuous Integration v2.x
#trigger when these occur
on:
push:
branches:
- v2
pull_request:
types:
- opened
- edited
- reopened
branches:
- v2
workflow_dispatch:
jobs:
#CI workflows across all supported platforms
standard:
strategy:
fail-fast: false
matrix:
platforms:
- ubuntu-latest
- windows-latest
- macos-latest
runs-on: ${{ matrix.platforms }}
steps:
- uses: actions/checkout@v6
- name: Run all tests
run: make tests
gdb:
strategy:
fail-fast: false
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v6
- name: Install GDB if not present
run: sudo apt update && sudo apt install gdb
- name: Run all tests under gdb
run: make tests-gdb
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name: Deploy from the mirror
on:
# Runs on pushes targeting the docs branch
push:
branches: ["mirror"]
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
concurrency:
group: "pages"
cancel-in-progress: false
jobs:
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Pages
uses: actions/configure-pages@v5
- name: Build with Jekyll
uses: actions/jekyll-build-pages@v1
with:
source: ./
destination: ./_site
- name: Upload artifact
uses: actions/upload-pages-artifact@v3
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
needs: build
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4
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name: Send to the pages mirror
on:
push:
branches: ["v1-docs"]
workflow_dispatch:
jobs:
mirror:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Unshallow the actions repo
run: git fetch --unshallow origin ${{ github.ref_name }}
- name: Making secret key file
run: touch ~/mirror_secret
- name: Protecting secret key file
run: chmod 600 ~/mirror_secret
- name: Writing key to secret key file
run: echo '${{ secrets.MIRROR_SECRET }}' >> ~/mirror_secret
- name: Tweaking git to use the secret key file
run: git config --add --local core.sshCommand 'ssh -i ~/mirror_secret'
- name: Adding git remote
run: git remote add mirror ${{ secrets.MIRROR_ADDRESS }}
- name: Renaming git branch
run: git branch -m mirror
- name: Pushing to git remote
run: git push -f mirror
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# Prerequisites
*.d
# Object files
*.o
*.ko
*.obj
*.elf
# Linker output
*.ilk
*.map
*.exp
# Precompiled Headers
*.gch
*.pch
# Libraries
*.lib
*.a
*.la
*.lo
# Shared objects (inc. Windows DLLs)
*.dll
*.so
*.so.*
*.dylib
# Executables
*.exe
*.out
*.app
*.i*86
*.x86_64
*.hex
# Debug files
*.dSYM/
*.su
*.idb
*.pdb
*.log
# Kernel Module Compile Results
*.mod*
*.cmd
.tmp_versions/
modules.order
Module.symvers
Mkfile.old
dkms.conf
#mdbook files
book
mdbook
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This folder is full of development notes, and are probably out of date. Check the actual docs for the correct info.
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This file is messy and confusing, and makes sense to nobody but me - so don't worry about understanding it too much - better docs will come later.
===
SECD = State, Environment, Control, Dump
The idea of "Landin's SECD Machine" is to store the working memory in S, the variable-value bindings in E, the code/instructions in C, and the program stack in D.
Notes:
DEFINE = DECLARE + SET
The environment, denoted with an E, is created on routine start, and destroyed on routine end - however, it uses the parent routine's environment as the starting point for it's creation, so closures work as expected
unlike version 1, identifiers are not a valid datatype - they're just an index representing a symbol, like "standard::clock"
meta opcodes - EOF, PASS, ERROR,
a "value" can be of any valid datatype, and may point to various parts of memory to define it's value
Symbols will be awkward... I suspect the symbol table might need to be rebuilt on startup, as the order of the modules will not necessarily be the same each time
The various instances of S could be the same array in memory, simply marked as "unused"? You could stick C on there as a value before "pushing" for a new routine
Things to consider later:
type cast?
rest parameter?
index access and assign?
===
//variable instructions
READ
read one value from C onto S
LOAD
read one value from .data onto S
DECLARE
read two words from C, create a new entry in E with the key E[SYMBOL(word1)], the type defined by word2, the value 'null'
DEFINE
read one word from C, saves the pre-existing key E[SYMBOL(word)] to the value S(0), popping S(0)
ACCESS
read one word from C, finds the pre-existing value of E[SYMBOL(word)], leaves the value on S
//arithmetic instructions
ADD
performs the specified operation on S(-1) and S(0), popping both, leaving the result on S
SUBTRACT
performs the specified operation on S(-1) and S(0), popping both, leaving the result on S
MULTIPLY
performs the specified operation on S(-1) and S(0), popping both, leaving the result on S
DIVIDE
performs the specified operation on S(-1) and S(0), popping both, leaving the result on S
MODULO
performs the specified operation on S(-1) and S(0), popping both, leaving the result on S
//comparison instructions
COMPARE_EQUAL
pops S(-1) and S(0), replacing it with TRUE or FALSE, depending on equality
COMPARE_LESS
pops S(-1) and S(0), replacing it with TRUE or FALSE, depending on comparison
COMPARE_LESS_EQUAL
pops S(-1) and S(0), replacing it with TRUE or FALSE, depending on comparison
COMPARE_GREATER
pops S(-1) and S(0), replacing it with TRUE or FALSE, depending on comparison
COMPARE_GREATER_EQUAL
pops S(-1) and S(0), replacing it with TRUE or FALSE, depending on comparison
//logical instructions
AND
pops S(-1) and S(0), replacing it with TRUE or FALSE, depending on truthiness
OR
pops S(-1) and S(0), replacing it with TRUE or FALSE, depending on truthiness
TRUTHY
pops S(0), replacing it with TRUE or FALSE, depending on truthiness
NEGATE
pops S(0), replacing it with TRUE or FALSE, depending on truthiness
//control instructions
JUMP
read one value from C, and move the program counter to that location (relative to the current position)
JUMP_IF_FALSE
read one value from C, pops S(0), and move the program counter to that location (relative to the current position) if the popped value is falsy
FN_CALL
*read a list of arguments specified in C into 'A', store (S, E, C, D) as D, push S, move the stack pointer to the specified routine, push a new E based on the contents of 'A'
FN_RETURN
*read a list of return values specified in C into 'R', pop S, restore (S, E, C, D) from D(0) popping it, store the contents of 'R' in E or S based on the next few parts of C
//various action instructions
ASSERT
if S(-1) is falsy, print S(0) and exit
PRINT
pop S(0), and print the output
IMPORT
//invoke an external library into the current scope
CONCAT
//combine two strings
SCOPE_BEGIN
//push an inner environment to E, which should be automatically popped at the routine's end
SCOPE_END
//pop an inner environment from E, only if it was created with SCOPE_BEGIN
===
FN_CALL
read word: read the following N arguments
for 0 to N do:
read word as match: # this allows literals and identifiers as arguments
stack: then pop S(0) into 'A'
**env: then read word, load E[SYMBOL(word)] into 'A'
read word:
determine where the routine is (is it new or is it a value?) and hold it for a moment
push E and C into a frame marker on S
jump C to the routine
read word:
read the following N parameter names, storing each member of 'A' as their value in E[SYMBOL(name)]
continue
FN_RETURN
read word: read the following N return values
for 0 to N do:
read word as match: # this allows literals and identifiers as arguments
stack: then pop S(0) into 'R'
**env: then read word, load E[SYMBOL(word)] into 'R'
pop E and S
extract and restore E and C from the frame marker on S
read word: read the following N storage locations for the values within `R`
for 0 to N do:
read word as match: # you're effectively reversing the prior reads
stack: then push from 'R' onto S
**env: then read word, save 'R' into E[SYMBOL(word)]
**This could work by listing the sources as e.g. "SSSExS" - three stacks and one environment variable loaded onto the stack, then one more stack for a total of four values
Notes:
the bytecode of a funtion call would look like:
FN_CALL N [stack|env word]... N [stack|env word]...
the value of C stored in D points to the second N, while it waits to pick up where it left off
===
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The bytecode format
===
NOTE: This datestamp header is currently not implemented
There are four components in the datestamp header:
TOY_VERSION_MAJOR
TOY_VERSION_MINOR
TOY_VERSION_PATCH
TOY_VERSION_BUILD
The first three are each one unsigned byte, and the fourth is a null terminated C-string.
* Under no circumstance, should you ever run bytecode whose major version is different
* Under no circumstance, should you ever run bytecode whose minor version is above the interpreters minor version
* You may, at your own risk, attempt to run bytecode whose patch version is different from the interpreters patch version
* You may, at your own risk, attempt to run bytecode whose build version is different from the interpreters build version
An additional note: The contents of the build string may be anything, such as:
* the compilation date and time of the interpreter
* a marker identifying the current fork and/or branch
* identification information, such as the developer's copyright
* a link to Risk Astley's "Never Gonna Give You Up" on YouTube
Please note that in the final bytecode, if the null terminator of TOY_VERSION_BUILD is not 4-byte aligned, extra space will be allocated to round out the header's size to a multiple of 4. The contents of the extra bytes are undefined.
===
Bytecode Format Structure
.header:
N total size # size of this routine, including all data and subroutines
N .jumps count # the number of entries in the jump table (should be data count + routine count)
N .param count # the number of parameter fields expected (a secondary jump table, used for subroutine parameters)
N .data count # the number of data fields present
N .subs count # the number of subroutines present
.code start # absolute address of .code; mandatory
.param start # absolute addess of .param; omitted if not needed
.datatable start # absolute address of .datatable; omitted if not needed
.data start # absolute address of .data; omitted if not needed
.subs start # absolute address of .subs; omitted if not needed
# additional metadata fields can be added later
.code:
# opcode instructions read and 'executed' by the interpreter (aligned to 4-byte widths)
[READ, TOY_VALUE_STRING, Toy_StringType, stringLength] [jumpIndex]
.jumps:
# a layer of indirection for quickly looking up values in .data and .subs
0 -> {string, 0x00}
4 -> {fn, 0xFF}
.param:
# a list of names, stored in .data, to be used for any provided function arguments
.data:
# data that can't be cleanly embedded into .code, such as strings
"Hello world\0"
.subs:
# an extension of .data, used exclusively for subroutines (they also follow this spec, recursively)
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#include <stdio.h>
#include <stdint.h>
uint32_t hash (uint32_t x) {
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = ((x >> 16) ^ x) * 0x45d9f3b;
x = ((x >> 16) ^ x);
return x;
}
uint32_t unhash ( uint32_t x ) {
x = (( x >> 16) ^ x) * 0x119de1f3;
x = (( x >> 16) ^ x) * 0x119de1f3;
x = (( x >> 16) ^ x);
return x;
}
int main() {
//I legit didn't know this algorithm could be reversed. Neat.
uint32_t value = 42;
printf("%u %u %u", value, hash(value), unhash(hash(value)));
return 0;
}
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The default version of GCC that ships on Raspian has an issue. The file '/usr/lib/arm-linux-gnueabihf/libarmmem-v7l.so' has a faulty implementation of 'memcpy()' and possibly 'memset()'. Changing to the newer versions doens't work, as they're just symlinks to v7.
To resolve this, download and build this shared object:
https://github.com/simonjhall/copies-and-fills
Then, set the linker's preload value to point to that '.so' file (You may need to edit '/etc/ld.so.preload')
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{
"recommendations": [
"gruntfuggly.todo-tree"
]
}
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{
"todo-tree.filtering.includeGlobs": [
"**/repl/**",
"**/scripts/**",
"**/source/**",
"**/tests/**",
"**/tools/**",
],
"todo-tree.filtering.excludeGlobs": [
"**/obj/**",
"**/out/**",
],
"todo-tree.general.tags": [
"URGENT",
"BUG",
"TODO",
"WARN",
"BUGFIX",
"WONTFIX",
"NOTE"
],
"todo-tree.highlights.customHighlight": {
"URGENT": {
"icon": "alert",
"type": "text",
"iconColour": "#FF0000",
"foreground": "#FF0000"
},
"BUG": {
"icon": "bug",
"type": "text",
"iconColour": "#FF0000",
"foreground": "#FF0000"
},
"TODO": {
"icon": "alert",
"type": "text",
"iconColour": "#FFFF00",
"foreground": "#FFFF00"
},
"WARN": {
"icon": "alert",
"type": "text",
"iconColour": "#FFA500",
"foreground": "#FFA500"
},
"BUGFIX": {
"icon": "bug",
"type": "text",
"iconColour": "#00A000",
"foreground": "#00A000"
},
"WONTFIX": {
"icon": "bug",
"type": "text",
"iconColour": "#B64949",
"foreground": "#B64949"
},
"NOTE": {
"icon": "alert",
"type": "text",
"iconColour": "#00A000",
"foreground": "#00A000"
},
}
}
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toylang.com
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No hating on other people, OK?
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Copyright (c) 2020-2026 Kayne Ruse, KR Game Studios
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
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<p align="center">
<image src="toylogo.png" alt="The Toy Logo" />
</p>
# Toy v2.x
The Toy Programming Language is an imperative, bytecode-interpreted, embeddable scripting language. Rather than functioning independently, it serves as part of another program, the "host". This design allows for straightforward customization by both the host's developers and end users, achieved by exposing program logic through external scripts.
This repository holds the reference implementation for Toy version 2.x, written in C - alpha testing is currently underway.
# Nifty Features
* Simple C-like syntax
* Intermediate AST and bytecode representations
* Strong, but optional type system
* First-class functions and closures
* Extensible with native C-bindings
* Can re-direct output, error and assertion messages
* Open-Source under the zlib license
# Syntax
```toy
fn makeCounter() {
var counter: Int = 0;
fn increment() {
return ++counter;
}
return increment;
}
var tally = makeCounter();
while (true) {
var result = tally();
print result; //prints 1 to 10
if (result >= 10) {
break;
}
}
```
# Building
This project requires `gcc` and `make` by default, but should also work in other environments. Officially supported platforms include `linux`, `windows` and `macOS`, see `source/toy_common.h` for implementation details.
Run `make` in the root directory to build the shared library named `libToy.so` and a useable REPL named `repl.out`.
# Documentation
The contents of `docs/` is also available on the official website [toylang.com](https://toylang.com/).
# License
This source code is covered by the Zlib license (see [LICENSE](LICENSE) for details).
# Contributors and Special Thanks
@NishiOwO - Unofficial NetBSD support
@Gipson62 - v1 docs spell checking
@8051Enthusiast - `fixAlignment()` trick
@hiperiondev - v1 Disassembler, v1 porting support and feedback
@add00 - v1 Library support
@gruelingpine185 - Unofficial v1 MacOS support
@solar-mist - v1 Minor bugfixes
Various Anons - Feedback
@munificent - For [writing the book](http://craftinginterpreters.com/) that sparked my interest in langdev
# Patreon Supporters
You can show your support and be listed here by joining my [Patreon](https://patreon.com/krgamestudios).
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remote_theme: pages-themes/slate@v0.2.0
plugins:
- jekyll-remote-theme # add this line to the plugins list if you already have one
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<title>Toy | A Toy Programming Langauge</title>
<meta name="description" content="A Toy Programming Language" />
<meta name="author" content="Kayne Ruse, Ratstail91" />
<meta name="keywords" content="programming,coding" />
<meta property="og:url" content="https://toylang.com" />
<meta property="og:type" content="website" />
<meta property="og:image" content="https://toylang.com/repo-preview.png" />
<meta property="og:title" content="Toy | A Toy Programming Language" />
<meta property="og:description" content="A Toy Programming Language" />
<meta property="twitter:card" content="summary_large_image" />
<meta property="twitter:url" content="https://toylang.com" />
<meta property="twitter:type" content="website" />
<meta property="twitter:image" content="https://toylang.com/repo-preview.png" />
<meta property="twitter:title" content="Toy | A Toy Programming Language" />
<meta property="twitter:description" content="A Toy Programming Language" />
<!-- Google tag (gtag.js) -->
<script async src="https://www.googletagmanager.com/gtag/js?id=G-57STKDE8LE"></script>
<script>
window.dataLayer = window.dataLayer || [];
function gtag(){dataLayer.push(arguments);}
gtag('js', new Date());
gtag('config', 'G-57STKDE8LE');
</script>
<!-- tweak for markdown layouts -->
<style>
* {tab-size: 4;}
</style>
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<!DOCTYPE html>
<html lang="{{ site.lang | default: "en-US" }}">
<head>
<meta charset='utf-8'>
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width,maximum-scale=2">
<link rel="stylesheet" type="text/css" media="screen" href="{{ '/assets/css/style.css?v=' | append: site.github.build_revision | relative_url }}">
{% include head-custom.html %}
</head>
<body>
<!-- HEADER -->
<div id="header_wrap" class="outer">
<header class="inner">
{% if site.github.is_project_page %}
<a id="forkme_banner" href="{{ site.github.repository_url }}">View on GitHub</a>
{% endif %}
<a rel="canonical" href="https://toylang.com/"><h1 id="project_title">{{ site.title | default: site.github.repository_name }}</h1></a>
<h2 id="project_tagline">{{ site.description | default: site.github.project_tagline }}</h2>
{% if site.show_downloads %}
<section id="downloads">
<a class="zip_download_link" href="{{ site.github.zip_url }}">Download this project as a .zip file</a>
<a class="tar_download_link" href="{{ site.github.tar_url }}">Download this project as a tar.gz file</a>
</section>
{% endif %}
</header>
</div>
<!-- MAIN CONTENT -->
<div id="main_content_wrap" class="outer">
<section id="main_content" class="inner" style="max-width: 840px;">
{{ content }}
</section>
</div>
<!-- FOOTER -->
<div id="footer_wrap" class="outer">
<footer class="inner">
{% if site.github.is_project_page %}
<p class="copyright">{{ site.title | default: site.github.repository_name }} maintained by <a href="{{ site.github.owner_url }}">{{ site.github.owner_name }}</a></p>
{% endif %}
<p>Published with <a href="https://pages.github.com">GitHub Pages</a></p>
</footer>
</div>
</body>
</html>
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<?xml version="1.0" encoding="utf-8"?>
<browserconfig>
<msapplication>
<tile>
<square150x150logo src="/mstile-150x150.png"/>
<TileColor>#da532c</TileColor>
</tile>
</msapplication>
</browserconfig>
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# drive_system.h
When accessing the file system through Toy (such as with the runner library), it's best practice to utilize the drive system - this system (tries to) prevent malicious accessing of files outside the designated folders. It does this by causing an error when a script tries to access a parent directory.
To use the drive system, first you must designate specific folders which can be accessed, like so:
```c
#include "drive_system.h"
int main(int argc, char* argv[]) {
//the drive system uses a LiteralDictionary, which must be initialized with this
Toy_initDriveSystem();
Toy_setDrivePath("scripts", "assets/scripts");
Toy_setDrivePath("sprites", "assets/sprites");
Toy_setDrivePath("fonts", "assets/fonts");
//TODO: do you stuff here
//clean up the drive dictionary when you're done
Toy_freeDriveSystem();
return 0;
}
```
This utility is intended mainly for libraries to use - as such, the core of Toy does not utilize it.
### Implementation Details
The drive system uses a Toy's Dictionary structure to store the mappings between keys and values - this dictionary object is a static global which persists for the lifetime of the program.
## Defined Functions
### void Toy_initDriveSystem()
This function initializes the drive system.
### void Toy_freeDriveSystem()
This function cleans up after the drive system is no longer needed.
### void Toy_setDrivePath(char* drive, char* path)
This function sets a key-value pair in the drive system. It uses C strings, since it is intended to be called directly from `main()`.
### Toy_Literal Toy_getDrivePathLiteral(Toy_Interpreter* interpreter, Toy_Literal* drivePathLiteral)
This function, when given a string literal of the correct format, will return a new string literal containing the relative filepath to a specified file.
The correct format is `drive:/path/to/filename`, where `drive` is a drive that was specified with `Toy_setDrivePath()`.
On failure, this function returns a null literal.
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# repl_tools.h
This header provides a number of tools for compiling and running Toy, and is used primarily by the REPL. However, it can also be modified and used by any host program with a little effort.
This is not a core part of Toy or a library, and as such `repl_tools.h` and `repl_tools.c` can both be found in the `repl/` folder.
## Defined Functions
### const char* Toy_readFile(const char* path, size_t* fileSize)
This function reads in a file, and returns it as a constant buffer. It also sets the variable pointed to by `fileSize` to the size of the given buffer.
On error, this function returns `NULL`.
### int Toy_writeFile(const char* path, const unsigned char* bytes, size_t size)
This function writes the buffer pointed to by `bytes` to a file specified by `path`. The buffer's size should be specified by `size`.
On error, this function returns a non-zero value.
### const unsigned char* Toy_compileString(const char* source, size_t* size)
This function takes a cstring of Toy source code, and returns a compiled buffer based on that source code. The variable pointed to by `size` is set to the size of the bytecode.
On error, this function returns `NULL`.
### void Toy_runBinary(const unsigned char* tb, size_t size)
This function takes a bytecode array of `size` size, and executes it. The libraries available to the code are currently:
* lib_about
* lib_standard
* lib_random
* lib_runner
### void Toy_runBinaryFile(const char* fname)
This function loads in the binary file specified by `fname`, and passes it to `Toy_runBinary()`.
### void Toy_runSource(const char* source)
This function compiles the source with `Toy_compileString()`, and passes it to `Toy_runBinary()`.
### void Toy_runSourceFile(const char* fname)
This function loads in the file specified by `fname`, compiles it, and passes it to `Toy_runBinary()`.
### void Toy_parseBinaryFileHeader(const char* fname)
This function parses the header information stored within the bytecode file `fname`.
This is only used for debugging and validation purposes.
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# toy_common.h
This file is generally included in most header files within Toy, as it is where the TOY_API macro is defined. It also has some utilities intended for use only by the REPL.
## Defined Macros
### TOY_API
This definition of this macro is platform-dependant, and used to enable cross-platform compilation of shared and static libraries.
### TOY_VERSION_MAJOR
The current major version of Toy. This value is embedded into the bytecode, and the interpreter will refuse to run bytecode with a major version that does not match its own version.
This value MUST fit into an unsigned char.
### TOY_VERSION_MINOR
The current minor version of Toy. This value is embedded into the bytecode, and the interpreter will refuse to run bytecode with a minor version that is greater than its own minor version.
This value MUST fit into an unsigned char.
### TOY_VERSION_PATCH
The current patch version of Toy. This value is embedded into the bytecode.
This value MUST fit into an unsigned char.
### TOY_VERSION_BUILD
The current build version of Toy. This value is embedded into the bytecode.
This evaluates to a c-string, which contains build information such as compilation date and time of the interpreter. When in verbose mode, the compiler will display a warning if the build version of the bytecode does not match the build version of the interpreter.
This macro may also be used to store additional information about forks of the Toy codebase.
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# toy_compiler.h
This header defines the compiler structure, which is used to transform abstract syntax trees into usable intermediate bytecode. There are two steps to generating bytecode - the writing step, and the collation step.
During the writing step, the core of the program is generated, along with a series of literals representing the values within the program; these values are compressed and flattened into semi-unrecognizable forms. If the same literal is used multiple times in a program, such as a variable name, the name itself is replaced by a reference to the flattened literals within the cache.
During the collation step, everything from the core programs execution instructions, the flattened literals, the functions (which have their own sections and protocols within the bytecode) and version information (such as the macros defined in toy_common.h) are all combined into a single buffer of bytes, known as bytecode. This bytecode can then be safely saved to a file or immediately executed.
## Define Functions
Executing the following functions out-of-order causes undefined behaviour.
### void Toy_initCompiler(Toy_Compiler* compiler)
This function initializes the given compiler.
### void Toy_writeCompiler(Toy_Compiler* compiler, Toy_ASTNode* node)
This function writes the given `node` argument to the compiler. During the writing step, this function may be called repeatedly, with a stream of results from `Toy_scanParser()`, until `Toy_scanParser()` returns `NULL`.
### unsigned char* Toy_collateCompiler(Toy_Compiler* compiler, size_t* size)
This function returns a buffer of bytes, known as "bytecode", created from the given compiler; it also stores the size of the bytecode in the variable pointed to by `size`.
Calling `Toy_collateCompiler()` multiple times on the same compiler will produce undefined behaviour.
### void Toy_freeCompiler(Toy_Compiler* compiler)
This function frees a compiler. Calling this on a compiler which has not been collated will free that compiler as expected - anything written to it will be lost.
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# toy.h - A Toy Programming Language
If you're looking how to use Toy directly, try https://toylang.com/
Otherwise, this header may help learn how Toy works internally.
## Utilities
These headers define a bunch of useful macros, based on what platform you build for.
The most important macro is `TOY_API`, which specifies functions intended for the end user.
* [toy_common.h](toy_common_h.md)
* [toy_console_colors.h](toy_console_colors_h.md)
* [toy_memory.h](toy_memory_h.md)
## Core Pipeline
From source to execution, each step is as follows:
```
source -> lexer -> token
token -> parser -> AST
AST -> compiler -> bytecode
bytecode -> interpreter -> result
```
I should note that the parser -> compiler phase is actually made up of two steps - the write step and the collate step. See `Toy_compileString()` in `repl/repl_tools.c` for an example of how to compile properly.
* [toy_lexer.h](toy_lexer_h.md)
* [toy_parser.h](toy_parser_h.md)
* [toy_compiler.h](toy_compiler_h.md)
* [toy_interpreter.h](toy_interpreter_h.md)
## Building Block Structures
Literals represent any value within the language, including some internal ones that you never see.
Literal arrays are contiguous arrays within memory, and are the most heavily used structure in Toy.
Literal dictionaries are unordered key-value hashmaps, that use a running strategy for collisions.
* [toy_literal.h](toy_literal_h.md)
* [toy_literal_array.h](toy_literal_array_h.md)
* [toy_literal_dictionary.h](toy_literal_dictionary_h.md)
## Other Components
You probably won't use these directly, but they're a good learning opportunity.
`Toy_Scope` holds the variables of a specific scope within Toy - be it a script, a function, a block, etc. Scopes are also where the type system lives at runtime. They use identifier literals as keys, exclusively.
`Toy_RefString` is a utility class that wraps traditional C strings, making them less memory intensive and faster to copy and move. In reality, since strings are considered immutable, multiple variables can point to the same string to save memory, and you can just create a new one of these vars pointing to the original rather than copying entirely for a speed boost. This module has its own memory allocator system that is plugged into the main memory allocator.
`Toy_RefFunction` acts similarly to `Toy_RefString`, but instead operates on function bytecode.
* [toy_scope.h](toy_scope_h.md)
* [toy_refstring.h](toy_refstring_h.md)
* [toy_reffunction.h](toy_reffunction_h.md)
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# toy_interpreter.h
This header defines the interpreter structure, which is the beating heart of Toy.
`Toy_Interpreter` is a stack-based, bytecode-driven interpreter with a number of customisation options, including "hooks"; native C functions wrapped in `Toy_Literal` instances, injected into the interpreter in order to give the Toy scripts access to libraries via the `import` keyword. The hooks, when invoked this way, can then inject further native functions into the interpreter's current scope. Exactly which hooks are made available varies by host program, but `standard` is the most commonly included one.
Another useful customisation feature is the ability to redirect output from the `print` and `assert` keywords, as well as any internal errors that occur. This can allow you to add in a logging system, or even hook the `print` statement up to some kind of HUD.
## Defined Interfaces
Note: These interfaces are *actually* defined in [toy_literal.h](toy_literal_h.md) but are documented here, because this is where it matters most.
### typedef void (*Toy_PrintFn)(const char*)
This is the interface used by "print functions" - that is, functions used to print messages from the `print` and `assert` keywords, as well as internal interpreter errors.
### typedef int (*Toy_NativeFn)(struct Toy_Interpreter* interpreter, struct Toy_LiteralArray* arguments)
This is the interface used by "native functions" - that is, functions written in C which can be called directly by Toy scripts.
The arguments to the function are passed in as a `Toy_LiteralArray`.
### typedef int (*Toy_HookFn)(struct Toy_Interpreter* interpreter, struct Toy_Literal identifier, struct Toy_Literal alias)
This is the interface used by "hook functions" - that is, functions written in C which are invoked by using the `import` keyword, and are intended to inject other native functions into the current scope. While hook functions are capable of doing other things, this is greatly discouraged.
The identifier of the library (its name) is passed in as a `Toy_Literal`, as is any given alias; if no alias is given, then `alias` will be a null literal. Here, the identifier is `standard`, while the alias is `std`.
```
import standard as std;
```
Conventionally, when an alias is given, all the functions should instead be inserted into a `Toy_LiteralDictionary` which is then inserted into the scope with the alias as its identifier.
## Defined Functions
### void Toy_initInterpreter(Toy_Interpreter* interpreter)
This function initializes the interpreter. It allocates memory for internal systems such as the stack, and zeroes-out systems that have yet to be invoked. Internally, it also invokes `Toy_resetInterpreter` to initialize the environment.
### void Toy_runInterpreter(Toy_Interpreter* interpreter, const unsigned char* bytecode, size_t length)
This function takes a `Toy_Interpreter` and `bytecode` (as well as the `length` of the bytecode), checks its version information, parses and un-flattens the literal cache, and executes the compiled program stored in the bytecode. This function also consumes the bytecode, so the `bytecode` argument is no longer valid after calls.
If the given bytecode's embedded version is not compatible with the current interpreter, then this function will refuse to execute.
Re-using a `Toy_Interpreter` instance without first resetting it is possible (that's how the REPL works), however doing so may have unintended consequences if the scripts are not intended to be used in such a way. Any variables declared will persist.
### void Toy_resetInterpreter(Toy_Interpreter* interpreter)
This function frees any scopes that the scripts have built up, and generates a new one. It also injects several globally available functions:
* set
* get
* push
* pop
* length
* clear
### void Toy_freeInterpreter(Toy_Interpreter* interpreter)
This function frees a `Toy_Interpreter`, clearing all the memory used within. That interpreter is no longer valid for use, and must be re-initialized.
### bool Toy_injectNativeFn(Toy_Interpreter* interpreter, const char* name, Toy_NativeFn func)
This function will inject the given native function `func` into the `Toy_Interpreter`'s current scope, with the identifier as `name`. Both the name and function will be converted into literals internally before being stored. It will return true on success, otherwise it will return false.
The primary use of this function is within hooks.
### bool Toy_injectNativeHook(Toy_Interpreter* interpreter, const char* name, Toy_HookFn hook)
This function will inject the given native function `hook` into the `Toy_Interpreter`'s hook cache, with the identifier as `name`. Both the name and the function will be converted into literals internally before being stored. It will return true on success, otherwise it will return false.
Hooks are invoked with the `import` keyword within Toy's scripts.
### bool Toy_callLiteralFn(Toy_Interpreter* interpreter, Toy_Literal func, Toy_LiteralArray* arguments, Toy_LiteralArray* returns)
This function calls a `Toy_Literal` which contains a function, with the arguments to that function passed in as `arguments` and the results stored in `returns`. It returns true on success, otherwise it returns false.
The literal `func` can be either a native function or a Toy function, but it won't execute a hook.
### bool Toy_callFn(Toy_Interpreter* interpreter, const char* name, Toy_LiteralArray* arguments, Toy_LiteralArray* returns)
This utility function will find a `Toy_literal` within the `Toy_Interpreter`'s scope with an identifier that matches `name`, and will invoke it using `Toy_callLiteralFn` (passing in `arguments` and `returns` as expected).
### bool Toy_parseIdentifierToValue(Toy_Interpreter* interpreter, Toy_Literal* literalPtr)
Sometimes, native functions will receive `Toy_Literal` identifiers instead of the values - the correct values can be retrieved from the given interpreter's scope using the following pattern:
```c
Toy_Literal foobarIdn = foobar;
if (TOY_IS_IDENTIFIER(foobar) && Toy_parseIdentifierToValue(interpreter, &foobar)) {
freeLiteral(foobarIdn); //remember to free the identifier
}
```
### void Toy_setInterpreterPrint(Toy_Interpreter* interpreter, Toy_PrintFn printOutput)
This function sets the function called by the `print` keyword. By default, the following wrapper is used:
```c
static void printWrapper(const char* output) {
printf("%s\n", output);
}
```
Note: The above is a very minor lie - in reality, there are some preprocessor directives to allow the REPL's `-n` flag to work.
### void Toy_setInterpreterAssert(Toy_Interpreter* interpreter, Toy_PrintFn assertOutput)
This function sets the function called by the `assert` keyword on failure. By default, the following wrapper is used:
```c
static void assertWrapper(const char* output) {
fprintf(stderr, "Assertion failure: %s\n", output);
}
```
### void Toy_setInterpreterError(Toy_Interpreter* interpreter, Toy_PrintFn errorOutput)
This function sets the function called when an error occurs within the interpreter. By default, the following wrapper is used:
```c
static void errorWrapper(const char* output) {
fprintf(stderr, "%s", output); //no newline
}
```
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# toy_lexer.h
This header defines the lexer and token structures, which can be bound to a piece of source code, and used to tokenize it within a parser.
## Defined Functions
### void Toy_initLexer(Toy_Lexer* lexer, const char* source)
This function initializes a lexer, binding it to the `source` parameter; the lexer is now ready to be passed to the parser.
### Toy_Token Toy_private_scanLexer(Toy_Lexer* lexer)
This function "scans" the lexer, returning a token to the parser.
Private functions are not intended for general use.
### void Toy_private_printToken(Toy_Token* token)
This function prints a given token to stdout.
Private functions are not intended for general use.
### void Toy_private_setComments(Toy_Lexer* lexer, bool enabled)
This function sets whether comments are allowed within source code. By default, comments are allowed, and are only disabled in the REPL.
Private functions are not intended for general use.
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# literal_array.h
This header defines the array structure, which manages a series of `Toy_Literal` instances in sequential memory. The array does not take ownership of given literals, instead it makes an internal copy.
The array type is one of two fundamental data structures used throughout Toy - the other is the dictionary.
## Defined Functions
### void Toy_freeLiteralArray(Toy_LiteralArray* array)
This function frees a `Toy_LiteralArray` pointed to by `array`. Every literal within is passed to `Toy_freeLiteral()` before its memory is released.
### int Toy_pushLiteralArray(Toy_LiteralArray* array, Toy_Literal literal)
This function adds a new `literal` to the end of the `array`, growing the array's internal buffer if needed.
This function returns the index of the inserted value.
### Toy_Literal Toy_popLiteralArray(Toy_LiteralArray* array)
This function removes the literal at the end of the `array`, and returns it.
### bool Toy_setLiteralArray(Toy_LiteralArray* array, Toy_Literal index, Toy_Literal value)
This function frees the literal at the position represented by the integer literal `index`, and stores `value` in its place.
This function returns true on success, otherwise it returns false.
### Toy_Literal Toy_getLiteralArray(Toy_LiteralArray* array, Toy_Literal index)
This function returns the literal at the position represented by the integer literal `index`, or returns a null literal if none is found.
If `index` is not an integer literal or is out of bounds, this function returns a null literal.
### int Toy_private_findLiteralIndex(Toy_LiteralArray* array, Toy_Literal literal)
This function scans through the array, and returns the index of the first element that matches the given `literal`, otherwise it returns -1.
Private functions are not intended for general use.
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# toy_literal_dictionary.h
This header defines the dictionary structure (as well as the private entry structure), which manages a series of `Toy_Literal` instances stored in a key-value hash map. The dictionary does not take ownership of given literals, instead it makes an internal copy.
The dictionary type is one of two fundamental data structures used throughout Toy - the other is the array.
## Defined Macros
### TOY_DICTIONARY_MAX_LOAD
If the contents of a dictionary exceeds this percentage of its capacity, then a new buffer is created, the old contents are copied over one-by-one, and the original buffer is freed.
Since this process can be memory and time intensive, a configurable macro is used to allow for fine-grained control across the language.
The current default value is `0.75`, representing 75% capacity.
## Defined Functions
### void Toy_initLiteralDictionary(Toy_LiteralDictionary* dictionary)
This function initializes the `Toy_LiteralDictionary` pointed to by `dictionary`.
### void Toy_freeLiteralDictionary(Toy_LiteralDictionary* dictionary)
This function frees a `Toy_LiteralDictionary` pointed to by `dictionary`. Every literal within is passed to `Toy_freeLiteral()` before its memory is released.
### void Toy_setLiteralDictionary(Toy_LiteralDictionary* dictionary, Toy_Literal key, Toy_Literal value)
This function inserts the given key-value pair of literals into `dictionary`, creating it if it doesn't exist, or freeing and overwriting it if `key` is already present. This function may also expand the memory buffer if needed.
When expanding the memory buffer, a full copy of the existing dictionary's contents is created - this can be memory intensive.
Literal functions and opaques cannot be used as keys.
### Toy_Literal Toy_getLiteralDictionary(Toy_LiteralDictionary* dictionary, Toy_Literal key)
This function returns the value of the literal within `dictionary` identified by `key`, or a null literal if it doesn't exist.
Literal functions and opaques cannot be used as keys.
### void Toy_removeLiteralDictionary(Toy_LiteralDictionary* dictionary, Toy_Literal key)
This function removes the key-value pair of literals from `dictionary` identified by `key`, if it exists.
Literal functions and opaques cannot be used as keys.
### bool Toy_existsLiteralDictionary(Toy_LiteralDictionary* dictionary, Toy_Literal key)
This function returns true if the key-value pair identified by `key` exists within `dictionary`, otherwise it returns false.
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# toy_literal.h
This header defines the literal structure, which is used extensively throughout Toy to represent values of some kind.
The main way of interacting with literals is to use a macro of some kind, as the exact implementation of `Toy_Literal` has and will change based on the needs of Toy.
User data can be passed around within Toy as an opaque type - use the tag value for determining what kind of opaque it is, or leave it as 0.
## Defined Enums
### Toy_LiteralType
* `TOY_LITERAL_NULL`
* `TOY_LITERAL_BOOLEAN`
* `TOY_LITERAL_INTEGER`
* `TOY_LITERAL_FLOAT`
* `TOY_LITERAL_STRING`
* `TOY_LITERAL_ARRAY`
* `TOY_LITERAL_DICTIONARY`
* `TOY_LITERAL_FUNCTION`
* `TOY_LITERAL_FUNCTION_NATIVE`
* `TOY_LITERAL_FUNCTION_HOOK`
* `TOY_LITERAL_IDENTIFIER`
* `TOY_LITERAL_TYPE`
* `TOY_LITERAL_OPAQUE`
* `TOY_LITERAL_ANY`
These are the main values of `Toy_LiteralType`, each of which represents a potential state of the `Toy_Literal` structure. Do not interact with a literal without determining its type with the `IS_*` macros first.
Other type values are possible, but are only used internally.
## Defined Macros
The following macros are used to determine if a given literal, passed in as `value`, is of a specific type. It should be noted that `TOY_IS_FUNCTION` will return false for native and hook functions.
* `TOY_IS_NULL(value)`
* `TOY_IS_BOOLEAN(value)`
* `TOY_IS_INTEGER(value)`
* `TOY_IS_FLOAT(value)`
* `TOY_IS_STRING(value)`
* `TOY_IS_ARRAY(value)`
* `TOY_IS_DICTIONARY(value)`
* `TOY_IS_FUNCTION(value)`
* `TOY_IS_FUNCTION_NATIVE(value)`
* `TOY_IS_FUNCTION_HOOK(value)`
* `TOY_IS_IDENTIFIER(value)`
* `TOY_IS_TYPE(value)`
* `TOY_IS_OPAQUE(value)`
The following macros are used to cast a literal to a specific C type to be used.
* `TOY_AS_BOOLEAN(value)`
* `TOY_AS_INTEGER(value)`
* `TOY_AS_FLOAT(value)`
* `TOY_AS_STRING(value)`
* `TOY_AS_ARRAY(value)`
* `TOY_AS_DICTIONARY(value)`
* `TOY_AS_FUNCTION(value)`
* `TOY_AS_FUNCTION_NATIVE(value)`
* `TOY_AS_FUNCTION_HOOK(value)`
* `TOY_AS_IDENTIFIER(value)`
* `TOY_AS_TYPE(value)`
* `TOY_AS_OPAQUE(value)`
The following macros are used to create a new literal, with the given `value` as it's internal value.
* `TOY_TO_NULL_LITERAL` - does not need parentheses
* `TOY_TO_BOOLEAN_LITERAL(value)`
* `TOY_TO_INTEGER_LITERAL(value)`
* `TOY_TO_FLOAT_LITERAL(value)`
* `TOY_TO_STRING_LITERAL(value)`
* `TOY_TO_ARRAY_LITERAL(value)`
* `TOY_TO_DICTIONARY_LITERAL(value)`
* `TOY_TO_FUNCTION_LITERAL(value, l)` - `l` represents the length of the bytecode passed as `value`
* `TOY_TO_FUNCTION_NATIVE_LITERAL(value)`
* `TOY_TO_FUNCTION_HOOK_LITERAL(value)`
* `TOY_TO_IDENTIFIER_LITERAL(value)`
* `TOY_TO_TYPE_LITERAL(value, c)` - `c` is the true of the type should be const
* `TOY_TO_OPAQUE_LITERAL(value, t)` - `t` is the integer tag
## More Defined Macros
The following macros are utilities used throughout Toy's internals, and are available for the user as well.
### TOY_IS_TRUTHY(x)
Returns true if the literal `x` is truthy, otherwise it returns false.
Currently, every value is considered truthy except `false`, which is falsy and `null`, which is neither true nor false.
### TOY_AS_FUNCTION_BYTECODE_LENGTH(lit)
Returns the length of a Toy function's bytecode.
This macro is only valid on `TOY_LITERAL_FUNCTION`.
### TOY_MAX_STRING_LENGTH
The maximum length of a string in Toy, which is 4096 bytes by default. This can be changed at compile time, but the results of doing so are not officially supported.
### TOY_HASH_I(lit)
Identifiers are the names of values within Toy; to speed up execution, their "hash value" is computed at compile time and stored within them. Use this to access it, if needed.
This macro is only valid on `TOY_LITERAL_IDENTIFIER`.
### TOY_TYPE_PUSH_SUBTYPE(lit, subtype)
When building a complex type, such as the type of an array or dictionary, you may need to specify inner types. Use this to push a `subtype`. Calling `Toy_freeLiteral()` on the outermost type should clean up all inner types, as expected.
This macro returns the index of the newly pushed value within its parent.
This macro is only valid on `TOY_LITERAL_TYPE`, for both `type` and `subtype`.
### TOY_GET_OPAQUE_TAG(o)
Returns the value of the opaque `o`'s tag.
This macro is only valid on `TOY_LITERAL_OPAQUE`.
## Defined Functions
### void Toy_freeLiteral(Toy_Literal literal)
This function frees the given literal's memory. Any internal pointers are now invalid.
This function should be called on EVERY literal when it is no longer needed, regardless of type.
### Toy_Literal Toy_copyLiteral(Toy_Literal original)
This function returns a copy of the given literal. Literals should never be copied without this function, as it handles a lot of internal memory allocations.
### bool Toy_literalsAreEqual(Toy_Literal lhs, Toy_Literal rhs)
This checks to see if two given literals are equal.
When an integer and a float are compared, the integer is coerced into a float for the duration of the call.
Arrays or dictionaries are equal only if their keys and values all equal. Likewise, types only equal if all subtypes are equal, in order.
Functions and opaques are never equal to anything, while values with the type `TOY_LITERAL_ANY` are always equal.
### int Toy_hashLiteral(Toy_Literal lit)
This finds the hash of a literal, for various purposes. Different hashing algorithms are used for different types, and some types can't be hashed at all.
Types that can't be hashed are
* all kinds of functions
* type
* opaque
* any
In the case of identifiers, their hashes are precomputed on creation and are stored within the literal.
### void Toy_printLiteral(Toy_Literal literal)
This wraps a call to `Toy_printLiteralCustom`, with a printf-stdout wrapper as `printFn`.
### void Toy_printLiteralCustom(Toy_Literal literal, PrintFn printFn)
This function passes the string representation of `literal` to `printFn`.
This function is not thread safe - due to the loopy and recursive nature of printing compound values, this function uses some globally persistent variables.
### bool Toy_private_isTruthy(Toy_Literal x)
Utilized by the `TOY_IS_TRUTHY` macro.
Private functions are not intended for general use.
### bool Toy_private_toIdentifierLiteral(Toy_RefString* ptr)
Utilized by the `TOY_TO_IDENTIFIER_LITERAL` macro.
Private functions are not intended for general use.
### bool Toy_private_typePushSubtype(Toy_Literal* lit, Toy_Literal subtype)
Utilized by the `TOY_TYPE_PUSH_SUBTYPE` macro.
Private functions are not intended for general use.
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# toy_memory.h
This header defines all the memory management utilities. Any and all heap-based memory management goes through these utilities.
A default memory allocator function is used internally, but it can be overwritten for diagnostic and platform related purposes.
## Defined Macros
### TOY_GROW_CAPACITY(capacity)
This macro calculates, in place, what size of memory should be allocated based on the previous size.
### TOY_GROW_CAPACITY_FAST(capacity)
This macro calculates, in place, what size of memory should be allocated based on the previous size. It grows faster than `TOY_GROW_CAPACITY`.
### TOY_FREE(type, pointer)
This macro wraps `Toy_reallocate()`, which itself calls the allocator function. `type` is the type that will be freed, and `pointer` is to what is being freed. This should only be used when a single element has been allocated, as opposed to an array.
### TOY_FREE_ARRAY(type, pointer, oldCount)
This macro wraps `Toy_reallocate()`, which itself calls the allocator function. `type` is the type that will be freed, `pointer` is a reference to what is being freed, and `oldCount` is the size of the array being freed. This should only be used when an array has been allocated, as opposed to a single element.
### TOY_GROW_ARRAY(type, pointer, oldCount, count)
This macro wraps `Toy_reallocate()`, which itself calls the allocator function. `type` is the type that is being operated on, `pointer` is what is being resized, `oldCount` is the previous size of the array and `count` is the new size of the array (usually calculated with `TOY_GROW_CAPACITY`).
This returns a pointer of `type`.
### TOY_SHRINK_ARRAY(type, pointer, oldCount, count)
This macro wraps `Toy_reallocate()`, which itself calls the allocator function. `type` is the type that is being operated on, `pointer` is what is being resized, `oldCount` is the previous size of the array and `count` is the new size of the array.
This returns a pointer of `type`.
## Defined Interfaces
### typedef void* (*Toy_MemoryAllocatorFn)(void* pointer, size_t oldSize, size_t newSize)
This function interface is used for defining any memory allocator functions.
Any and all memory allocator functions should:
* Take a `pointer` to a previously allocated block of memory, or `NULL`
* Take the `oldSize`, which is the previous size of the `pointer` allocated, in bytes (`oldSize` can be 0)
* Take the `newSize`, which is the new size of the buffer to be allocated, in bytes (`newSize` can be 0)
* Return the newly allocated buffer, or `NULL` if `newSize` is zero
* Return `NULL` on error
## Defined Functions
### TOY_API void* Toy_reallocate(void* pointer, size_t oldSize, size_t newSize)
This function shouldn't be called directly. Instead, use one of the given macros.
This function wraps a call to the internal assigned memory allocator.
### void Toy_setMemoryAllocator(Toy_MemoryAllocatorFn)
This function sets the memory allocator, replacing the default memory allocator.
This function also overwrites any given refstring and reffunction memory allocators, see [toy_refstring.h](toy_refstring_h.md).
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# toy_parser.h
This header defines the parser structure which, after being initialized with a lexer produces a series of abstract syntax trees to be passed to the compiler. The following is a utility function provided by [repl_tools.h](repl_tools_h.md), demonstrating how to use the parser.
```c
//generate bytecode from a given string
const unsigned char* Toy_compileString(const char* source, size_t* size) {
//declare the relevant instances
Toy_Lexer lexer;
Toy_Parser parser;
Toy_Compiler compiler;
//initialize each of them
Toy_initLexer(&lexer, source);
Toy_initParser(&parser, &lexer);
Toy_initCompiler(&compiler);
//when the parser returns NULL, it is finished
Toy_ASTNode* node = Toy_scanParser(&parser);
while(node != NULL) {
//if the parser returns an error node, clean up and exit gracefully
if (node->type == TOY_AST_NODE_ERROR) {
Toy_freeASTNode(node);
Toy_freeCompiler(&compiler);
Toy_freeParser(&parser);
//no need to clean the lexer
return NULL;
}
//write the node to the compiler
Toy_writeCompiler(&compiler, node);
Toy_freeASTNode(node);
//grab the next node
node = Toy_scanParser(&parser);
}
//get the bytecode to be returned
const unsigned char* tb = Toy_collateCompiler(&compiler, size);
//cleanup
Toy_freeCompiler(&compiler);
Toy_freeParser(&parser);
//no need to clean the lexer
//finally
return tb;
}
```
## Defined Functions
### void Toy_initParser(Toy_Parser* parser, Toy_Lexer* lexer)
This function initializes a `Toy_Parser`, binding the given `Toy_Lexer` to it.
### void Toy_freeParser(Toy_Parser* parser)
This function frees a `Toy_Parser` once its task is completed.
### Toy_ASTNode* Toy_scanParser(Toy_Parser* parser)
This function returns an abstract syntax tree representing part of the program, or an error node. The abstract syntax tree must be passed to `Toy_writeCompiler()` and/or `Toy_freeASTNode()`.
This function should be called repeatedly until it returns `NULL`, indicating the end of the program.
### void Toy_freeASTNode(Toy_ASTNode* node)
This function cleans up any valid instance of `Toy_ASTNode` pointer passed to it. It is most commonly used to clean up the values returned by `Toy_scanParser`, after they have been passed to `Toy_writeCompiler`, or when the node is an error node.
Note: this function is *actually* defined in toy_ast_node.h, but documented here, because this is where it matters most.
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# toy_reffunction.h
This header defines the Toy_RefFunction structure, as well as all the related utilities.
See [Toy_RefString](toy_refstring_h.md) for more information about the reference pattern.
This module reserves the right to instead preform a deep copy when it sees fit (this is for future debugging purposes).
## Defined Interfaces
### typedef void* (*Toy_RefFunctionAllocatorFn)(void* pointer, size_t oldSize, size_t newSize)
This interface conforms to Toy's memory API, and generally shouldn't be used without a good reason.
## Defined Functions
### void Toy_setRefFunctionAllocatorFn(Toy_RefFunctionAllocatorFn)
This function conforms to and is invoked by Toy's memory API, and generally shouldn't be used without a good reason.
### Toy_RefFunction* Toy_createRefFunction(const void* data, size_t length)
This function returns a new `Toy_RefFunction`, containing a copy of `data`, or `NULL` on error.
This function also sets the returned `refFunction`'s reference counter to 1.
### void Toy_deleteRefFunction(Toy_RefFunction* refFunction)
This function reduces the `refFunction`'s reference counter by 1 and, if it reaches 0, frees the memory.
### int Toy_countRefFunction(Toy_RefFunction* refFunction)
This function returns the total number of references to `refFunction`, for debugging.
### size_t Toy_lengthRefFunction(Toy_RefFunction* refFunction)
This function returns the length of the underlying bytecode of `refFunction`.
### Toy_RefFunction* Toy_copyRefFunction(Toy_RefFunction* refFunction)
This function increases the reference counter of `refFunction` by 1, before returning the given pointer.
This function reserves the right to create a deep copy where needed.
### Toy_RefFunction* Toy_deepCopyRefFunction(Toy_RefFunction* refFunction)
This function behaves identically to `Toy_copyRefFunction`, except that it explicitly forces a deep copy of the internal memory. Using this function should be done carefully, as it incurs a performance penalty that negates the benefit of this module.
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# toy_refstring.h
This header defines the structure `Toy_RefString`, as well as all the related utilities.
[refstring](https://github.com/Ratstail91/refstring) is a stand-alone utility written to reduce the amount of memory manipulation used within Toy. It was independently written and tested, before being incorporated into Toy proper. As such, it has its own memory management API, which by default is tied into Toy's [core memory API](toy_memory_h.md).
Instances of `Toy_RefString` are reference counted - that is, rather than copying an existing string in memory, a pointer to the refstring is returned, and the internal reference counter is increased by 1. When the pointer is no longer needed, `Toy_DeleteRefString` can be called; this will decrement the internal reference counter by 1, and only free it when it reaches 0. This has multiple benefits, when used correctly:
* Reduced memory usage
* Faster program execution
This module reserves the right to instead preform a deep copy when it sees fit (this is for future debugging purposes).
## Defined Interfaces
### typedef void* (*Toy_RefStringAllocatorFn)(void* pointer, size_t oldSize, size_t newSize)
This interface conforms to Toy's memory API, and generally shouldn't be used without a good reason.
## Defined Functions
### void Toy_setRefStringAllocatorFn(Toy_RefStringAllocatorFn)
This function conforms to and is invoked by Toy's memory API, and generally shouldn't be used without a good reason.
### Toy_RefString* Toy_createRefString(const char* cstring)
This function wraps `Toy_CreateRefStringLength`, by determining the length of the given `cstring` and passing it to the other function.
### Toy_RefString* Toy_createRefStringLength(const char* cstring, size_t length)
This function returns a new `Toy_RefString`, containing a copy of `cstring`, or `NULL` on error.
This function also sets the returned refstring's reference counter to 1.
### void Toy_deleteRefString(Toy_RefString* refString)
This function reduces the `refString`'s reference counter by 1 and, if it reaches 0, frees the memory.
### int Toy_countRefString(Toy_RefString* refString)
This function returns the total number of references to `refString`, for debugging.
### size_t Toy_lengthRefString(Toy_RefString* refString)
This function returns the length of the underlying cstring of `refString`.
### Toy_RefString* Toy_copyRefString(Toy_RefString* refString)
This function increases the reference counter of `refString` by 1, before returning the given pointer.
This function reserves the right to create a deep copy where needed.
### Toy_RefString* Toy_deepCopyRefString(Toy_RefString* refString)
This function behaves identically to `Toy_copyRefString`, except that it explicitly forces a deep copy of the internal memory. Using this function should be done carefully, as it incurs a performance penalty that negates the benefit of this module.
### const char* Toy_toCString(Toy_RefString* refString)
This function exposes the interal cstring of `refString`. Only use this function when dealing with external APIs.
### bool Toy_equalsRefString(Toy_RefString* lhs, Toy_RefString* rhs)
This function returns true when the two refstrings are either the same refstring, or contain the same value. Otherwise, it returns false.
### bool Toy_equalsRefStringCString(Toy_RefString* lhs, char* cstring)
This function returns true when the `refString` contains the same value as the `cstring`. Otherwise, it returns false.
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# toy_scope.h
This header defines the scope structure, which stores all the variables used within a given block of code.
Scopes are arranged into a linked list of ancestors, each of which is reference counted. When a scope is popped off the end of the chain, every ancestor scope has its reference counter reduced by 1 and, if any reach 0, they are freed.
This is also where Toy's type system lives.
## Defined Functions
### Toy_Scope* Toy_pushScope(Toy_Scope* scope)
This function creates a new `Toy_scope` with `scope` as it's ancestor, and returns it.
### Toy_Scope* Toy_popScope(Toy_Scope* scope)
This function frees the given `scope`, and returns its ancestor.
### Toy_Scope* Toy_copyScope(Toy_Scope* original)
This function copies an existing scope, and returns the copy.
This copies the internal dictionaries, so it can be memory intensive.
### bool Toy_declareScopeVariable(Toy_Scope* scope, Toy_Literal key, Toy_Literal type)
This function declares a new variable `key` within `scope`, giving it the type of `type`.
This function returns true on success, otherwise it returns failure (such as if the given key already exists).
### bool Toy_isDeclaredScopeVariable(Toy_Scope* scope, Toy_Literal key)
This function checks to see if a given variable with the name `key` has been previously declared.
### bool Toy_setScopeVariable(Toy_Scope* scope, Toy_Literal key, Toy_Literal value, bool constCheck)
This function sets an existing variable named `key` to the value of `value`. This function fails if `constCheck` is true and the given key's type has the constant flag set. It also fails if the given key doesn't exist.
This function returns true on success, otherwise it returns false.
### bool Toy_getScopeVariable(Toy_Scope* scope, Toy_Literal key, Toy_Literal* value)
This function sets the literal pointed to by `value` to equal the variable named `key`.
This function returns true on success, otherwise it returns false.
### Toy_Literal Toy_getScopeType(Toy_Scope* scope, Toy_Literal key)
This function returns a new `Toy_Literal` representing the type of the variable named `key`.
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# Building Toy
This tutorial assumes you're using git, GCC, and make.
To embed toy into your program, simply clone the [git repository](https://github.com/Ratstail91/Toy).
Toy's makefile uses the exported variable `TOY_OUTDIR` to define where the output of the build command will place the result. If you're building Toy as a submodule (which is recommended), then you MUST set this value to a directory name, relative to the root directory.
```make
export TOY_OUTDIR = out
```
Next, you'll want to run make the from within Toy's `source`, assuming the output directory has been created. There are two options for building Toy - `library` (default) or `static`; the former will create a shared library (and a .dll file on Windows), while the latter will create a static library.
```make
toy: $(OUTDIR)
$(MAKE) -C Toy/source
$(OUTDIR):
mkdir $(OUTDIR)
```
Finally, link against the outputted library, with the source directory as the location of the header files.
```make
all: $(OBJ) toy
$(CC) $(CFLAGS) -o $(OUT) $(OBJ) -L$(TOY_OUTDIR) -ltoy
```
These snippets of makefile are only an example - the repository has a more fully featured set of makefiles which can also produce a usable REPL program.
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# Compiling Toy
This tutorial is a subsection of [Embedding Toy](deep-dive/embedding-toy) that has been spun off into its own page for the sake of brevity/sanity. It's recommended that you read the main article first.
The exact phases outlined here are entirely implementation-dependent - that is, they aren't required, and are simply how the canonical implementation of Toy works.
## How the Compilation works
There are four main phases to running a Toy source file. These are:
```
lexing -> parsing -> compiling -> interpreting
```
Each phase has a dedicated set of functions and structures, as well as intermediate structures between these that carry information.
```
source -> lexer -> token
token -> parser -> AST
AST -> compiler -> bytecode
bytecode -> interpreter -> result
```
## Lexer
Exactly how the source code is loaded into a C-string is left up to the user, however once it's loaded, it can be bound to a `Toy_Lexer` structure.
```c
Toy_Lexer lexer;
Toy_initLexer(&lexer, source);
```
The lexer, when invoked, will break down the string of characters into individual `Tokens`.
The lexer does not need to be freed after use, however the source code does.
## Parser
The `Toy_Parser` structure takes a `Toy_Lexer` as an argument when initialized.
```c
Toy_Parser parser;
Toy_initParser(&parser, &lexer);
Toy_ASTNode* node = Toy_scanParser(&parser);
Toy_freeParser(&parser);
```
The parser pumps the lexer for tokens, one at a time, and converts them into structures called Abstract Syntax Trees (or ASTs for short). Each AST represents a single top-level statement within the Toy script. You'll know when the parser is finished with the lexer's source when `Toy_scanParser()` begins returning `NULL` pointers.
The AST Nodes produced by `Toy_scanParser()` must be freed manually, and the parser itself should not be used again.
## Compiler
The actual compilation phase has two steps - instruction writing and collation.
```c
size_t size;
Toy_Compiler compiler;
Toy_initCompiler(&compiler);
Toy_writeCompiler(&compiler, node); //node is an Toy_ASTNode
unsigned char* tb = Toy_collateCompiler(&compiler, &size);
Toy_freeCompiler(&compiler);
```
The writing step is the process in which AST nodes are compressed into bytecode instructions, while literal values are extracted and placed aside in a cache (usually in a compressed, intermediate state).
The collation phase, however, is when the bytecode instructions, along with the now flattened intermediate literals and function bodies are combined. The bytecode header specified in [Developing Toy](deep-dive/developing-toy) is placed at the beginning of this blob of bytes during this step.
The Toy bytecode (abbreviated to `tb`), along with the `size` variable indicating the size of the bytecode, are the result of the compilation. This bytecode can be saved into a file for later consumption by the host at runtime - you must ensure that any bytecode files have the `.tb` extension.
Alternatively, the bytecode in memory can be passed directly to the interpreter.
## Interpreter
The interpreter acts based on the contents of the bytecode given to it.
```c
Toy_Interpreter interpreter;
Toy_initInterpreter(&interpreter);
Toy_runInterpreter(&interpreter, tb, size);
Toy_freeInterpreter(&interpreter);
```
Exactly how it accomplishes this task is implementation dependant - as long as the results match expectations.
## REPL
An example program, called `toyrepl`, is provided alongside Toy's core. This program can handle many things, such as loading, compiling and executing Toy scripts; it's capable of compiling any valid Toy program for later use, even those that rely on non-standard libraries. It also has a number of commonly needed libraries provided.
To get a list of options, run `toyrepl -h`.
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# Developing Toy
Here you'll find some of the implementation details.
# Bytecode
The output of Toy's compiler, and the input of the interpreter, is known as "bytecode". Here, I've attempted to fully document the layout of the canonical bytecode's structure, but since this was written after most of this was implemented, there may be small discrepancies present.
There are four main sections of the bytecode:
* Header
* Literal Cache
* Function Definitions
* Program Definition
## Bytecode Header Format
Note: The bytecode header format must not change.
This section is used to define what version of Toy is currently running, as well as to prevent any version/fork clashes.
The header consists of four values:
* TOY_VERSION_MAJOR
* TOY_VERSION_MINOR
* TOY_VERSION_PATCH
* TOY_VERSION_BUILD
The first three are single unsigned bytes, embedded at the beginning of the bytecode in sequence. These represent the major, minor and patch versions of the language. The fourth value is a null-terminated c-string of unspecified data, which is *intended* but not required to specify the time that the language's compiler was itself compiled. The build string can hold arbitrary data, such as the current maintainer's name, current fork of the language, or other versioning info.
There are some strict rules when interpreting these values (mimicking, but not conforming to [semver.org](https://semver.org/)):
* Under no circumstance, should you ever run bytecode whose major version is different - there are definitely broken APIs involved.
* Under no circumstance, should you ever run bytecode whose minor version is above the interpreter's minor version - the bytecode could potentially use unimplemented features.
* You may, at your own risk, attempt to run bytecode whose patch version is different.
* You may, at your own risk, attempt to run bytecode whose build version is different.
All interpreter implementations retain the right to reject any bytecode whose header data does not conform to the above specification.
The latest version information can be found in [toy_common.h](https://github.com/Ratstail91/Toy/blob/main/source/toy_common.h)
## Literal Cache
In Toy, a "Literal" is a value of some kind, be it an integer, or a dictionary, or even a variable name. Rather than embedding the same literal (potentially) many times within the bytecode, the "Literal Cache" was devised to act as an immutable, indexable repository of any literals needed. When bytecode is first loaded into the interpreter, the first thing that happens (after the header is parsed) is the reconstruction of the literal cache. The internal function `readInterpreterSections()` is responsible for this step.
The first `unsigned short` to be read from this section is `literalCount`, which defines the number of literals which are to be read. Once all literals have been read out of this section, the opcode `TOY_OP_SECTION_END` is expected to be consumed. Some preprocessor macros can also enable or disable debug printing functionality within the REPL.
The list of valid literal types are:
### TOY_LITERAL_NULL
This literal is simply inserted into the literal cache when encountered.
### TOY_LITERAL_BOOLEAN
This literal specifies that the next byte is its value, either true or false.
### TOY_LITERAL_INTEGER
This literal specifies that the next 4 bytes are its value, interpreted as a 32-bit integer.
### TOY_LITERAL_FLOAT
This literal specifies that the next 4 bytes are its value, interpreted as a 32-bit floating point integer.
### TOY_LITERAL_STRING
This literal specifies that the next collection of null terminated bytes are its value, interpreted as a null-terminated string.
### TOY_LITERAL_ARRAY_INTERMEDIATE
`TOY_LITERAL_ARRAY_INTERMEDIATE` specifies that the literal to be read is a flattened `LiteralArray`. A "flattened" compound literal does not actually store its contents, only references to its contents' positions within the literal cache.
To read this array, you must first read an `unsigned short` which specifies the size, then read that many additional `unsigned shorts`, which are indices. Finally, the original `LiteralArray` can be reconstructed using those indices, in order.
As the final step, the newly reconstructed `LiteralArray` is added to the literal cache.
### TOY_LITERAL_DICTIONARY_INTERMEDIATE
`TOY_LITERAL_DICTIONARY_INTERMEDIATE` specifies that the literal to be read is a flattened `LiteralDictionary`. A "flattened" compound literal does not actually store its contents, only references to its contents' positions within the literal cache.
To read this dictionary, you must first read an `unsigned short` which specifies the size (both keys and values), then read that many additional `unsigned shorts`, which are indices of keys and values. Finally, the original `LiteralDictionary` can be reconstructed using those key and value indices.
As the final step, the newly reconstructed `LiteralDictionary` is added to the literal cache.
### TOY_LITERAL_FUNCTION
When a `TOY_LITERAL_FUNCTION` is encountered, the next `unsigned short` to be read (the function index) should be converted into an integer literal, before having its type manually changed to `TOY_LITERAL_FUNCTION_INTERMEDIATE` for storage within the literal cache.
Functions will be processed properly in a later step - so this literal is added to the cache as a placeholder until that point.
### TOY_LITERAL_IDENTIFIER
This literal specifies that the next collection of null terminated bytes are its value, interpreted as a null-terminated string.
### TOY_LITERAL_TYPE
This literal specifies that the next byte is the type of a literal, and the following byte is a boolean specifying const-ness.
(This literal type may be integrated with `TOY_LITERAL_TYPE_INTERMEDIATE` at some point.)
### TOY_LITERAL_TYPE_INTERMEDIATE
This literal specifies that the next byte is the type of a literal, and the following byte is a boolean specifying const-ness.
Then, if the type is `TOY_LITERAL_ARRAY`, the following `unsigned short` is an index within the cache, representing the type of the contents.
Otherwise, if the type is `TOY_LITERAL_DICTIONARY`, the following two `unsigned short`s are indices within the cache, representing the types of the keys and values.
### TOY_LITERAL_INDEX_BLANK
This literal is simply inserted into the literal cache when encountered.
## Function Definitions
The second stage of `readInterpreterSections()` is used to read the third section of the given bytecode - the function definitions.
The first `unsigned short` is the number of functions present within this section. The second `unsigned short` is the length of this entire section (this one is not necessarily needed, and may be removed at some point).
For each `TOY_LITERAL_FUNCTION_INTERMEDIATE` within the cache, you must read an `unsigned short` as the size. Then, the following `size` block of bytecode is to be copied, wholesale, into the specified cached literal, before setting that literal's type to `TOY_LITERAL_FUNCTION`. While the function is not operational yet, it will be further processed when needed.
Once all function literals have been read out of this section, the opcode `TOY_OP_SECTION_END` is expected to be consumed.
## Program Definition
TODO
### Opcodes
TODO: finish these
|Toy_Opcode|Value|Description|
|---|---|---|
|TOY_OP_EOF|0|End of File signal. Used internally as an OK signal.|
|TOY_OP_PASS|1|Does nothing - a no-op.|
|TOY_OP_ASSERT|2|Pops `rhs`, `lhs`\* from the stack. `rhs` must be a string, identifiers are not accepted. If `lhs` is `null` or `false`, prints `rhs` to the assert output, and cancels the script.|
|TOY_OP_PRINT|3|Pops one\* literal from the stack, and prints it to the print output.|
|TOY_OP_LITERAL|4|Read one byte as an index; retrieve the given index's literal from the cache, and push it to the stack.|
|TOY_OP_LITERAL_LONG|5|Same as `TOY_OP_LITERAL`, except you read two bytes at a time.|
|TOY_OP_LITERAL_RAW|6|Pops one literal from the stack. If it's an identifier, explicitly replace it with it's value. Push the literal to the stack.|
|TOY_OP_NEGATE|7|Pops one\* literal from the stack. If it's an integer or float\*\*, push the negative value to the stack.|
|TOY_OP_ADDITION|8|Pops `rhs`\*, `lhs`\* from the stack. If both are strings, attempts to concatenate them, and push the result to the stack\*\*. Otherwise, will attempt\*\* to add `lhs` to `rhs` (coercing integers to floats if needed), and push the result to the stack.|
|TOY_OP_SUBTRACTION|9|Pops `rhs`\*, `lhs`\* from the stack. Attempts\*\* to subtract `rhs` from `lhs` (coercing integers to floats if needed), and push the result to the stack.|
|TOY_OP_MULTIPLICATION|10|Pops `rhs`\*, `lhs`\* from the stack. Attempts\*\* to multiply `lhs` by `rhs` (coercing integers to floats if needed), and push the result to the stack.|
|TOY_OP_DIVISION|11|Pops `rhs`\*, `lhs`\* from the stack. Attempts\*\* to divide `lhs` by `rhs` (coercing integers to floats if needed), and push the result to the stack.|
|TOY_OP_MODULO|12|Pops `rhs`\*, `lhs`\* from the stack. Attempts\*\* to modulo `lhs` by `rhs`, and push the result to the stack.|
|TOY_OP_GROUPING_BEGIN|13|Begin operating on a group; analagous to the `(` operator.|
|TOY_OP_GROUPING_END|14|Finish operating on a group; analagous to the `)` operator.|
|TOY_OP_SCOPE_BEGIN|15|Push an inner-scope onto the stack; analogous to the `{` operator.|
|TOY_OP_SCOPE_END|16|Push an inner-scope off of the stack; analogous to the `}` operator.|
|TOY_OP_TYPE_DECL|17|Not used.|
|TOY_OP_TYPE_DECL_LONG|18|Not used.|
|TOY_OP_VAR_DECL|19|Read one byte, retrieving that literal from the cache as `identifier`, and then read the next byte, retrieving that literal from the cache as `type`. Attempt\*\* to declare a variable with `identifier` as its name and `type` as its type, then pop the top of the stack\* as it's value (cooerce integer values to floats if `type` specifies a float).|
|TOY_OP_VAR_DECL_LONG|20|Same as `TOY_OP_VAR_DECL`, except you read two bytes at a time.|
|TOY_OP_FN_DECL|21|Read one byte, retrieving that literal from the cache as `identifier`, and then read the next byte, retrieving that literal from the cache as `function`. Attempt\*\* to declare a variable with `identifier` as its name and `fn const` as it's type, then set `function` as its value. The function's scope has the current scope as its ancestor.|
|TOY_OP_FN_DECL_LONG|22|Same as `TOY_OP_FN_DECL`, except you read two bytes at a time.|
|TOY_OP_VAR_ASSIGN|23|Pops `rhs`*, `lhs` from the stack. `lhs` must be an identifier. Attempts\*\* to store the value of `rhs`, with `lhs` as it's identifier.|
|TOY_OP_VAR_ADDITION_ASSIGN|24|Equivilent of `TOY_OP_ADDITION` followed by `TOY_OP_VAR_ASSIGN`.|
|TOY_OP_VAR_SUBTRACTION_ASSIGN|25|Equivilent of `TOY_OP_SUBTRACTION` followed by `TOY_OP_VAR_ASSIGN`.|
|TOY_OP_VAR_MULTIPLICATION_ASSIGN|26|Equivilent of `TOY_OP_MULTIPLICATION` followed by `TOY_OP_VAR_ASSIGN`.|
|TOY_OP_VAR_DIVISION_ASSIGN|27|Equivilent of `TOY_OP_DIVISION` followed by `TOY_OP_VAR_ASSIGN`.|
|TOY_OP_VAR_MODULO_ASSIGN|28|Equivilent of `TOY_OP_MODULO` followed by `TOY_OP_VAR_ASSIGN`.|
|TOY_OP_TYPE_CAST|29|Pops `val`\*, `type`\* from the stack. Attempts** to change the type of `val` to `type`, and push the result to the stack. Only works on `bool`, `int`, `float` and `string` types, and only if the value is in the correct format.|
|TOY_OP_TYPE_OF|30|Pops `rhs` from the stack. If `rhs` is an identifier, it determines the the type of the variable specified, otherwise it determines the type of `rhs` directly. The result is pushed to the stack.|
|TOY_OP_IMPORT|31|Pops `alias` and `identifier` from the stack. Attempts\*\* to invoke a hook specified by `identifier`, with the given `alias`.|
|TOY_OP_EXPORT_removed|32|Removed.|
|TOY_OP_INDEX|33|Pops `third`\*, `second`\*, `first`\* and `compound`\* from the stack. Pushes the value specified by `compound[first : second : third]` onto the stack.
|TOY_OP_INDEX_ASSIGN|34|Pops `assign`\*, `third`\*, `second`\*, `first`\* and `compound`\* from the stack. Sets the value specified by `compound[first : second : third]` to be `assign`.|
|TOY_OP_INDEX_ASSIGN_INTERMEDIATE|35|Due to the unfortunately bonkers nature of indexing, this is needed as part of `TOY_OP_INDEX_ASSIGN`. It acts the same as `TOY_OP_INDEX`, but leaves an additional copy of some variables on the stack for `TOY_OP_INDEX_ASSIGN` to process.
|TOY_OP_DOT|36|
|TOY_OP_COMPARE_EQUAL|37|
|TOY_OP_COMPARE_NOT_EQUAL|38|
|TOY_OP_COMPARE_LESS|39|
|TOY_OP_COMPARE_LESS_EQUAL|40|
|TOY_OP_COMPARE_GREATER|41|
|TOY_OP_COMPARE_GREATER_EQUAL|42|
|TOY_OP_INVERT|43|
|TOY_OP_AND|44|
|TOY_OP_OR|45|
|TOY_OP_JUMP|46|
|TOY_OP_IF_FALSE_JUMP|47|
|TOY_OP_FN_CALL|48|
|TOY_OP_FN_RETURN|49|
|TOY_OP_POP_STACK|50|
|TOY_OP_TERNARY|51|
|TOY_OP_FN_END|52|
|TOY_OP_SECTION_END|255|
|TOY_OP_PREFIX|256|Used internally.|
|TOY_OP_POSTFIX|257|Used internally.|
\*If this literal is an identifier, it is instead replaced with the correct given value from the current scope.
\*\*On failure, the script will print an error message to the error output and exit.
## Function Internal Structure
TODO: loose first argument, args & returns counters in the program space
# Parser Structure and Operations
TODO
# Compiler Structure and Operations
TODO
# Interpreter Structure and Operations
The Toy interpreter is, at it's core, just a big loop that reads bytes from memory and acts on them. Here, I'll break down exactly how it works, from a top-down perspective.
## Running the Interpreter
There are four main functions for running the interpreter:
* `Toy_initInterpreter`
* `Toy_runInterpreter`
* `Toy_resetInterpreter`
* `Toy_freeInterpreter`
First, `init` zeroes out the interpreter, sets up the printing functions, and delegates to `reset`, which in turn sets up the program's scope (and injects the default global functions). The initialization function is split into two this way so that `reset` can be used independently on a "dirty" interpreter to ready it for another script (or another run of the same script). `reset` is usually not needed and may be removed in future.
`free` simply frees the interpreter after execution.
Interestingly, `run` doesn't jump straight into execution. Instead, it first does its own bit of setup, before reading out the bytecode's header. If the header indicates an incompatible version, then the interpreter will refuse to run, to prevent mistakes from ruining the program.
`run` will also delegate to a function called `readInterpreterSections()`, which reads and reconstructs the "literalCache" - a collection of all values within the program (variable identifiers, variable values, function bytecode, etc.)
Next, `run` will pass to a function called `execInterpreter()`, which contains the program's loop.
Finally, `run` will automatically free the bytecode and associated literalCache (this may change at some point).
## Executing the Interpreter
Opcodes within the bytecode are 1 byte in length, and specify a single action to take. Each possible action is defined within the interpreter in a function that begins with `exec`, and are called from within a big looping switch statement. If any of these `exec` functions encounters an error, they can simply return false to break the loop.
The interpreter is stack-based; most, if not all, the actions are preformed on literals within a specially designated array called `stack`. For example:
```c
case TOY_OP_PRINT:
if (!execPrint(interpreter)) {
return;
}
break;
```
When the opcode `TOY_OP_PRINT` is encountered, the top literal within the stack is popped off, and printed (more info on literals below).
```c
static bool execPrint(Toy_Interpreter* interpreter) {
//get the top literal
Toy_Literal lit = Toy_popLiteralArray(&interpreter->stack);
//if the top literal is an identifier, get it's value
Toy_Literal idn = lit;
if (TOY_IS_IDENTIFIER(lit) && Toy_parseIdentifierToValue(interpreter, &lit)) {
Toy_freeLiteral(idn);
}
//print as a string to the current print method
Toy_printLiteralCustom(lit, interpreter->printOutput);
//free the literal
Toy_freeLiteral(lit);
//continue the loop
return true;
}
```
## Identity Crisis
As in most programming languages, variables can be represented by names specified by the programmer; in Toy, these are called "identifiers". These identifiers can be passed around in place of their actual values, but can't be used directly. To retrieve a value, you must first "parse" it, like so:
```c
Toy_Literal idn = literal; //cache the literal, just in case it's an identifier
if (TOY_IS_IDENTIFIER(literal) && Toy_parseIdentifierToValue(interpreter, &literal)) { //if it is an identifier, parse it...
Toy_freeLiteral(idn); //always remember to free the original identifier, otherwise you'll have a memory leak!
}
```
You will often see this pattern throughout the codebase.
## Other Utility Functions
Other functions are available at the top of the interpreter source file:
* printing utilities
* injection utilities
* parsing utilities
* bytecode utilities
* function utilities (these are at the very bottom of the source file)
# Literals
TODO
# Arrays & Dictionaries
TODO
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# Embedding Toy
This tutorial assumes that you've managed to embed Toy into your program by following the tutorial [Building Toy](deep-dive/building-toy).
Here, we'll look at some ways in which you can utilize Toy's C API within your host program.
Be aware that when you create a new Literal object, you must call `Toy_freeLiteral()` on it afterwards! If you don't, your program will leak memory as Toy has no internal tracker for such things.
## Embedded API Macros
The functions intended for usage by the API are prepended with the C macro `TOY_API`. The exact value of this macro can vary by platform, or even be empty. In addition, the macros defined in [literal.h](https://github.com/Ratstail91/Toy/blob/main/source/toy_literal.h) are available for use when manipulating literals. These include:
* `TOY_IS_*` - check if a literal is a specific type
* `TOY_AS_*` - cast the literal to a specific type
* `TOY_TO_*_LITERAL` - create a literal of a specific type
* `TOY_IS_TRUTHY` - check if a literal is truthy
* `TOY_MAX_STRING_LENGTH` - the maximum length of a string in Toy (can be altered if needed)
## Structures Used Throughout Toy
The main unit of data within Toy's internals is `Toy_Literal`, which can contain any value that can exist within the Toy language - even identifiers. The exact implementation of `Toy_Literal` may change or evolve as time goes on, so it's recommended that you only interact with literals directly by using the macros and functions outlined [above](#embedded-api-macros). See the [types](getting-started/types) page for information on exactly what data types exist in Toy.
There are two main "compound structures" used within Toy's internals - the `Toy_LiteralArray` and `Toy_LiteralDictionary`. The former is an array of `Toy_Literal` instances stored sequentially in memory for fast lookups, while the latter is a key-value hashmap designed for efficient lookups based on a `Toy_Literal` key. These are both accessible via the language as well.
These compound structures hold **copies** of literals given to them, rather than taking ownership of existing literals.
## Compiling Toy Scripts
Please see [Compiling Toy](deep-dive/compiling-toy) for more information on the process of turning scripts into bytecode.
## Interpreting Toy
The `Toy_Interpreter` structure is the beating heart of Toy - You'll usually only need one interpreter, as it can be reset as needed.
The four basic functions are used as follows:
```c
//assume "tb" and "size" are the results of compilation
Toy_Interpreter interpreter;
Toy_initInterpreter(&interpreter);
Toy_runInterpreter(&interpreter, tb, size);
Toy_resetInterpreter(&interpreter); //You usually want to reset between runs with the same interpreter
Toy_freeInterpreter(&interpreter);
```
In addition to this, you might also wish to "inject" a series of usable libraries into the interpreter, which can be `import`-ed within the language itself. This process only needs to be done once, after initialization, but before the first run.
```c
Toy_injectNativeHook(&interpreter, "standard", Toy_hookStandard);
```
A "hook" is a callback function which is invoked when the given library is imported. `standard` is the most commonly used library available.
```
import standard;
```
Hooks can simply inject native functions into the current scope, or they can do other, more esoteric things (though this is not recommended).
```c
//a utility structure for storing the native C functions
typedef struct Natives {
char* name;
Toy_NativeFn fn;
} Natives;
int Toy_hookStandard(Toy_Interpreter* interpreter, Toy_Literal identifier, Toy_Literal alias) {
//the list of available native C functions that can be called from Toy
Natives natives[] = {
{"clock", nativeClock},
{NULL, NULL}
};
//inject each native C functions into the current scope
for (int i = 0; natives[i].name; i++) {
Toy_injectNativeFn(interpreter, natives[i].name, natives[i].fn);
}
return 0;
}
```
## Calling Toy from C
In some situations, you may find it convenient to call a function written in Toy from the host program. For this, a pair of utility functions have been provided:
```c
TOY_API bool Toy_callLiteralFn(Toy_Interpreter* interpreter, Toy_Literal func, Toy_LiteralArray* arguments, Toy_LiteralArray* returns);
TOY_API bool Toy_callFn (Toy_Interpreter* interpreter, char* name, Toy_LiteralArray* arguments, Toy_LiteralArray* returns);
```
The first argument must be an interpreter. The third argument is a pointer to a `Toy_LiteralArray` containing a list of arguments to pass to the function, and the fourth is a pointer to a `Toy_LiteralArray` where the return values can be stored (an array is used here for a potential future feature). The contents of the argument array are consumed and left in an indeterminate state (but is safe to free), while the returns array always has one value - if the function did not return a value, then it contains a `null` literal.
The second arguments to these functions are either the function to be called as a `Toy_Literal`, or the name of the function within the interpreter's scope. The latter API simply finds the specified `Toy_Literal` if it exists and calls the former. As with most APIs, these return `false` if something went wrong.
## Memory Allocation
Depending on your platform of choice, you may want to alter how the memory is allocated within Toy. You can do this with the simple memory API:
```c
//signature returns the new pointer to be used
typedef void* (*Toy_MemoryAllocatorFn)(void* pointer, size_t oldSize, size_t newSize);
TOY_API void Toy_setMemoryAllocator(Toy_MemoryAllocatorFn);
```
Pass it a function which matches the above signature, and it'll be callable via the following macros:
* `TOY_ALLOCATE(type, count)`
* `TOY_FREE(type, pointer)`
* `TOY_GROW_ARRAY(type, pointer, oldCount, newCount)`
* `TOY_SHRINK_ARRAY(type, pointer, oldCount, newCount)`
* `TOY_FREE_ARRAY(type, pointer, oldCount)`
Also, the following macros are provided to calculate the ideal array capacities (the latter of which is for rapidly growing structures):
* `TOY_GROW_CAPACITY(capacity)`
* `TOY_GROW_CAPACITY_FAST(capacity)`
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# Roadmapping Toy
## Game And Game Engine
The Toy programming language was designed from the beginning as though it was supposed to be embedded into an imaginary game engine. Development on said engine and an associated game have proceeded smoothly so far.
## Microprocessor Support
A fork of the language intended to run on microprocessors is currently under development by 3rd parties. Support and advice will be provided to them where needed.
## Nice To Have Features
Potential future additions include:
* A threading library
* A timer library
* More random generation libraries (numbers, perlin noise, wave function collapse?)
* Multiple return values from functions
* Interpolated strings
Some of these have always been planned, but were sidelined or are incomplete for one reason or another.
## Nope Features
Some things that simply will not be added in the foreseeable future are:
* Classes & Structures
* Do-while loops
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# Testing Toy
Toy uses GitHub CI/CD for comprehensive automated testing - however, all the tests are under `test/`, and can be executed by running `make test`. Doing so on Linux will attempt to use valgrind; to disable using valgrind, pass in `DISABLE_VALGRIND=true` as an environment variable. GitHub CI also has access to the option `make test-sanitized` which attempts to use memory sanitation.
The tests consist of a number of different situations and edge cases that have been discovered, and should probably be thoroughly tested one way or another. There are also several "-bugfix.toy" scripts that explicitly test a bug that has been encountered in one way or another to prevent regressions. The libs that are stored in `repl/` are also tested - their tests are under `/tests/scripts/lib`; some error cases are also checked by the mustfail tests in `/test/scripts/mustfail`.
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# Theorizing Toy
Sooner or later, every coder will try to create their own programming language. In my case, it took me over a decade and a half to realize that was even an option, but once I did, I read through a fantastic book called [Crafting Interpreters](https://craftinginterpreters.com/). This sent me down the rabbit hole, so to speak.
The main driving idea behind the Toy programming language has remained the same from the very beginning - I wanted a scripting language that could be embedded into a larger host program to allow for easy modification by the end user. Specifically, I wanted to enable easy modding of video games made in an imaginary game engine.
At the time of writing, I've started working on said engine, building it around Toy, and adjusting Toy to fit the engine as needed. I've also begun working on a game within that engine, as I believe the best way to build an engine is to build a game with it first. The engine has been dubbed "Box", and the game is called "Skylands".
But this post isn't about the engine; it's about Toy - I want to explain, in some detail, my thought processes when developing it. Let's start at the beginning.
```toy
print "Hello world";
```
I've drawn the `print` keyword from Crafting Interpreter's Lox language, for much the same reason as explained in the book - it's a simple and easy way to debug issues. You'll be able to print out any kind of value or variable from this statement - but it loses some context, like function implementations and the values of `opaque` literals.
Let's touch on variables quickly. There's about a dozen variable types that can be used, depending on how you count them. They include `bool`, `int`, `float`, `string` and a couple of compound types - but strict typing in Toy is completely optional (`any` is used by default). There are also functions, which are reusable chunks of code, and a pretty standard set of operators with their traditional precedences.
One way in which Toy stands out is the bytecode compilation step. Before execution, the source code must be compiled into an intermediate bytecode format (a trait also inherited from Lox) before it can be executed by the interpreter. The exact specifications of the bytecode formatting are not currently documented (yet). The intermediate bytecode stage and the independence of the interpreter from the compiler also allow unique features, such as the possibility of operating on a microcontroller.
One major native feature that is missing from Toy is an input system, such as from stdin. Instead, Toy is intended to receive its instructions from the host program, including any input needed. One such example would be a game controller library - something that takes in button presses and calls certain Toy functions to move a character around the game world. Toy is almost infinitely extensible via the C API's hook injection system.
I would like to keep the core language nice and simple, as much as possible - something you can explain with just the quick-start page. However, feedback and criticism are always welcome.
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[book]
title = "The Toy Programming Language"
authors = ["Kayne Ruse (Ratstail91)"]
description = "Documentation For The Toy Programming Language"
language = "en"
[output.html]
git-repository-url = "https://github.com/krgamestudios/Toy"
git-repository-icon = "fab-github"
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# 404
Nobody here but us chickens!
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<p align="center">
<image src="img/toylogo.png" alt="The Toy Logo" />
</p>
The Toy Programming Language is an imperative, bytecode-interpreted, embeddable scripting language. Rather than functioning independently, it serves as part of another program, the "host". This design allows for straightforward customization by both the host's developers and end users, achieved by exposing program logic through external scripts.
## Nifty Features
* Simple C-like syntax
* Intermediate AST and bytecode representations
* Strong, but optional type system
* First-class functions and closures
* Extensible with native C-bindings
* Can re-direct output, error and assertion messages
* Open-Source under the zlib license
## Syntax
```toy
fn makeCounter() {
var counter: Int = 0;
fn increment() {
return ++counter;
}
return increment;
}
var tally = makeCounter();
while (true) {
var result = tally();
print result; //prints 1 to 10
if (result >= 10) {
break;
}
}
```
## Further Reading
This website is a work in progress - for further info, see the official repository: [https://gitea.krgamestudios.com/krgamestudios/Toy](https://gitea.krgamestudios.com/krgamestudios/Toy), or the GitHub mirror: [https://github.com/krgamestudios/Toy](https://github.com/krgamestudios/Toy).
An example of Toy in action: [Vampire Toyvivors](https://gitea.krgamestudios.com/krgamestudios/VampireToyvivors) (a simple "game" used for testing).
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# Summary
- [Front Page](./README.md)
- [Quick Start](./quickstart.md)
- [Cheat Sheet](./cheatsheet.md)
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# Cheat Sheet
## Compile and Run A Snippet Of Code
```c
#include "toy_lexer.h"
#include "toy_parser.h"
#include "toy_compiler.h"
#include "toy_vm.h"
#include <stdlib.h>
int main() {
//example code
const char* source = "print \"Hello world!\";";
//buckets use the arena pattern for memory allocation
Toy_Bucket* bucket = Toy_allocateBucket(TOY_BUCKET_IDEAL);
//compile the code
Toy_Lexer lexer;
Toy_bindLexer(&lexer, (char*)source);
Toy_Parser parser;
Toy_bindParser(&parser, &lexer);
Toy_Ast* ast = Toy_scanParser(&bucket, &parser);
unsigned char* bytecode = Toy_compileToBytecode(ast);
//the ast, which is stored in this bucket, is no longer needed
Toy_freeBucket(&bucket);
//the virtual machine used at runtime
Toy_VM vm;
Toy_initVM(&vm);
Toy_bindVM(&vm, bytecode, NULL);
//execute the given code
Toy_runVM(&vm);
//cleanup after ourselves
Toy_freeVM(&vm);
free(bytecode);
}
```
## Quick and Dirty Compilation
```c
unsigned char* compileSource(const char* source) {
Toy_Bucket* bucket = Toy_allocateBucket(TOY_BUCKET_IDEAL);
Toy_Lexer lexer;
Toy_bindLexer(&lexer, source);
Toy_Parser parser;
Toy_bindParser(&parser, &lexer);
Toy_Ast* ast = Toy_scanParser(&bucket, &parser);
unsigned char* bytecode = Toy_compileToBytecode(ast);
Toy_freeBucket(&bucket);
return bytecode;
}
```
## API Functions
This is a rough outline of all API functions declared in Toy's headers. As a rule, functions that begin with `TOY_API` are useable and begin with `Toy_`, while functions that begin with `Toy_private_` are generally not intended for use, and only exposed for technical reasons.
*Note: This list is updated manually, if something is outdated let me know.*
```c
TOY_API Toy_Array* Toy_resizeArray(Toy_Array* array, unsigned int capacity);
TOY_API void Toy_setOpaqueAttributeHandler(Toy_OpaqueAttributeHandler cb);
TOY_API void Toy_collectBucketGarbage(Toy_Bucket** bucketHandle) {
TOY_API Toy_Bucket* Toy_allocateBucket(unsigned int capacity);
TOY_API unsigned char* Toy_partitionBucket(Toy_Bucket** bucketHandle, unsigned int amount);
TOY_API void Toy_releaseBucketPartition(unsigned char* ptr);
TOY_API void Toy_freeBucket(Toy_Bucket** bucketHandle);
TOY_API void Toy_collectBucketGarbage(Toy_Bucket** bucketHandle);
TOY_API unsigned char* Toy_compileToBytecode(Toy_Ast* ast);
TOY_API void Toy_freeFunction(Toy_Function* fn) {
TOY_API Toy_Function* Toy_createFunctionFromBytecode(Toy_Bucket** bucketHandle, unsigned char* bytecode, Toy_Scope* parentScope);
TOY_API Toy_Function* Toy_createFunctionFromCallback(Toy_Bucket** bucketHandle, Toy_nativeCallback callback);
TOY_API Toy_Function* Toy_copyFunction(Toy_Bucket** bucketHandle, Toy_Function* fn);
TOY_API void Toy_freeFunction(Toy_Function* fn);
TOY_API void Toy_bindLexer(Toy_Lexer* lexer, const char* source);
TOY_API void Toy_bindParser(Toy_Parser* parser, Toy_Lexer* lexer);
TOY_API Toy_Ast* Toy_scanParser(Toy_Bucket** bucketHandle, Toy_Parser* parser);
TOY_API void Toy_resetParser(Toy_Parser* parser);
TOY_API void Toy_print(const char* msg);
TOY_API void Toy_error(const char* msg);
TOY_API void Toy_assertFailure(const char* msg);
TOY_API void Toy_setPrintCallback(Toy_callbackType cb);
TOY_API void Toy_setErrorCallback(Toy_callbackType cb);
TOY_API void Toy_setAssertFailureCallback(Toy_callbackType cb);
TOY_API void Toy_resetPrintCallback(void);
TOY_API void Toy_resetErrorCallback(void);
TOY_API void Toy_resetAssertFailureCallback(void);
TOY_API Toy_Scope* Toy_pushScope(Toy_Bucket** bucketHandle, Toy_Scope* scope);
TOY_API Toy_Scope* Toy_popScope(Toy_Scope* scope);
TOY_API void Toy_declareScope(Toy_Scope* scope, Toy_String* key, Toy_ValueType type, Toy_Value value, bool constant);
TOY_API void Toy_assignScope(Toy_Scope* scope, Toy_String* key, Toy_Value value);
TOY_API Toy_Value* Toy_accessScopeAsPointer(Toy_Scope* scope, Toy_String* key);
TOY_API bool Toy_isDeclaredScope(Toy_Scope* scope, Toy_String* key);
TOY_API Toy_Stack* Toy_allocateStack(void);
TOY_API void Toy_freeStack(Toy_Stack* stack);
TOY_API void Toy_resetStack(Toy_Stack** stackHandle);
TOY_API void Toy_pushStack(Toy_Stack** stackHandle, Toy_Value value);
TOY_API Toy_Value Toy_peekStack(Toy_Stack** stackHandle);
TOY_API Toy_Value Toy_popStack(Toy_Stack** stackHandle);
TOY_API Toy_String* Toy_toString(Toy_Bucket** bucketHandle, const char* cstring);
TOY_API Toy_String* Toy_toStringLength(Toy_Bucket** bucketHandle, const char* cstring, unsigned int length);
TOY_API Toy_String* Toy_createStringLength(Toy_Bucket** bucketHandle, const char* cstring, unsigned int length);
TOY_API Toy_String* Toy_copyString(Toy_String* str);
TOY_API Toy_String* Toy_concatStrings(Toy_Bucket** bucketHandle, Toy_String* left, Toy_String* right);
TOY_API void Toy_freeString(Toy_String* str);
TOY_API unsigned int Toy_getStringLength(Toy_String* str);
TOY_API unsigned int Toy_getStringRefCount(Toy_String* str);
TOY_API char* Toy_getStringRaw(Toy_String* str);
TOY_API int Toy_compareStrings(Toy_String* left, Toy_String* right);
TOY_API unsigned int Toy_hashString(Toy_String* string);
TOY_API Toy_Table* Toy_allocateTable(unsigned int minCapacity);
TOY_API void Toy_freeTable(Toy_Table* table);
TOY_API void Toy_insertTable(Toy_Table** tableHandle, Toy_Value key, Toy_Value value);
TOY_API Toy_Value Toy_lookupTable(Toy_Table** tableHandle, Toy_Value key);
TOY_API void Toy_removeTable(Toy_Table** tableHandle, Toy_Value key);
TOY_API Toy_Value Toy_unwrapValue(Toy_Value value);
TOY_API unsigned int Toy_hashValue(Toy_Value value);
TOY_API Toy_Value Toy_copyValue(struct Toy_Bucket** bucketHandle, Toy_Value value);
TOY_API void Toy_freeValue(Toy_Value value);
TOY_API bool Toy_checkValueIsTruthy(Toy_Value value);
TOY_API bool Toy_checkValuesAreEqual(Toy_Value left, Toy_Value right);
TOY_API bool Toy_checkValuesAreComparable(Toy_Value left, Toy_Value right);
TOY_API int Toy_compareValues(Toy_Value left, Toy_Value right);
TOY_API union Toy_String_t* Toy_stringifyValue(struct Toy_Bucket** bucketHandle, Toy_Value value);
TOY_API const char* Toy_getValueTypeAsCString(Toy_ValueType type);
TOY_API void Toy_resetVM(Toy_VM* vm, bool preserveScope, bool preserveStack);
TOY_API void Toy_initVM(Toy_VM* vm);
TOY_API void Toy_inheritVM(Toy_VM* parentVM, Toy_VM* subVM);
TOY_API unsigned int Toy_runVM(Toy_VM* vm);
TOY_API void Toy_freeVM(Toy_VM* vm);
TOY_API Toy_Value Toy_getReturnValueFromVM(Toy_VM* parentVM, Toy_VM* subVM);
```
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# Toy v2 Quick-Start Guide
To help you start using Toy as fast as possible, here are the most useful elements of the language. Not everything available is listed, but this should let you start coding right away.
## Keyword 'print'
The `print` keyword prints a given value to stdout (or elsewhere if configured with the API).
```
print "Hello World!";
```
## Keyword 'assert'
The `assert` keyword takes two values separated by a comma. If the first value is falsy or `null` the optional second parameter is printed to stderr (or elsewhere if configured with the API). If no second parameter is provided a generic error message is used instead.
```
//nothing happens
assert 1 < 2;
//this assert will fail, and output the second parameter
assert null, "Hello world!";
```
## Variables and Types
Variables are declared with the `var` keyword with and an optional type from the list below. If no type is specified `Any` is used instead.
```
var answer = 42;
var question: String = "How many roads must a man walk down?";
```
To make a variable immutable put the `const` keyword after the type. If you do, it must be assigned a value.
```
var quote: String const = "War. War never changes.";
```
Toy's types are:
| type | name | description |
| --- | --- | --- |
| `Bool` | Boolean | Either `true` or `false`. |
| `Int` | Integer | Any signed whole number (32-bits). |
| `Float` | Float | Any signed decimal number (32-bits), using floating point arithmatic. |
| `String` | String | Normal text, effectively utf-8. |
| `Array` | Array | A series of values stored sequentially in memory. |
| `Table` | Table | A series key-value pairs stored in a hash table. Booleans, functions, opaques and `null` can't be used as keys. |
| `Function` | Function | A chunk of reusable code that takes zero or more parameters, and may return a result. Functions are declared with the `fn` keyword, or in the API. |
| `Opaque` | Opaque | This value is unusable in Toy, but allows you to pass data between C bindings provided with the API. |
| `Any` | Any | The default type when nothing is specified. It can hold any value. |
## Control Flow
Making a decision, or repeating a chunk of code multiple times, is essential for any language. Choosing between multiple options can be done with the `if-then-else` statement - if the condition is truthy, the 'then-branch' will be executed. Otherwise, the optional 'else-branch' is executed instead.
```
var answer = 42;
if (answer < 56) {
print "Cod dang it!";
}
else {
print "Something's fishy here...";
}
```
```
var challenge = "hard";
if (challenge == "hard") {
print "I choose to build a scripting language, not because it's easy, but because it's hard!";
}
//the else-branch is optional
```
To repeat a certain action, use the `while-then` loop, which repeats the body as long as the given condition remains true on each loop.
```
var loops = 0;
while (loops++ < 8) {
print "These episodes are endless.";
}
```
To break out of a loop, you can use the `break` keyword. Alternatively, to restart the loop early, use the `continue` keyword.
```
var loops = 0;
while (true) {
if (++loops < 15532) {
continue;
}
break; //poor yuki ;_;
}
```
*Note: The `for` loop is coming soon, and will allow for iteration over an array or table, but isn't vital right now.*
## Arrays and Tables
Arrays are defined with a pair of brackets, and can contain a list of comma-separated values.
```
//define an array
var array = [1,2,3];
//specify the type
var bray: Array = [4,5,6];
//define an empty array
var craycray: Array = [];
//arrays are zero-indexed
print array[0]; //'1'
```
Tables are also defined with brackets, and contain a comma-separated list of key-value pairs defined by colons:
```
//most types can be used as keys
var table = ["alpha": 1, "beta": 2, "gamma": 3];
//the 'Table' keyword can define the type, and an empty table still has a colon
var under: Table = [:];
//printing the whole table does NOT guarantee internal order
print table["beta"];
```
## Attributes
Some values, including Strings, Arrays and Tables, have "attributes" which are accessible with the dot `.` operator. These can expose internal values or components for manipulating said values.
```
var string = "Hello World";
print string.length; //11
print string.asUpper; //HELLO WORLD
print string.asLower; //hello world
var array = [1,2,3];
array.pushBack(4); //array = [1,2,3,4]
var element = array.popBack(); //element = 4
var emptyArray = [];
var table = ["alpha": 1, "beta":2];
print table.length; //2
table.insert("key",element); //table["key"] = 4
print table.hasKey("alpha"); //true
table.remove("alpha"); //table = ["beta":2,"key":4]
var emptyTable = [:];
```
Opaques can also be given attributes, but this requires some in-depth understanding of the API, so won't be covered here.
## Functions
Functions are defined with the `fn` keyword, and follow a c-like syntax, with optional types on each parameter:
```toy
fn fib(n: Int) {
if (n < 2) return n;
return fib(n-1) + fib(n-2);
}
print fib(12); //144
```
```toy
fn isLeapYear(n: Int) {
if (n % 400 == 0) return true;
if (n % 100 == 0) return false;
return n % 4 == 0;
}
```
## External API and Extending Toy
*Note: Watch this space, docs for the C API are coming soon. For now, the [Cheat Sheet](/cheatsheet) can get you started.*
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<!-- open graph protocol -->
<meta property="og:url" content="{{ url }}" />
<meta property="og:type" content="website" />
<meta property="og:image" content="{{ base_url }}/img/toypreview.png" />
<meta property="og:title" content="{{ title }}" />
<meta property="og:description" content="{{ description }}" />
<!-- twitter has to be special -->
<meta name="twitter:card" content="{{ title }}" />
<meta name="twitter:url" content="{{ url}}" />
<meta name="twitter:type" content="website" />
<meta name="twitter:image" content="{{ base_url }}/img/toypreview.png" />
<meta name="twitter:title" content="{{ title }}" />
<meta name="twitter:description" content="{{ description }}" />
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# Box Version Info Library
The box_version_info library simply provides version info about the current build of Box.
The box_version_info library can usually be accessed with the `import` keyword:
```
import box_version_info;
import box_version_info as box_version_info; //can be aliased
```
## Defined Variables
### major
This variable is the major version number of `Box` at the time of compilation.
### minor
This variable is the minor version number of `Box` at the time of compilation.
### patch
This variable is the patch version number of `Box` at the time of compilation.
### build
This variable is a string representing the date and time that the engine was compiled.
### author
This variable contains the name of `Box`'s lead author, and his game studio.
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# Preface
The game engine is incomplete and still evolving, as such this page should be considered outdated at all times...
# Game Engine
The Toy programming language was designed from the beginning as an embedded scripting language for some kind of game engine. Different iterations have existed with different implementations, some of which could charitably be said to function. The current version, and the most stable and feature-complete so far, has reached a point where it needs some kind of concrete engine to improve any further.
Currently, the engine exists within its own repository, which can be found here:
[https://github.com/Ratstail91/Box](https://github.com/Ratstail91/Box)
## Engine Structure
The engine's APIs depend heavily on Toy's drive system, so that must be initialized at the beginning of the `main()` function.
The engine proper is invoked with just three lifecycle functions`:
```c
#include "box_engine.h"
int main(int argc, char* argv[]) {
//initialize the drive system
Toy_initDriveSystem();
Toy_setDrivePath("scripts", "assets/scripts");
//invoke the engine
Box_initEngine("scripts:/init.toy"); //passing in the specified init file
Box_execEngine();
Box_freeEngine();
//clean up the drive system when you're done
Toy_freeDriveSystem();
return 0;
}
```
The engine proper holds the following elements:
* SDL2 video and audio elements
* Frame rate controls
* Toy interpreter
* Input keyboard mapping dictionaries
* The root node
Video and audio in the game engine are handled by SDL2 and SDL2_mixer - this allows for the game to, in theory, be built on multiple platforms. For the time being, however, we're just targeting Windows due to a lack of testing machines.
The engine is calibrated to run at 60 FPS - if the "simulation time" falls too far behind the real time, then frame rendering is skipped in favour of speeding up the game logic. Likewise, if the simulation time runs too fast, then the simulation step is skipped instead and an extra frame is drawn. This process can lead to multiple skips in a row, in both directions.
The engine's interpreter is the core of the scripting system. Other interpreters may be generated and cleared during Toy's internal processes, but this one lasts for the duration of the program.
The keyboard inputs can be remapped using API functions - these mappings are stored and accessed within a pair of Toy dictionaries that have simply been embedded directly into the engine for easy access.
The nodes form a deep tree-like structure, with the "root node" at it's base.
## Node Structure
The fundamental building block of the engine's logic is the node structure - nodes can represent anything within the game world, from entities to abstract global systems. You can think of entities as having a 1:1 mapping to Toy scripts, as each one is given bytecode on initialization that populates its internals (external libraries like the runner library are still possible).
A node holds the following elements:
* A reference to it's parent
* An array of references to its children, and bookkeeping variables for tracking them
* A dictionary of functions defined in the Toy script
* A single SDL texture reference, and controls for rendering it (including as an animated sprite sheet)
* Position, motion and scale values
The nodes are deeply integrated with Toy scripts, while Toy was written specifically for this purpose. The tree-like structure of the nodes all exist entirely within the computer's heap memory as a result of Toy's memory model - this comes with performance drawbacks and clean up requirements. Child nodes should never be referenced directly, as they may be `NULL` references that have been released, but not yet pruned.
The rules of execution for scripts and functions is as follows:
* The script is executed during node initialization
* All functions (regardless of name) are stored within the node - effectively preserving the scope of the script as a whole
* These functions can now be invoked from elsewhere in the program
* Certain function names (listed below) are invoked at specific times during the game loop throughout the entire node tree
* If the specially named functions do not exist, the node is simply skipped
* Every function, which is intended to be called through `callNodeFn()` or at specific times in the loop, must take the `opaque` node as its first argument
## Special Function Names
The following functions, which are defined within the node scripts, are invoked at specific times within the game loop. Note that if you want code to execute *during* node creation, place it within the script's root scope. Variables that you want to persist between calls should also be placed in the script's root.
* `onLoad(node: opaque)`
* `onInit(node: opaque)`
* `onFrameStart(node: opaque)`
* `onUpdate(node: opaque, delta: int)`
* `onFrameEnd(node: opaque)`
* `onStep(node: opaque)`
* `onFree(node: opaque)`
* `onDraw(node: opaque)`
* `onKeyDown(node: opaque, event: string)`
* `onKeyUp(node: opaque, event: string)`
* `onMouseMotion(node: opaque, x: int, y: int, xrel: int, yrel: int)`
* `onMouseButtonDown(node: opaque, x: int, y: int, button: string)`
* `onMouseButtonUp(node: opaque, x: int, y: int, button: string)`
* `onMouseWheel(node: opaque, xrel: int, yrel: int)`
(These may change or expand as more input devices are added, and the engine matures.)
NOTE: `onLoad()` is invoked every time a node is loaded - but `onInit()` is only invoked once by the engine. After that, `initNode()` must be called manually on any node children that are loaded later.
# Engine Libraries
A series of libraries are provided to allow Toy to interface and control the engine. In addition, the libraries stored within Toy's `repl/` directory are also available (see the main page for the list).
During startup, the script named `init.toy` in the assets/scripts directory is executed. This file can be used to configure input mappings, as well as initializing the window and node tree.
* Engine Library
* Node Library
* Input Library
* Music Library
* Sound Library
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# Math Library
The math library is a collection of mathematical functions and constants that provide a wide range of calculations that are commonly used. All functions in this library take either integers or floats as parameters and will return the result as a float.
The math library can usually be accessed with the `import` keyword:
```
import math;
```
## Defined Constants
### PI: float
This constant represents the ratio of a circle's circumference to its diameter. Its value is approximately `3.14159265358979323846`.
### E: float
This constant represents Euler's number, the base of natural logarithms. Its value is approximately `2.71828182845904523536`.
### EPSILON: float
This constant represents the acceptable amount of error when comparing floats with the functions provided by this library (see [Defined Comparison Functions](#defined-comparison-functions)). Its default value is `0.000001`.
### NAN: float
This constant represents "Not-a-Number", often returned when a calculation is impossible, e.g. `sqrt(-1)`.
### INFINITY: float
This constant represents an uncountable value.
## Defined Power Functions
### pow(x, y): float
This function returns `x` to the power of `y`.
### sqrt(x): float
This function returns the square root of `x`.
### qbrt(x): float
This function returns the cube root of `x`.
### hypot(x, y): float
This function returns the length of the hypotenuse, assuming `x` and `y` are the legs in a right-angle triangle.
## Defined Trigonometric Functions
### toRadians(d): float
This function converts `d` into radians.
### toDegrees(r): float
This function converts `r` into degrees.
### sin(x): float
This function returns the sine of `x`.
### cos(x): float
This function returns the cosine of `x`.
### tan(x): float
This function returns the tangent of `x`.
### asin(x): float
This function returns the arc sine of `x`.
### acos(x): float
This function returns the arc cosine of `x`.
### atan(x): float
This function returns the arc tangent of `x`.
## Defined Hyperbolic Functions
### sinh(x): float
This function returns the hyperbolic sine of `x`
### cosh(x): float
This function returns the hyperbolic cosine of `x`
### tanh(x): float
This function returns the hyperbolic tangent of `x`
### asinh(x): float
This function returns the inverse hyperbolic sine of `x`
### acosh(x): float
This function returns the inverse hyperbolic cosine of `x`
### atanh(x): float
This function returns the inverse hyperbolic tangent of `x`
## Defined Comparison Functions
### checkIsNaN(x): bool
This function returns true if `x` is NaN, otherwise it returns false.
### checkIsFinite(x): bool
This function returns true if `x` is finite, otherwise it returns false.
### checkIsInfinite(x): bool
This function returns true if `x` is Infinite, otherwise it returns false.
### epsilionCompare(x, y): bool
This function returns true if `x` and `y` are within `EPSILON` of each other, otherwise it returns false. This is very useful for comparing floating point values.
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# Quick Start Guide
This guide is intended to get you writing Toy code as fast as possible. As such, it's more of a reference for experienced coders to know what is available and what isn't.
Toy programs begin at the top of the file, and continue until the end, unless an error is encountered.
## Print Keyword
This keyword prints values to stdout for debugging (this can be altered by the host program).
```
print "Hello World";
```
## Names and Variables
Variables can store data of any kind, unless a type is specified; see [types](getting-started/types). Names can be up to 256 characters long; see [Reserved Keywords](#reserved-keywords) for a list of keywords that can't be used as a name.
```
var b = true;
var i = 42;
var f = 3.14;
var s = "Hello world";
```
Numbers (both integers and floats) can be delimited with underscores (`_`), to break them up visually, e.g. `100_000`.
Strings can be 4096 characters long, and the following characters can be escaped: `\n`, `\t`, `\\` and `\"`.
## Compounds
Larger containers of data are available - arrays and dictionaries. Arrays are collections of data stored sequentially, while dictionaries are hash-maps of key-value pairs:
```
var array = []; //define an array
var dict = [:]; //define a dictionary
dict["foo"] = "bar"; //you can use indexing to add to a dictionary
array.push(42); //you must use a function to push to an array
```
## Control Flow
You can control the program flow with either `if`, `while` or `for`. The only falsy value is `false`.
```
if (check()) {
//do this
}
else {
//otherwise do this
}
var i = 0;
while (i < 10) {
print i++;
}
for (var i = 0; i < 10; i++) {
print i;
}
```
`continue` and `break` both behave as you'd expect.
## Functions
Functions are defined with the `fn` keyword, and can take any number of arguments. They can return a value as well.
```
fn combine(a, b, c) {
return [a, b, c];
}
print combine(1, 2, 3);
```
Variable number of parameters, called rest parameters, can be passed in as an array.
```
fn combine(...rest) {
return rest;
}
print combine(1, 2, 3);
```
## UFCS and Global Functions
Functions can be called using the universal function call syntax, which is just syntactic sugar for a normal function call:
```
fn printMe(self) {
print self;
}
array.printMe();
```
There are several globally available functions provided by default:
```
set(self, key, value) //array, dictionary
get(self, key) //array, dictionary
push(self, value) //array
pop(self) //array
length(self) //array, dictionary, string
clear(self) //array, dictionary
```
## Slice Notation
When indexing a compound value, you can use slice notation to manipulate it's elements:
```
var greeting = "Hello world";
print greeting[::-1]; //dlrow olleH
greeting[0:4] = "Goodnight"; //changes greeting to equal "Goodnight world"
```
## External Libraries
The host may, at its own discretion, make external libraries available to the scripts. To access these, you can use the `import` keyword:
```
import standard;
print clock(); //made available by "standard"
```
## Assertion Tests
For testing purposes, there is the `assert` keyword. `assert` takes two arguments, separated by a comma; if the first resolves to a truthy value, then the whole statement is a no-op. Otherwise, the second argument, which MUST be a string, is displayed as an error and the script exits.
```
var answer = 42;
assert answer == 42, "This will not be seen";
//both false and null trigger assert's exit condition
assert null, "This will be seen before the script exits";
```
## Reserved Keywords
The following list cannot be used as names, due to their significance (or potential later use) in the language.
* any
* as
* astype
* assert
* bool
* break
* class (reserved)
* const
* continue
* do (reserved)
* else
* export (reserved)
* false
* float
* fn
* for
* foreach (reserved)
* if
* import
* in (reserved)
* int
* null
* of (reserved)
* opaque
* print
* return
* string
* true
* type
* typeof
* var
* while
## Full List of Operators
The following mathematical operators are available. A definition is omitted here, as they are commonly used in most programming languages.
```
+ - * / % += -= *= /= %= ++(prefix) --(prefix) (postfix)++ (postfix)--
```
Likewise, the following logical operators are available (`&&` is more tightly bound than `||` due to historical reasons):
```
( ) [ ] { } ! != == < > <= >= && || ?:
```
Other operators used throughout the language are: the assignment, colon, semicolon, comma, dot and rest operators:
```
= : ; , . ...
```
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# Random Library
The random library offers a number of functions geared towards producing pseudorandom values. This library has a concept called "generators", which are opaque objects used to generate a sequence of numbers from an initial integer seed. A seed can be generated from most values using the standard library `hash` function.
The random library can usually be accessed with the `import` keyword:
```
import standard;
import random;
var generator: opaque = createRandomGenerator(clock().hash());
```
The current implementation is minimal in nature, and will be expanded or replaced in future.
## Defined Functions
### createRandomGenerator(seed: int): opaque
This function creates a new generator opaque based on the given seed. The same seed will produce the same sequence of pseudorandom outputs from different generators using `generateRandomNumber`.
Every generator must also be freed with `freeRandomGenerator`.
### generateRandomNumber(self: opaque): int
This function takes in a generator opaque, and returns a pseudorandom integer value.
This function also mutates the generator's internal state.
### freeRandomGenerator(self: opaque)
This function frees an existing generator opaque.
This function must be called on all generators before the program ends.
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# Runner Library
The runner library is used to execute one script from inside another. It also has functions that allow you to retrieve variables from the other script.
The runner library has a concept called a "dirty" script - dirty scripts are those which have already been run, and whose variables can be accessed. Dirty scripts must be reset before it is run again.
The runner library can usually be accessed with the `import` keyword:
```toy
import runner;
```
## Defined Functions
### loadScript(path: string): opaque
This is used to load an external script into an opaque variable.
This function does a lot of work:
* It validates the file path using the drive syntax
* It reads in the source code of the script file
* It compiles the source script into bytecode
* It constructs and initializes an Interpreter
* It packages it all into an opaque variable and returns it
### loadScriptBytecode(path: string): opaque
This is used to load an external bytecode file into an opaque variable.
This function does a lot of work:
* It validates the file path using the drive syntax
* It constructs and initializes an Interpreter
* It packages it all into an opaque variable and returns it
Note: This function resembles `loadScript()`, but skips the compilation step.
### runScript(self: opaque)
This function executes an external script, which must first be loaded into an opaque variable with either `loadScript()` or `loadScriptBytecode()`.
### getScriptVar(self: opaque, name: string): any
This function retrieves a variable from the top level of a script's environment.
## callScriptFn(self: opaque, name: string, ...rest)
This function retrieves a function from the top level of a script's environment, and calls it with `rest` as the argument list.
### resetScript(self: opaque)
This function resets the script so that it is no longer in a "dirty" state, and can be re-run using `runScript()`.
### freeScript(self: opaque)
This function frees a script's resources, cleaning up any memory that is no longer needed. Failing to call this will result in a memory leak.
### checkScriptDirty(self: opaque): bool
This function returns true if the script is "dirty", otherwise it returns false.
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# Standard Library
The standard library offers a number of miscellaneous utility functions, which can be used for various purposes. These are the most commonly used functions, so the standard library is almost certain to be included in the host program.
The standard library can usually be accessed with the `import` keyword:
```
import standard;
```
## Defined Misc. Functions
### clock(): string
This function returns a string representation of the current timestamp.
### hash(self: any): int
This function returns a hashed value of `self`.
This function uses the internal literal hashing algorithms. As such, the following can't be hashed:
* functions
* types
* opaques
* `null`
Any attempt to hash these will return -1, except `null` which returns 0.
## Defined Maths Functions
### abs(self): any
This function returns the absolute value of any integer or float passed in.
### ceil(self): int
This function returns the value of any integer or float passed in, rounded up.
### floor(self): int
This function returns the value of any integer or float passed in, rounded down.
### max(...): any
This function returns the value of the highest integer or float passed in. It can take any number of arguments.
### min(...): any
This function returns the value of the lowest integer or float passed in. It can take any number of arguments.
### round(self): int
This function returns the value of any integer or float passed in, rounded to the nearest whole number.
### sign(self): int
This function expects an integer or float as the value for `self`.
If `self` is below 0, this function returns -1. Otherwise, it returns 1.
### normalize(self): int
This function expects an integer or float as the value for `self`.
If `self` is below 0, this function returns -1. Otherwise, if `self` is above 0, this function returns 1. Otherwise it returns 0.
### clamp(value, min, max): any
This function expects integers or floats as the values for `value`, `min`, and `max`.
If `value` is smaller than `min`, this function will return `min`. Otherwise, if `value` larger than `max`, it will return `max`. Otherwise, it will return `value`.
### lerp(start, end, amount): any
This function expects integers or floats as the values for `value`, `min`, and `max`.
This function will return the value of `start` adjusted towards the value of `end` by `amount`, by interpreting `amount` as a fraction.
## Defined Compound Functions
### concat(self, other): any
This function only works when self and others are matching compounds (both arrays, dictionaries or strings). It returns a new compound of that kind, with the content of `other` appended to the content of `self`.
### containsKey(self: dictionary, key): bool
This function returns `true` if `self` contains the given `key`; otherwise, it returns false.
### containsValue(self, value): bool
This function returns `true` if `self` contains the given `value`; otherwise, it returns false.
### every(self, func: fn): bool
This function takes either an array or a dictionary as the `self` argument and a function as `func`. The argument `func` must take two arguments - the first is the index/key of the array/dictionary, and the second is the value. The contents of `self` are passed into `func`, one element at a time, until `func` returns `false`, at which point this function returns `false`. Otherwise, this function returns `true`.
### forEach(self, func: fn)
This function takes either an array or a dictionary as the `self` argument and a function as `func`. The argument `func` must take two arguments - the first is the index/key of the array/dictionary, and the second is the value. The contents of `self` are passed into `func` one element at a time.
```
import standard;
fn p(i, x) {
print x;
}
var a = [1, 3, 5];
a.forEach(p); //prints 1, 3, and 5 to stdout
```
### filter(self, func: fn): any
This function takes either an array or a dictionary as the `self` argument and a function as `func`. The argument `func` must take two arguments - the first is the index/key of the array/dictionary, and the second is the value. The contents of `self` are passed into `func`, one element at a time, and the function returns a new compound for every element that `func` returned a truthy value for.
### getKeys(self: dictionary): [any]
This function returns an array of all non-null keys stored within the dictionary. The order is undefined.
### getValues(self: dictionary): [any]
This function returns an array of all values with non-null keys stored within the dictionary. The order is undefined.
### indexOf(self: array, value): int
This function returns the first index within `self` that is equal to `value`, or `null` if none are found.
### map(self, func: fn): any
This function takes either an array or a dictionary as the `self` argument, and a function as `func`. The argument `func` must take two arguments - the first is the index/key of the array/dictionary, and the second is the value. It returns an array with the results of each call - the order of the results when called on a dictionary is undefined.
```
import standard;
fn increment(k, v) {
return v + 1;
}
var a = [1, 2, 3];
print a.map(increment); //prints [2,3,4];
```
### reduce(self, default: any, func: fn): any
This function takes either an array or a dictionary as the `self` argument, a default value, and a function as `func`. The argument `func` takes three arguments - the first is the accumulator, the second is the index/key, and the third is the value. It applies the given function to every element of the array/dictionary, passing the result of each call as the accumulator to the next (the default value is used for the first call). Finally, the final value of the accumulator is returned to the caller.
```
import standard;
fn f(acc, k, v) {
return acc + v;
}
var a = [1, 2, 3, 4];
print a.reduce(0, f); //prints "10"
```
### some(self, func: fn): bool
This function takes either an array or a dictionary as the `self` argument, and a function as `func`. The argument `func` must take two arguments - the first is the index/key of the array/dictionary, and the second is the value. The contents of `self` are passed into `func`, one element at a time, until `func` returns `true`, at which point this function returns `true`. Otherwise, this function returns `false`.
### sort(self: array, func: fn)
This function takes an array as the `self` argument, and a comparison function as `func`. The argument `func` must take two arguments and return a truthy or falsy value. The contents of the array in `self` are sorted based on the results of `func`, as though the function was the less comparator function.
```
import standard;
fn less(a, b) {
return a < b;
}
var a = [4, 1, 3, 2];
print a.sort(less); //prints "[1, 2, 3, 4]"
```
### toLower(self: string): string
This function returns a new string which is identical to the string `self`, except any uppercase letters are replaced with the corresponding lowercase letters.
### toString(self): string
This function returns a string representation of `self`. This is intended for arrays and dictionaries, but can theoretically work on any printable value.
If the resulting string is longer than `TOY_MAX_STRING_LENGTH` - 1, then it is truncated.
### toUpper(self: string):string
This function returns a new string which is identical to the string `self`, except any lowercase letters are replaced with the corresponding uppercase letters.
### trim(self: string, trimChars: string = " \t\n\r"): string
This function returns a new string which is identical to the string `self`, except any characters at the beginning or end of `self` which are present in the argument `trimChars` are removed. The argument `trimChars` is optional, and has the following characters as the default value:
* The space character
* The horizontal tab character
* The newline character
* The carriage return character
These characters used because they are the only control characters currently supported by Toy.
### trimBegin(self: string, trimChars: string = " \t\n\r"): string
This function is identical to `trim(self, trimChars)`, except it is only applied to the beginning of the first argument.
### trimEnd(self: string, trimChars: string = " \t\n\r"): string
This function is identical to `trim(self, trimChars)`, except it is only applied to the end of the first argument.
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# Toy Version Info Library
The toy_version_info library simply provides version info about the current build of Toy.
The toy_version_info library can usually be accessed with the `import` keyword:
```
import toy_version_info;
import toy_version_info as toy_version_info; //can be aliased
```
## Defined Variables
### major
This variable is the major version number of Toy at the time of compilation.
### minor
This variable is the minor version number of Toy at the time of compilation.
### patch
This variable is the patch version number of Toy at the time of compilation.
### build
This variable is a string representing the date and time that the interpreter was compiled.
### author
This variable contains the name of Toy's lead author, and his game studio.
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# Types
The type system in Toy is opt-in, but allows a lot of robust checks at runtime when needed. Types themselves are first-class citizens. To retrieve the type of an existing variable, use the `typeof` keyword.
```
print typeof value;
```
The types available are:
| Type | Signature | Description |
| --- | --- | --- |
| null | null | Represents a lack of any meaningful value |
| boolean | bool | Either true or false |
| integer | int | Any whole number. The limits are implementation dependent |
| float | float | Any floating point number. The limits are implementation dependent |
| string | string | A series of characters, forming text |
| array | n/a | A series of values arranged sequentially in memory, indexable with an integer |
| dictionary | n/a | A series of key-value pairs stored in a hash-table, indexable with the keys |
| function | fn | A chunk of reusable code, which can potentially return a value of some kind |
| type | type | The type of types |
| opaque | opaque | Arbitrary data passed from the host, which Toy can't natively understand |
| any | any | Can hold any value |
## Specifying Types For Variables
To specify a type for a variable, use `:` followed by the signature. In this example, the variable `total` can only ever hold integers (or `null`):
```
var total: int = 0;
```
To specify the type of an array or dictionary, use some variation of these signatures:
```
var array: [int] = [1, 2, 3]; //an array of integers
var dictionary: [string : int] = ["key":42]; //a dictionary of key-value pairs
```
Complex, hard-to-write types can be stored in variables, like so:
```
//define a variable called "entry"
var entry: type = astype [string: [string]];
//define a phonebook which follows the above signature
var phonebook: entry = [
"Lucy": ["1234", "Cabbage Ln"],
"Bob": ["5678", "Candy Rd"]
];
```
## Const
Const-ness, or the ability to fix the value of a variable, is part of the type system. To define a constant, follow the type signature with the `const` keyword:
```
var ANSWER: int const = 42; //answer will never change
```
You can also set the members of an array or dictionary as const, or the entire compound:
```
var members: [int const] = [1, 2, 3]; //1, 2 and 3 cannot be changed, but "members" can be modified or re-assigned
var everything: [int] const = [4, 5, 6]; //everything is now const
```
## Astype
Due to the syntax of Toy, when storing a complex type into a variable, you may need to use the `astype` keyword to differentiate the value from an array or dictionary.
```
var t: type = astype [int]; //t is a type, representing an array of integers
var u: type = [int]; //Error! it tried to assign an array with the sole entry "int"
```
## First-Class Citizens
Types are first-class citizens. What this means is that they can be used just like any other value, as well as being stored in variables and even returning from functions.
```
fn decide(question) {
if (question) {
return int;
}
else {
return float;
}
}
var t = decide(true);
var number: t = 0; //what if it had been false?
```
## Opaque Data
Sometimes, you may need to pass data through Toy that Toy can't normally handle. This data is called "opaque" data and is passed around by reference rather than value. Anything can be passed in as opaque data as long as it's represented as a void pointer in C.
```c
Toy_Literal opaque = TOY_TO_OPAQUE_LITERAL(&data, 0);
//...
void* dataPtr = TOY_AS_OPAQUE(opaque);
int tag = TOY_GET_OPAQUE_TAG(opaque); //for identifying the data in the host
```
Managing and cleaning up opaque data is a task left entirely to the host program - you can do this with the opaque literal's tag.
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<div align="center">
<image src="toylogo.png" />
</div>
[![Continuous Integration v1.x](https://github.com/krgamestudios/Toy/actions/workflows/continuous-integration-v1.yml/badge.svg)](https://github.com/krgamestudios/Toy/actions/workflows/continuous-integration-v1.yml)
***Notice**: These docs are valid for version 1.x only - the version 2 docs can be found at [https://toylang.com/](https://toylang.com/).*
# Preamble
The Toy programming language is an imperative bytecode-intermediate embedded scripting language. It isn't intended to operate on its own, but rather as part of another program, the "host". This process is intended to allow a decent amount of easy customisation by the host's end user, by exposing logic in script files. Alternatively, binary files in a custom format can be used as well.
The host will provide all of the extensions needed on a case-by-case basis. Script files have the `.toy` file extension, while binary files have the `.tb` file extension.
The Toy reference implementation can be found on [github](https://github.com/krgamestudios/Toy/tree/v1).
```
fn makeCounter() { //declare a function like this
var total: int = 0; //declare a variable with a type like this
fn counter(): int { //declare a return type like this
return ++total;
}
return counter; //closures are explicitly supported
}
var tally = makeCounter();
print tally(); //1
print tally(); //2
print tally(); //3
```
## Nifty Features
* Simple C-like syntax
* Bytecode intermediate compilation
* Optional, but robust type system (including `opaque` for arbitrary data)
* Functions and types are first-class citizens
* Import native libraries from the host
* Fancy slice notation for strings, arrays and dictionaries
* Can re-direct output, error and assertion failure messages
* Open source under the zlib license
## Getting Started
* [Quick Start Guide](getting-started/quick-start-guide)
* [Types](getting-started/types)
* [Toy Version Info Library](getting-started/toy-version-info-library)
* [Standard Library](getting-started/standard-library)
* [Math Library](getting-started/math.md)
* [Random Library](getting-started/random-library)
* [Runner Library](getting-started/runner-library)
## Deep Dive Document
* [Theorizing Toy](deep-dive/theorizing-toy)
* [Building Toy](deep-dive/building-toy)
* [Embedding Toy](deep-dive/embedding-toy)
* [Compiling Toy](deep-dive/compiling-toy)
* [Developing Toy](deep-dive/developing-toy) (incomplete, but being expanded)
* [Testing Toy](deep-dive/testing-toy)
* [Roadmapping Toy](deep-dive/roadmapping-toy)
## Public C API
* [repl_tools.h](c-api/repl_tools_h.md)
* [drive_system.h](c-api/drive_system_h.md)
* [toy.h](c-api/toy_h.md)
* [toy_common.h](c-api/toy_common_h.md)
* [toy_compiler.h](c-api/toy_compiler_h.md)
* [toy_interpreter.h](c-api/toy_interpreter_h.md)
* [toy_lexer.h](c-api/toy_lexer_h.md)
* [toy_literal_array.h](c-api/toy_literal_array_h.md)
* [toy_literal_dictionary.h](c-api/toy_literal_dictionary_h.md)
* [toy_literal.h](c-api/toy_literal_h.md)
* [toy_memory.h](c-api/toy_memory_h.md)
* [toy_parser.h](c-api/toy_parser_h.md)
* [toy_reffunction.h](c-api/toy_reffunction_h.md)
* [toy_refstring.h](c-api/toy_refstring_h.md)
* [toy_scope.h](c-api/toy_scope_h.md)
## Game Engine
Note: This section is WIP.
* [Game Engine](game-engine/game-engine.md)
* [Box Version Info Library](game-engine/box-version-info-library.md)
* Engine Library
* Node Library
* Input Library
* Music Library
* Sound Library
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#compiler settings reference
#CC=gcc
#CFLAGS+=-std=c17 -g -Wall -Werror -Wextra -Wpedantic -Wformat=2 -Wno-newline-eof
#LIBS+=-lm
#LDFLAGS+=
#TODO: release builds should define the NDEBUG flag; double check it works
#directories
export TOY_SOURCEDIR=source
export TOY_REPLDIR=repl
export TOY_OUTDIR=out
export TOY_OBJDIR=obj
#targets
all: source repl
.PHONY: source
source:
$(MAKE) -C source -k
.PHONY: repl
repl: source
$(MAKE) -C repl -k
.PHONY: tests tests-ci
tests: clean
$(MAKE) -C tests -k
tests-gdb: clean
$(MAKE) -C tests -k gdb
#util targets
$(TOY_OUTDIR):
mkdir $(TOY_OUTDIR)
$(TOY_OBJDIR):
mkdir $(TOY_OBJDIR)
#util commands
.PHONY: clean
clean:
ifeq ($(shell uname),Linux)
find . -type f -name '*.o' -delete
find . -type f -name '*.a' -delete
find . -type f -name '*.out' -delete
find . -type f -name '*.exe' -delete
find . -type f -name '*.dll' -delete
find . -type f -name '*.lib' -delete
find . -type f -name '*.so' -delete
find . -type f -name '*.dylib' -delete
find . -type d -name 'out' -delete
find . -type d -name 'obj' -delete
else ifeq ($(shell uname),NetBSD)
find . -type f -name '*.o' -delete
find . -type f -name '*.a' -delete
find . -type f -name '*.out' -delete
find . -type f -name '*.exe' -delete
find . -type f -name '*.dll' -delete
find . -type f -name '*.lib' -delete
find . -type f -name '*.so' -delete
find . -type f -name '*.dylib' -delete
find . -type d -name 'out' -delete
find . -type d -name 'obj' -delete
else ifeq ($(OS),Windows_NT)
$(RM) *.o *.a *.exe *.dll *.lib *.so *.dylib
$(RM) out
$(RM) obj
else ifeq ($(shell uname),Darwin)
find . -type f -name '*.o' -delete
find . -type f -name '*.a' -delete
find . -type f -name '*.out' -delete
find . -type f -name '*.exe' -delete
find . -type f -name '*.dll' -delete
find . -type f -name '*.lib' -delete
find . -type f -name '*.so' -delete
find . -type f -name '*.dylib' -delete
find . -type d -name 'out' -delete
find . -type d -name 'obj' -delete
else
@echo "Deletion failed - what platform is this?"
endif
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#include "ast_inspector.h"
#include "toy_console_colors.h"
#include "toy_bucket.h"
#include "toy_string.h"
#include "toy_value.h"
#include <stdio.h>
#include <stdlib.h>
void inspect_by_type(Toy_Ast* ast, int depth);
void inspect_block(Toy_Ast* ast, int depth);
void inspect_value(Toy_Ast* ast, int depth);
void inspect_print(Toy_Ast* ast, int depth);
#define PRINTSTR(x) printf("%*s%s", depth*4, "", x);
static Toy_Bucket* bucket = NULL; //lazy
void inspect_ast(Toy_Ast* ast) {
bucket = Toy_allocateBucket(TOY_BUCKET_IDEAL);
inspect_by_type(ast, 0);
Toy_freeBucket(&bucket);
}
void inspect_by_type(Toy_Ast* ast, int depth) {
switch(ast->type) {
case TOY_AST_BLOCK:
inspect_block(ast, depth);
return;
case TOY_AST_VALUE:
inspect_value(ast, depth);
return;
// case TOY_AST_UNARY:
// case TOY_AST_BINARY:
// case TOY_AST_BINARY_SHORT_CIRCUIT:
// case TOY_AST_COMPARE:
// case TOY_AST_GROUP:
// case TOY_AST_COMPOUND:
// case TOY_AST_AGGREGATE:
// case TOY_AST_ASSERT:
// case TOY_AST_IF_THEN_ELSE:
// case TOY_AST_WHILE_THEN:
// case TOY_AST_BREAK:
// case TOY_AST_CONTINUE:
// case TOY_AST_RETURN:
case TOY_AST_PRINT:
inspect_print(ast, depth);
return;
// case TOY_AST_VAR_DECLARE:
// case TOY_AST_VAR_ASSIGN:
// case TOY_AST_VAR_ACCESS:
// case TOY_AST_FN_DECLARE:
// case TOY_AST_FN_INVOKE:
// case TOY_AST_STACK_POP:
default:
printf(TOY_CC_WARN "%*sAST %s (unhandled by inspector)" TOY_CC_RESET "\n", depth*4, "", Toy_private_getAstTypeAsCString(ast->type));
}
}
void inspect_block(Toy_Ast* ast, int depth) {
//show the block braces
PRINTSTR("{\n");
if (ast->block.child) {
inspect_by_type(ast->block.child, depth + 1);
if (ast->block.next) {
inspect_block(ast->block.next, depth + 0);
}
}
PRINTSTR("}\n");
}
void inspect_value(Toy_Ast* ast, int depth) {
(void)depth;
Toy_String* str = Toy_stringifyValue(&bucket, ast->value.value);
char* buffer = Toy_getStringRaw(str); //SLOW
printf("%s '%s'", Toy_getValueTypeAsCString(ast->value.value.type), buffer);
free(buffer);
Toy_freeString(str);
}
void inspect_print(Toy_Ast* ast, int depth) {
(void)depth;
PRINTSTR("PRINT ");
inspect_by_type(ast->print.child, depth);
printf(";\n");
}
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#pragma once
#include "toy_ast.h"
void inspect_ast(Toy_Ast* astHandle);
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#include "bucket_inspector.h"
#include <toy_string.h>
#include <stdio.h>
int inspect_bucket(Toy_Bucket** bucketHandle) {
int depth = 0;
//for each bucket
for (Toy_Bucket* iter = (*bucketHandle); iter != NULL; iter = iter->next) {
int occupied = 0;
int released = 0;
unsigned char* ptr = iter->data;
while ((ptr - iter->data < iter->count) && *((int*)ptr) != 0) { //for each partition
if ( ( *((int*)ptr) & 1) == 0) { //is this partition still in use?
occupied++;
//try to print as a string if possible
Toy_String* str = (void*)(ptr + 4);
if (str->info.type == TOY_STRING_LEAF && str->info.length < 255) {
printf("String Leaf (%d bytes, %d refCount): %.*s\n", *((int*)ptr), str->info.refCount, str->info.length, str->leaf.data);
}
else if (str->info.type == TOY_STRING_NODE) {
printf("String Node (%d bytes, %d refCount): ...\n", *((int*)ptr), str->info.refCount);
}
}
else {
released++;
}
//jump distance: ((*((int*)ptr) | 1) ^ 1) + 4
// printf(" jump %d, ", ((*((int*)ptr) | 1) ^ 1) + 4);
ptr += ((*((int*)ptr) | 1) ^ 1) + 4; //OR + XOR to remove the 'free' flag from the size
}
printf("Bucket link %d: count %u, %d occupied, %d released\n", depth, iter->count, occupied, released);
depth++;
}
printf("\n");
return depth;
}
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#pragma once
#include "toy_bucket.h"
int inspect_bucket(Toy_Bucket** bucketHandle);
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#include "bytecode_inspector.h"
#include "toy_console_colors.h"
#include "toy_opcodes.h"
#include "toy_value.h"
#include "toy_string.h"
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
int inspect_instruction(unsigned char* bytecode, unsigned int pc, unsigned int jumps_addr, unsigned int data_addr);
int inspect_read(unsigned char* bytecode, unsigned int pc, unsigned int jumps_addr, unsigned int data_addr);
#define ISPRINT_SANITIZE(x) (isprint((int)x) > 0 ? (x) : '_')
#define MARKER_VALUE(pc, type) \
((unsigned int)(pc * sizeof(type)))
#define MARKER "\t\033[" TOY_CC_FONT_BLACK "m" " %u\t" TOY_CC_RESET
#define FONT_BLACK "\033[" TOY_CC_FONT_BLACK "m"
//exposed functions
int inspect_bytecode(unsigned char* bytecode) {
//TODO: handle version info
unsigned int const bytecodeSize = ((unsigned int*)(bytecode))[0];
unsigned int const jumpsSize = ((unsigned int*)(bytecode))[1];
unsigned int const paramSize = ((unsigned int*)(bytecode))[2];
unsigned int const dataSize = ((unsigned int*)(bytecode))[3];
unsigned int const subsSize = ((unsigned int*)(bytecode))[4];
printf(FONT_BLACK ".header:\r" TOY_CC_RESET);
//bytecode size
printf(MARKER TOY_CC_NOTICE "Bytecode Size: \t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(0, unsigned int), bytecodeSize);
//header counts
printf(MARKER TOY_CC_NOTICE "Jumps Size:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(1, unsigned int), jumpsSize);
printf(MARKER TOY_CC_NOTICE "Param Size:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(2, unsigned int), paramSize);
printf(MARKER TOY_CC_NOTICE "Data Size:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(3, unsigned int), dataSize);
printf(MARKER TOY_CC_NOTICE "Subs Size:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(4, unsigned int), subsSize);
//some addresses may be absent
unsigned int addr_pc = 4;
unsigned int code_addr = 0;
unsigned int jumps_addr = 0;
unsigned int param_addr = 0;
unsigned int data_addr = 0;
unsigned int subs_addr = 0;
//bugfix
unsigned int code_end = 0;
//header addresses
if (true) {
addr_pc++;
printf(MARKER TOY_CC_NOTICE "Code Address:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(addr_pc, unsigned int), ((unsigned int*)(bytecode))[addr_pc]);
code_addr = ((unsigned int*)(bytecode))[addr_pc];
}
if (jumpsSize > 0) {
addr_pc++;
printf(MARKER TOY_CC_NOTICE "Jumps Address:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(addr_pc, unsigned int), ((unsigned int*)(bytecode))[addr_pc]);
jumps_addr = ((unsigned int*)(bytecode))[addr_pc];
if (code_end == 0) code_end = jumps_addr;
}
if (paramSize > 0) {
addr_pc++;
printf(MARKER TOY_CC_NOTICE "Param Address:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(addr_pc, unsigned int), ((unsigned int*)(bytecode))[addr_pc]);
param_addr = ((unsigned int*)(bytecode))[addr_pc];
if (code_end == 0) code_end = param_addr;
}
if (dataSize > 0) {
addr_pc++;
printf(MARKER TOY_CC_NOTICE "Data Address:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(addr_pc, unsigned int), ((unsigned int*)(bytecode))[addr_pc]);
data_addr = ((unsigned int*)(bytecode))[addr_pc];
if (code_end == 0) code_end = data_addr;
}
if (subsSize > 0) {
addr_pc++;
printf(MARKER TOY_CC_NOTICE "Subs Address:\t\t%u" TOY_CC_RESET "\n", MARKER_VALUE(addr_pc, unsigned int), ((unsigned int*)(bytecode))[addr_pc]);
subs_addr = ((unsigned int*)(bytecode))[addr_pc];
if (code_end == 0) code_end = subs_addr;
}
if (code_end == 0) code_end = bytecodeSize; //very hacky
printf(FONT_BLACK ".code:\r" TOY_CC_RESET);
unsigned int pc = code_addr;
while(pc < code_end) {
pc += inspect_instruction(bytecode, pc, jumps_addr, data_addr);
}
//jumps
if (jumpsSize > 0) {
printf(FONT_BLACK ".jumps:\r" TOY_CC_RESET);
for (unsigned int i = 0; (i*4) < jumpsSize; i++) {
printf(MARKER TOY_CC_NOTICE "%u (data %u)" TOY_CC_RESET "\n", MARKER_VALUE(jumps_addr + i, unsigned int),
i,
((unsigned int*)(bytecode + jumps_addr))[i] + data_addr
);
}
}
//param
if (paramSize > 0) {
printf(FONT_BLACK ".param:\r" TOY_CC_RESET);
for (unsigned int i = 0; (i*4) < paramSize; i += 2) {
printf(MARKER TOY_CC_NOTICE "%u (type %s, data %u)" TOY_CC_RESET "\n", MARKER_VALUE(param_addr + i, unsigned int),
i,
Toy_getValueTypeAsCString(((unsigned int*)(bytecode + param_addr))[i + 1]),
((unsigned int*)(bytecode + param_addr))[i] + data_addr
);
}
}
//data; assume there's only strings for now
if (dataSize > 0) {
printf(FONT_BLACK ".data:\r" TOY_CC_RESET);
for (unsigned int i = 0; (i*4) < dataSize; i++) {
printf(MARKER TOY_CC_NOTICE "%c %c %c %c" TOY_CC_RESET "\n", MARKER_VALUE(data_addr + i, unsigned int),
ISPRINT_SANITIZE(((char*)(bytecode + data_addr + (i*4)))[0]),
ISPRINT_SANITIZE(((char*)(bytecode + data_addr + (i*4)))[1]),
ISPRINT_SANITIZE(((char*)(bytecode + data_addr + (i*4)))[2]),
ISPRINT_SANITIZE(((char*)(bytecode + data_addr + (i*4)))[3])
);
}
}
//subs
if (subsSize > 0) {
printf(FONT_BLACK ".subs:\n" TOY_CC_RESET);
unsigned int i = 0;
while (i < subsSize) {
i += inspect_bytecode(bytecode + subs_addr + i);
}
}
return bytecodeSize;
}
int inspect_instruction(unsigned char* bytecode, unsigned int pc, unsigned int jumps_addr, unsigned int data_addr) {
//read and print the opcode instruction at 'pc'
Toy_OpcodeType opcode = bytecode[pc];
switch(opcode) {
case TOY_OPCODE_READ:
return inspect_read(bytecode, pc, jumps_addr, data_addr);
case TOY_OPCODE_DECLARE: {
unsigned int indexValue = *((unsigned int*)(bytecode + pc + 4));
unsigned int jumpValue = *((unsigned int*)(bytecode + jumps_addr + indexValue));
char* cstr = ((char*)(bytecode + data_addr + jumpValue));
printf(MARKER "DECLARE %s: %s%s\n", MARKER_VALUE(pc, unsigned char),
cstr,
Toy_getValueTypeAsCString(bytecode[pc + 1]),
bytecode[pc + 3] ? " const" : ""
);
return 8;
}
case TOY_OPCODE_ASSIGN:
printf(MARKER "ASSIGN %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] ? "(chained)" : "");
return 4;
case TOY_OPCODE_ASSIGN_COMPOUND:
printf(MARKER "ASSIGN COMPOUND %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] ? "(chained)" : "");
return 4;
case TOY_OPCODE_ACCESS:
printf(MARKER "ACCESS\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_INVOKE:
printf(MARKER "INVOKE as '%s' (%d parameters)\n", MARKER_VALUE(pc, unsigned char),
Toy_getValueTypeAsCString(bytecode[pc + 1]),
bytecode[pc + 2]);
return 4;
case TOY_OPCODE_ATTRIBUTE:
printf(MARKER "ATTRIBUTE (accessed from a compound)\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_DUPLICATE:
printf(MARKER "DUPLICATE %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] ? "and ACCESS" : "");
return 4;
case TOY_OPCODE_ELIMINATE:
printf(MARKER "ELIMINATE\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_ADD:
printf(MARKER "ADD %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] == TOY_OPCODE_ASSIGN ? "and ASSIGN" : "");
return 4;
case TOY_OPCODE_SUBTRACT:
printf(MARKER "SUBTRACT %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] == TOY_OPCODE_ASSIGN ? "and ASSIGN" : "");
return 4;
case TOY_OPCODE_MULTIPLY:
printf(MARKER "MULTIPLY %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] == TOY_OPCODE_ASSIGN ? "and ASSIGN" : "");
return 4;
case TOY_OPCODE_DIVIDE:
printf(MARKER "DIVIDE %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] == TOY_OPCODE_ASSIGN ? "and ASSIGN" : "");
return 4;
case TOY_OPCODE_MODULO:
printf(MARKER "MODULO %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] == TOY_OPCODE_ASSIGN ? "and ASSIGN" : "");
return 4;
case TOY_OPCODE_COMPARE_EQUAL:
printf(MARKER "COMPARE %s\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] != TOY_OPCODE_NEGATE ? "==" : "!=");
return 4;
case TOY_OPCODE_COMPARE_LESS:
printf(MARKER "COMPARE '<'\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_COMPARE_LESS_EQUAL:
printf(MARKER "COMPARE '<='\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_COMPARE_GREATER:
printf(MARKER "COMPARE '>'\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_COMPARE_GREATER_EQUAL:
printf(MARKER "COMPARE '>='\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_AND:
printf(MARKER "LOGICAL '&&'\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_OR:
printf(MARKER "LOGICAL '||'\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_TRUTHY:
printf(MARKER "LOGICAL TRUTHY\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_NEGATE:
printf(MARKER "LOGICAL NEGATE\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_RETURN:
printf(MARKER "Keyword RETURN (%u)\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1]);
return 4;
case TOY_OPCODE_JUMP:
printf(MARKER TOY_CC_DEBUG "JUMP %s%s (%s%d) (GOTO %u)\n" TOY_CC_RESET, MARKER_VALUE(pc, unsigned char),
bytecode[pc + 1] == TOY_OP_PARAM_JUMP_ABSOLUTE ? "absolute" : "relative",
bytecode[pc + 2] == TOY_OP_PARAM_JUMP_ALWAYS ? "" :
bytecode[pc + 2] == TOY_OP_PARAM_JUMP_IF_TRUE ? " if true" : " if false",
bytecode[pc + 4] > 0 ? "+" : "", //show a + sign when positive
bytecode[pc + 4],
bytecode[pc + 4] + pc + 8
);
return 8;
case TOY_OPCODE_ESCAPE:
printf(MARKER TOY_CC_DEBUG "ESCAPE relative %s%d (GOTO %u) and pop %d\n" TOY_CC_RESET, MARKER_VALUE(pc, unsigned char),
bytecode[pc + 4] > 0 ? "+" : "", //show a + sign when positive
bytecode[pc + 4],
bytecode[pc + 4] + pc + 12,
bytecode[pc + 8]
);
return 12;
case TOY_OPCODE_SCOPE_PUSH:
printf(MARKER "SCOPE PUSH\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_SCOPE_POP:
printf(MARKER "SCOPE POP\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_ASSERT:
printf(MARKER TOY_CC_WARN "Keyword ASSERT (cond%s)\n" TOY_CC_RESET, MARKER_VALUE(pc, unsigned char), bytecode[pc + 1] > 1 ? ",msg" : "");
return 4;
case TOY_OPCODE_PRINT:
printf(MARKER TOY_CC_NOTICE "Keyword PRINT\n" TOY_CC_RESET, MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_CONCAT:
printf(MARKER "CONCATENATE strings\n", MARKER_VALUE(pc, unsigned char));
return 4;
case TOY_OPCODE_INDEX:
printf(MARKER "INDEX (%d elements)\n", MARKER_VALUE(pc, unsigned char), bytecode[pc + 1]);
return 4;
// case TOY_OPCODE_UNUSED:
// case TOY_OPCODE_PASS:
// case TOY_OPCODE_ERROR:
// case TOY_OPCODE_EOF:
default:
printf(MARKER TOY_CC_WARN "Unknown Word: [%u, %u, %u, %u]" TOY_CC_RESET "\n", MARKER_VALUE(pc, unsigned char), bytecode[pc], bytecode[pc+1], bytecode[pc+2], bytecode[pc+3]);
return 4;
}
}
int inspect_read(unsigned char* bytecode, unsigned int pc, unsigned int jumps_addr, unsigned int data_addr) {
Toy_ValueType type = bytecode[pc + 1];
switch(type) {
case TOY_VALUE_NULL: {
printf(MARKER "READ NULL\n", MARKER_VALUE(pc, unsigned char));
return 4;
}
case TOY_VALUE_BOOLEAN: {
if (bytecode[pc + 2]) {
printf(MARKER "READ BOOL true\n", MARKER_VALUE(pc, unsigned char));
}
else {
}
return 4;
}
case TOY_VALUE_INTEGER: {
int i = *(int*)(bytecode + pc + 4);
printf(MARKER "READ INTEGER %d\n", MARKER_VALUE(pc, unsigned char), i);
return 8;
}
case TOY_VALUE_FLOAT: {
float i = *(float*)(bytecode + pc + 4);
printf(MARKER "READ FLOAT %f\n", MARKER_VALUE(pc, unsigned char), i);
return 8;
}
case TOY_VALUE_STRING: {
Toy_StringType stringType = (Toy_StringType)(*(bytecode + pc + 2)); //Probably not needed
int len = bytecode[pc + 3]; //only used for names?
(void)len;
(void)stringType;
unsigned int indexValue = *((unsigned int*)(bytecode + pc + 4));
unsigned int jumpValue = *((unsigned int*)(bytecode + jumps_addr + indexValue));
char* cstr = ((char*)(bytecode + data_addr + jumpValue));
printf(MARKER "READ STRING [%u] '%s'\n", MARKER_VALUE(pc, unsigned char), indexValue, cstr);
return 8;
}
case TOY_VALUE_FUNCTION:
printf(MARKER "READ FUNCTION '%u' (%d params)\n", MARKER_VALUE(pc, unsigned char), *((unsigned int*)(bytecode + pc + 4)), bytecode[pc + 2]);
return 8;
case TOY_VALUE_ARRAY: {
unsigned int count = *((unsigned int*)(bytecode + pc + 4));
printf(MARKER "READ ARRAY %u elements\n", MARKER_VALUE(pc, unsigned char), count);
return 8;
}
case TOY_VALUE_TABLE: {
unsigned int count = *((unsigned int*)(bytecode + pc + 4));
printf(MARKER "READ TABLE %u elements (consuming %u values)\n", MARKER_VALUE(pc, unsigned char), count / 2, count);
return 8;
}
case TOY_VALUE_OPAQUE:
case TOY_VALUE_ANY:
case TOY_VALUE_UNKNOWN:
default: {
printf(MARKER TOY_CC_WARN "READ %s (unhandled by inspector)" TOY_CC_RESET "\n", MARKER_VALUE(pc, unsigned char), Toy_getValueTypeAsCString(type));
return 4;
}
}
}
-3
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@@ -1,3 +0,0 @@
#pragma once
int inspect_bytecode(unsigned char* bytecode);
-532
View File
@@ -1,532 +0,0 @@
#include "ast_inspector.h"
#include "bytecode_inspector.h"
#include "bucket_inspector.h"
#include "toy_console_colors.h"
#include "toy_lexer.h"
#include "toy_parser.h"
#include "toy_compiler.h"
#include "toy_vm.h"
//NOTE: for testing
#include "standard_library.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
unsigned char* readFile(char* path, int* size) {
//open the file
FILE* file = fopen(path, "rb");
if (file == NULL) {
*size = -1; //missing file error
return NULL;
}
//determine the file's length
fseek(file, 0L, SEEK_END);
*size = ftell(file);
rewind(file);
//make some space
unsigned char* buffer = malloc(*size + 1);
if (buffer == NULL) {
fclose(file);
return NULL;
}
//read the file
if (fread(buffer, sizeof(unsigned char), *size, file) < (unsigned int)(*size)) {
fclose(file);
free(buffer);
*size = -2; //singal a read error
return NULL;
}
buffer[(*size)++] = '\0';
//clean up and return
fclose(file);
return buffer;
}
int getFileName(char* dest, const char* src, size_t destLength) {
#define MIN(a, b) ((a) < (b) ? (a) : (b))
char* p = NULL;
//find the last slash, regardless of platform
p = strrchr(src, '\\');
if (p == NULL) {
p = strrchr(src, '/');
}
if (p == NULL) {
int len = MIN(strlen(src), destLength-1);
strncpy(dest, src, len);
dest[len] = '\0';
return len;
}
p++; //skip the slash
//determine length of the file name
int len = MIN(strlen(src), destLength-1);
//copy to the dest
strncpy(dest, p, len);
dest[len] = '\0';
return len;
#undef MIN
}
//error callbacks
static int errorAndExitCallback(const char* msg) {
fprintf(stderr, TOY_CC_ERROR "Error: %s" TOY_CC_RESET "\n", msg);
exit(-1);
}
static int errorAndContinueCallback(const char* msg) {
return fprintf(stderr, TOY_CC_ERROR "Error: %s" TOY_CC_RESET "\n", msg);
}
static int assertFailureAndExitCallback(const char* msg) {
fprintf(stderr, TOY_CC_ASSERT "Assert Failure: %s" TOY_CC_RESET "\n", msg);
exit(-1);
}
static int assertFailureAndContinueCallback(const char* msg) {
return fprintf(stderr, TOY_CC_ASSERT "Assert Failure: %s" TOY_CC_RESET "\n", msg);
}
static int noOpCallback(const char* msg) {
//NO-OP
(void)msg;
return 0;
}
static int silentExitCallback(const char* msg) {
//NO-OP
(void)msg;
exit(-1);
}
//handle command line arguments
typedef struct CmdLine {
bool error;
bool help;
bool version;
char* infile;
int infileLength;
bool silentPrint;
bool silentAssert;
bool removeAssert;
bool verbose;
} CmdLine;
void usageCmdLine(int argc, const char* argv[]) {
(void)argc;
printf("Usage: %s [ -h | -v | -f source.toy ]\n\n", argv[0]);
}
void helpCmdLine(int argc, const char* argv[]) {
usageCmdLine(argc, argv);
printf("The Toy Programming Language, leave arguments blank for an interactive REPL.\n\n");
printf(" -h, --help\t\t\tShow this help then exit.\n");
printf(" -v, --version\t\t\tShow version and copyright information then exit.\n");
printf(" -f, --file infile\t\tParse, compile and execute the source file then exit.\n");
printf(" --silent-print\t\tSuppress output from the print keyword.\n");
printf(" --silent-assert\t\tSuppress output from the assert keyword.\n");
printf(" --remove-assert\t\tDo not include the assert statement in the bytecode.\n");
printf(" -d, --verbose\t\tPrint debugging information about Toy's internals.\n");
}
void versionCmdLine(int argc, const char* argv[]) {
(void)argc;
(void)argv;
printf("The Toy Programming Language, Version %d.%d.%d %s\n\n", TOY_VERSION_MAJOR, TOY_VERSION_MINOR, TOY_VERSION_PATCH, TOY_VERSION_BUILD);
//copy/pasted from the license file - there's a way to include it directly, but it's too finnicky to bother
const char* license =
"Copyright (c) 2020-2026 Kayne Ruse, KR Game Studios\n"
"\n"
"This software is provided 'as-is', without any express or implied\n"
"warranty. In no event will the authors be held liable for any damages\n"
"arising from the use of this software.\n"
"\n"
"Permission is granted to anyone to use this software for any purpose,\n"
"including commercial applications, and to alter it and redistribute it\n"
"freely, subject to the following restrictions:\n"
"\n"
"1. The origin of this software must not be misrepresented; you must not\n"
"claim that you wrote the original software. If you use this software\n"
"in a product, an acknowledgment in the product documentation would be\n"
"appreciated but is not required.\n"
"2. Altered source versions must be plainly marked as such, and must not be\n"
"misrepresented as being the original software.\n"
"3. This notice may not be removed or altered from any source distribution.\n"
"\n"
;
printf("%s",license);
}
CmdLine parseCmdLine(int argc, const char* argv[]) {
CmdLine cmd = {
.error = false,
.help = false,
.version = false,
.infile = NULL,
.infileLength = 0,
.silentPrint = false,
.silentAssert = false,
.removeAssert = false,
.verbose = false,
};
for (int i = 1; i < argc; i++) {
if (!strcmp(argv[i], "-h") || !strcmp(argv[i], "--help")) {
cmd.help = true;
}
else if (!strcmp(argv[i], "-v") || !strcmp(argv[i], "--version")) {
cmd.version = true;
}
else if (!strcmp(argv[i], "-f") || !strcmp(argv[i], "--file")) {
if (argc <= i + 1) {
cmd.error = true;
}
else {
if (cmd.infile != NULL) { //don't leak
free(cmd.infile);
}
i++;
//total space to reserve
cmd.infileLength = strlen(argv[i]) + 1;
cmd.infileLength = (cmd.infileLength + 3) & ~3; //BUGFIX: align to word size
cmd.infile = malloc(cmd.infileLength);
if (cmd.infile == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Failed to allocate space while parsing the command line, exiting\n" TOY_CC_RESET);
exit(-1);
}
int len = strlen(argv[i]);
strncpy(cmd.infile, argv[i], len);
cmd.infile[len] = '\0';
}
}
else if (!strcmp(argv[i], "--silent-print")) {
cmd.silentPrint = true;
}
else if (!strcmp(argv[i], "--silent-assert")) {
cmd.silentAssert = true;
}
else if (!strcmp(argv[i], "--remove-assert")) {
cmd.removeAssert = true;
}
else if (!strcmp(argv[i], "-d") || !strcmp(argv[i], "--verbose")) {
cmd.verbose = true;
}
else {
cmd.error = true;
}
}
return cmd;
}
//debugging
static void debugStackPrint(Toy_Stack* stack) {
//DEBUG: if there's anything on the stack, print it
if (stack->count > 0) {
Toy_Bucket* stringBucket = Toy_allocateBucket(TOY_BUCKET_IDEAL);
printf("\n" TOY_CC_NOTICE "Stack Dump" TOY_CC_RESET "\n" TOY_CC_NOTICE "%-20s%-20s" TOY_CC_RESET "\n", "type", "value");
for (unsigned int i = 0; i < stack->count; i++) {
Toy_Value v = ((Toy_Value*)(stack + 1))[i]; //'stack + 1' is a naughty trick
//print type
printf("%-20s", Toy_getValueTypeAsCString(v.type));
//print value
Toy_String* string = Toy_stringifyValue(&stringBucket, Toy_unwrapValue(v));
char* buffer = Toy_getStringRaw(string);
printf("%-20s", buffer);
free(buffer);
Toy_freeString(string);
printf("\n");
}
Toy_freeBucket(&stringBucket);
}
}
static void debugScopePrint(Toy_Scope* scope, int depth) {
//DEBUG: if there's anything in the scope, print it
if (scope->count > 0) {
Toy_Bucket* stringBucket = Toy_allocateBucket(TOY_BUCKET_IDEAL);
printf("\n" TOY_CC_NOTICE "Scope Dump [%d]" TOY_CC_RESET "\n" TOY_CC_NOTICE "%-20s%-20s%-20s" TOY_CC_RESET "\n", depth, "type", "name", "value");
for (unsigned int i = 0; i < scope->capacity; i++) {
if (scope->data[i].key == NULL || scope->data[i].key->info.length == 0) {
continue;
}
Toy_String* k = scope->data[i].key;
Toy_Value v = scope->data[i].value;
printf("%-10s%-10s%-20s", Toy_getValueTypeAsCString(scope->data[i].type), scope->data[i].constant ? "const" : "", k != NULL ? k->leaf.data : "");
//print value
Toy_String* string = Toy_stringifyValue(&stringBucket, Toy_unwrapValue(v));
char* buffer = Toy_getStringRaw(string);
printf("%-20s", buffer);
free(buffer);
Toy_freeString(string);
printf("\n");
}
Toy_freeBucket(&stringBucket);
}
if (scope->next != NULL) {
debugScopePrint(scope->next, depth + 1);
}
}
//repl function
int repl(const char* filepath, bool verbose) {
//output options
Toy_setPrintCallback(puts);
Toy_setErrorCallback(errorAndContinueCallback);
Toy_setAssertFailureCallback(assertFailureAndContinueCallback);
//vars to use
char prompt[256];
getFileName(prompt, filepath, 256);
unsigned int INPUT_BUFFER_SIZE = 4096;
char inputBuffer[INPUT_BUFFER_SIZE];
memset(inputBuffer, 0, INPUT_BUFFER_SIZE);
Toy_VM vm;
Toy_initVM(&vm);
printf("%s> ", prompt); //shows the terminal prompt and begin
//read from the terminal
while(fgets(inputBuffer, INPUT_BUFFER_SIZE, stdin)) {
//work around fgets() adding a newline
unsigned int length = strlen(inputBuffer);
if (inputBuffer[length - 1] == '\n') {
inputBuffer[--length] = '\0';
}
if (length == 0 || !inputBuffer[ strspn(inputBuffer, " \r\n\t") ]) {
printf("%s> ", prompt); //shows the terminal prompt and restart
continue;
}
//end
if (strlen(inputBuffer) == 4 && (strncmp(inputBuffer, "exit", 4) == 0 || strncmp(inputBuffer, "quit", 4) == 0)) {
break;
}
//parse the input, prep the VM for execution
Toy_Bucket* bucket = Toy_allocateBucket(TOY_BUCKET_IDEAL);
Toy_Lexer lexer;
Toy_bindLexer(&lexer, inputBuffer);
Toy_Parser parser;
Toy_bindParser(&parser, &lexer);
Toy_Ast* ast = Toy_scanParser(&bucket, &parser);
//parsing error, retry
if (parser.error || ast == NULL) {
Toy_freeBucket(&bucket);
printf("%s> ", prompt); //shows the terminal prompt
continue;
}
if (verbose) {
inspect_ast(ast);
}
unsigned char* bytecode = Toy_compileToBytecode(ast);
Toy_freeBucket(&bucket); //no need to for the GC here
if (bytecode == NULL) {
printf("%s> ", prompt);
continue;
}
if (verbose) {
inspect_bytecode(bytecode);
}
//WARN: Hacky debugging
if (vm.scope == NULL) {
Toy_bindVM(&vm, bytecode, NULL);
initStandardLibrary(&vm);
}
else {
Toy_bindVM(&vm, bytecode, NULL);
}
//run
Toy_runVM(&vm);
int depthBeforeGC = 0;
int depthAfterGC = 0;
//print the debug info
if (verbose) {
debugStackPrint(vm.stack);
debugScopePrint(vm.scope, 0);
depthBeforeGC = inspect_bucket(&vm.memoryBucket);
}
//free the memory, and leave the VM ready for the next loop
Toy_resetVM(&vm, true, true);
if (verbose) {
depthAfterGC = inspect_bucket(&vm.memoryBucket);
printf("GC Report: %d -> %d\n", depthBeforeGC, depthAfterGC);
}
free(bytecode);
printf("%s> ", prompt); //shows the terminal prompt
}
//cleanup all memory
Toy_freeVM(&vm);
return 0;
}
//main file
int main(int argc, const char* argv[]) {
Toy_setPrintCallback(puts);
Toy_setErrorCallback(errorAndExitCallback);
Toy_setAssertFailureCallback(assertFailureAndExitCallback);
//if there's args, process them
CmdLine cmd = parseCmdLine(argc, argv);
//output options
if (cmd.silentPrint) {
Toy_setPrintCallback(noOpCallback);
}
if (cmd.silentAssert) {
Toy_setAssertFailureCallback(silentExitCallback);
}
//process
if (cmd.error) {
usageCmdLine(argc, argv);
}
else if (cmd.help) {
helpCmdLine(argc, argv);
}
else if (cmd.version) {
versionCmdLine(argc, argv);
}
else if (cmd.infile != NULL) {
//read the source file
int size;
unsigned char* source = readFile(cmd.infile, &size);
//check the file
if (source == NULL) {
if (size == 0) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Could not parse an empty file '%s', exiting\n" TOY_CC_RESET, cmd.infile);
return -1;
}
else if (size == -1) {
fprintf(stderr, TOY_CC_ERROR "ERROR: File not found '%s', exiting\n" TOY_CC_RESET, cmd.infile);
return -1;
}
else {
fprintf(stderr, TOY_CC_ERROR "ERROR: Unknown error while reading file '%s', exiting\n" TOY_CC_RESET, cmd.infile);
return -1;
}
}
free(cmd.infile);
cmd.infile = NULL;
cmd.infileLength = 0;
//compile the source code
Toy_Lexer lexer;
Toy_bindLexer(&lexer, (char*)source);
Toy_Parser parser;
Toy_bindParser(&parser, &lexer);
Toy_Bucket* bucket = Toy_allocateBucket(TOY_BUCKET_IDEAL);
Toy_Ast* ast = Toy_scanParser(&bucket, &parser);
if (ast == NULL) {
Toy_freeBucket(&bucket);
free(source);
return -1;
}
if (cmd.verbose) {
inspect_ast(ast);
}
unsigned char* bytecode = Toy_compileToBytecode(ast);
Toy_freeBucket(&bucket);
free(source);
if (bytecode == NULL) {
return -1;
}
if (cmd.verbose) {
inspect_bytecode(bytecode);
}
//run the compiled code
Toy_VM vm;
Toy_initVM(&vm);
Toy_bindVM(&vm, bytecode, NULL);
initStandardLibrary(&vm); //WARN: Hacky debugging
Toy_runVM(&vm);
//print the debug info
if (cmd.verbose) {
debugStackPrint(vm.stack);
debugScopePrint(vm.scope, 0);
}
//cleanup
Toy_freeVM(&vm);
free(bytecode);
}
else {
repl(argv[0], cmd.verbose);
}
return 0;
}
-63
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@@ -1,63 +0,0 @@
#compiler settings
CC=gcc
CFLAGS+=-std=c17 -g -Wall -Werror -Wextra -Wpedantic -Wformat=2 -Wno-newline-eof
LIBS+=-lm -lToy
LDFLAGS+=-Wl,-rpath,'$$ORIGIN'
ifeq ($(shell uname),Darwin) #make sure there's enough space for the dylib fix
LDFLAGS+=-Wl,-headerpad_max_install_names
endif
#directories
REPL_ROOTDIR=..
REPL_REPLDIR=.
REPL_SOURCEDIR=$(REPL_ROOTDIR)/$(TOY_SOURCEDIR)
REPL_OUTDIR=$(REPL_ROOTDIR)/$(TOY_OUTDIR)
REPL_OBJDIR=$(TOY_OBJDIR)
#file names
REPL_REPLFILES=$(wildcard $(REPL_REPLDIR)/*.c)
REPL_OBJFILES=$(addprefix $(REPL_OBJDIR)/,$(notdir $(REPL_REPLFILES:.c=.o)))
REPL_TARGETNAME=repl
#file extensions
ifeq ($(OS),Windows_NT)
REPL_TARGETEXT=.exe
else
REPL_TARGETEXT=.out
endif
#linker fix
LDFLAGS+=-L$(realpath $(REPL_OUTDIR))
#build the object files, compile the test cases, and run
all: build link
#targets for each step
.PHONY: build
build: $(REPL_OBJDIR) $(REPL_OBJFILES)
.PHONY: link
link: $(REPL_OUTDIR) $(REPL_OUTDIR)/$(REPL_TARGETNAME)$(REPL_TARGETEXT)
#util targets
$(REPL_OUTDIR):
mkdir $(REPL_OUTDIR)
$(REPL_OBJDIR):
mkdir $(REPL_OBJDIR)
#compilation steps
$(REPL_OBJDIR)/%.o: $(REPL_REPLDIR)/%.c
$(CC) -c -o $@ $< $(addprefix -I,$(REPL_REPLDIR)) $(addprefix -I,$(REPL_SOURCEDIR)) $(CFLAGS)
$(REPL_OUTDIR)/$(REPL_TARGETNAME)$(REPL_TARGETEXT): $(REPL_OBJFILES)
$(CC) -DTOY_IMPORT $(CFLAGS) -o $@ $(REPL_OBJFILES) $(LDFLAGS) $(LIBS)
ifeq ($(shell uname),Darwin) #dylib fix
otool -L $@
install_name_tool -add_rpath @executable_path/. $@
install_name_tool -change $(REPL_OUTDIR)/libToy.dylib @executable_path/libToy.dylib $@
otool -L $@
endif
-106
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@@ -1,106 +0,0 @@
#include "standard_library.h"
#include "toy_console_colors.h"
#include "toy_print.h"
#include "toy_scope.h"
#include "toy_stack.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
typedef struct CallbackPairs {
const char* name;
Toy_nativeCallback callback;
} CallbackPairs;
//example callbacks
static void answer(Toy_VM* vm, Toy_FunctionNative* self) {
(void)vm;
(void)self;
Toy_print(TOY_CC_DEBUG "This function returns the integer '42' to the calling scope." TOY_CC_RESET);
Toy_pushStack(&vm->stack, TOY_VALUE_FROM_INTEGER(42));
}
static void identity(Toy_VM* vm, Toy_FunctionNative* self) {
//does nothing, but any arguements are left on the stack as results
(void)vm;
(void)self;
}
static void echo(Toy_VM* vm, Toy_FunctionNative* self) {
(void)self;
//pops one argument, and prints it
Toy_Value value = Toy_popStack(&vm->stack);
Toy_String* string = Toy_stringifyValue(&vm->memoryBucket, value);
char* cstr = Toy_getStringRaw(string);
Toy_print(cstr);
free(cstr);
Toy_freeString(string);
Toy_freeValue(value);
}
static void next(Toy_VM* vm, Toy_FunctionNative* self) {
//used by 'range'
if (self->meta2 < self->meta1) {
Toy_Value result = TOY_VALUE_FROM_INTEGER(self->meta2);
Toy_pushStack(&vm->stack, result);
self->meta2++;
}
else {
Toy_pushStack(&vm->stack, TOY_VALUE_FROM_NULL());
}
}
static void range(Toy_VM* vm, Toy_FunctionNative* self) {
(void)self;
//one arg to represent the number of iterations
Toy_Value value = Toy_popStack(&vm->stack);
//check types
if (!TOY_VALUE_IS_INTEGER(value)) {
char buffer[256];
snprintf(buffer, 256, "Expected Integer argument in 'range', found '%s'", Toy_getValueTypeAsCString(value.type));
Toy_error(buffer);
Toy_freeValue(value);
return;
}
//make the callback
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, next);
fn->native.meta1 = TOY_VALUE_AS_INTEGER(value); //fake a closure
fn->native.meta2 = 0; //counter
Toy_Value result = TOY_VALUE_FROM_FUNCTION(fn);
Toy_pushStack(&vm->stack, result);
}
CallbackPairs callbackPairs[] = {
{"dbg_answer", answer},
{"dbg_identity", identity},
{"dbg_echo", echo},
{"range", range},
{NULL, NULL},
};
//exposed functions
void initStandardLibrary(Toy_VM* vm) {
if (vm == NULL || vm->scope == NULL || vm->memoryBucket == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Can't initialize standard library, exiting\n" TOY_CC_RESET);
exit(-1);
}
//declare each pair
for (int i = 0; callbackPairs[i].name; i++) {
Toy_String* key = Toy_createStringLength(&vm->memoryBucket, callbackPairs[i].name, strlen(callbackPairs[i].name));
Toy_Function* fn = Toy_createFunctionFromCallback(&(vm->memoryBucket), callbackPairs[i].callback);
Toy_declareScope(vm->scope, key, TOY_VALUE_FUNCTION, TOY_VALUE_FROM_FUNCTION(fn), true);
}
}
-5
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@@ -1,5 +0,0 @@
#pragma once
#include "toy_vm.h"
void initStandardLibrary(Toy_VM*);

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After

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+16
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@@ -0,0 +1,16 @@
<?xml version="1.0" standalone="no"?>
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 20010904//EN"
"http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd">
<svg version="1.0" xmlns="http://www.w3.org/2000/svg"
width="454.000000pt" height="454.000000pt" viewBox="0 0 454.000000 454.000000"
preserveAspectRatio="xMidYMid meet">
<metadata>
Created by potrace 1.14, written by Peter Selinger 2001-2017
</metadata>
<g transform="translate(0.000000,454.000000) scale(0.100000,-0.100000)"
fill="#000000" stroke="none">
<path d="M1178 4533 c-3 -5 -4 -508 -3 -1118 l0 -1111 -565 0 -565 0 -3 -1152
-2 -1152 2230 0 2230 0 -2 1152 -3 1152 -522 0 c-359 0 -523 3 -524 10 0 6 0
509 0 1119 l-1 1107 -1133 0 c-624 0 -1135 -3 -1137 -7z"/>
</g>
</svg>

After

Width:  |  Height:  |  Size: 730 B

-16
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@@ -1,16 +0,0 @@
//calculate the nth fibonacci number, and print it
var counter: Int = 0;
var first: Int = 1;
var second: Int = 0;
while (counter < 100_000) {
var third: Int = first + second;
first = second;
second = third;
print third;
++counter;
}
-11
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@@ -1,11 +0,0 @@
fn output(arg) {
print arg;
}
var array = ["alpha", "bravo", "charlie"];
array.forEach(echo);
array.forEach(output);
-13
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@@ -1,13 +0,0 @@
//tentatively functional
//fibonacci sequence
fn fib(n) {
if (n < 2) return n;
return fib(n-1) + fib(n-2);
}
print fib(12);
//Note to my future self: yes, the base case in 'fib()' is 'n < 2', stop second guessing yourself!
//Note to my past self: don't tell me what to do!
//Note to both of you: keep it down you young whipper snappers!
-24
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@@ -1,24 +0,0 @@
//standard example, using 'while' instead of 'for', because it's not ready yet
var counter: Int = 0;
while (++counter <= 100) {
var result: String = "";
if (counter % 3 == 0) {
result = result .. "fizz";
}
if (counter % 5 == 0) {
result = result .. "buzz";
}
//finally
if (result != "") {
print result;
}
else {
print counter;
}
}
-35
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@@ -1,35 +0,0 @@
//WARN: This is just a scratch pad, don't use it
//TODO: table.hasValue or table.getKeyFromValue?
//for (var i in array) print i;
//for (var i in table) print i;
//for (var i in range(10)) print i;
//for (range(10)) print "ha";
//example of a `range`-like function
fn range(limit: Int) {
var counter: Int = 0;
fn next() {
if (counter >= limit) {
return null;
}
else return counter++;
}
return next;
}
var next = range(10);
fn log(x) {
if (x == null) return;
print x;
}
while (true) {
log(next());
}
-12
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@@ -1,12 +0,0 @@
fn a(x) {
print x;
}
fn b() {
return 42;
}
a(b(), b());
-19
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@@ -1,19 +0,0 @@
//find the leap years
fn isLeapYear(n: Int) {
if (n % 400 == 0) return true;
if (n % 100 == 0) return false;
return n % 4 == 0;
}
//check for string reuse
{
print isLeapYear(1999);
}
{
print isLeapYear(2000);
}
{
print isLeapYear(2004);
}
-12
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@@ -1,12 +0,0 @@
var randi: Int = 69420;
fn rand() {
return randi = randi * 1664525 + 1013904223;
}
var a = rand();
-21
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@@ -1,21 +0,0 @@
fn makeCounter() {
var counter: Int = 0;
fn increment() {
return ++counter;
}
return increment;
}
var tally = makeCounter();
while (true) {
var result = tally();
print result;
if (result >= 10) {
break;
}
}
+19
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@@ -0,0 +1,19 @@
{
"name": "",
"short_name": "",
"icons": [
{
"src": "/android-chrome-192x192.png",
"sizes": "192x192",
"type": "image/png"
},
{
"src": "/android-chrome-384x384.png",
"sizes": "384x384",
"type": "image/png"
}
],
"theme_color": "#ffffff",
"background_color": "#ffffff",
"display": "standalone"
}
-59
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@@ -1,59 +0,0 @@
#compiler settings
CC=gcc
CFLAGS+=-std=c17 -g -Wall -Werror -Wextra -Wpedantic -Wformat=2 -Wno-newline-eof
LIBS+=-lm
LDFLAGS+=
#directories
SRC_ROOTDIR=..
SRC_SOURCEDIR=.
SRC_OUTDIR=$(SRC_ROOTDIR)/$(TOY_OUTDIR)
SRC_OBJDIR=$(TOY_OBJDIR)
#file names
SRC_SOURCEFILES=$(wildcard $(SRC_SOURCEDIR)/*.c)
SRC_OBJFILES=$(addprefix $(SRC_OBJDIR)/,$(notdir $(SRC_SOURCEFILES:.c=.o)))
SRC_TARGETNAME=Toy
#SRC_LIBLINE is a fancy way of making the linker work correctly
ifeq ($(shell uname),Linux)
SRC_TARGETEXT=.so
SRC_LIBLINE=-shared -Wl,-rpath,. -Wl,--out-implib=$(SRC_OUTDIR)/lib$(SRC_TARGETNAME).a -Wl,--whole-archive $(SRC_OBJFILES) -Wl,--no-whole-archive
CFLAGS+=-fPIC
else ifeq ($(shell uname),NetBSD)
SRC_TARGETEXT=.so
SRC_LIBLINE=-shared -Wl,-rpath,. -Wl,--out-implib=$(SRC_OUTDIR)/lib$(SRC_TARGETNAME).a -Wl,--whole-archive $(SRC_OBJFILES) -Wl,--no-whole-archive
CFLAGS+=-fPIC
else ifeq ($(OS),Windows_NT)
SRC_TARGETEXT=.dll
SRC_LIBLINE=-shared -Wl,-rpath,. -Wl,--out-implib=$(SRC_OUTDIR)/lib$(SRC_TARGETNAME).a -Wl,--whole-archive $(SRC_OBJFILES) -Wl,--no-whole-archive -Wl,--export-all-symbols -Wl,--enable-auto-import
else ifeq ($(shell uname),Darwin)
SRC_TARGETEXT=.dylib
SRC_LIBLINE=-shared -Wl,-rpath,. $(SRC_OBJFILES)
else
@echo "Platform test failed - what platform is this?"
exit 1
endif
#build the object files, compile the test cases, and run
all: build link
#targets for each step
.PHONY: build
build: $(SRC_OUTDIR) $(SRC_OBJDIR) $(SRC_OBJFILES)
.PHONY: link
link: $(SRC_OUTDIR)
$(CC) -DTOY_EXPORT $(CFLAGS) -o $(SRC_OUTDIR)/lib$(SRC_TARGETNAME)$(SRC_TARGETEXT) $(SRC_LIBLINE)
#util targets
$(SRC_OUTDIR):
mkdir $(SRC_OUTDIR)
$(SRC_OBJDIR):
mkdir $(SRC_OBJDIR)
#compilation steps
$(SRC_OBJDIR)/%.o: $(SRC_SOURCEDIR)/%.c
$(CC) -c -o $@ $< $(addprefix -I,$(SRC_SOURCEDIR)) $(CFLAGS)
-35
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@@ -1,35 +0,0 @@
#include "toy_array.h"
#include "toy_console_colors.h"
#include <stdio.h>
#include <stdlib.h>
Toy_Array* Toy_resizeArray(Toy_Array* paramArray, unsigned int capacity) {
//if some values will be removed, free them first
if (paramArray != NULL && paramArray->count > capacity) {
for (unsigned int i = capacity; i < paramArray->count; i++) {
Toy_freeValue(paramArray->data[i]);
}
}
//if you're freeing everything, just return
if (capacity == 0) {
free(paramArray);
return NULL;
}
unsigned int originalCapacity = paramArray == NULL ? 0 : paramArray->capacity;
Toy_Array* array = realloc(paramArray, capacity * sizeof(Toy_Value) + sizeof(Toy_Array));
if (array == NULL) {
fprintf(stderr, TOY_CC_ERROR "ERROR: Failed to resize a 'Toy_Array' from %d to %d capacity\n" TOY_CC_RESET, (int)originalCapacity, (int)capacity);
exit(-1);
}
array->capacity = capacity;
array->count = paramArray == NULL ? 0 :
(array->count > capacity ? capacity : array->count); //truncate lost data
return array;
}
-22
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@@ -1,22 +0,0 @@
#pragma once
#include "toy_common.h"
#include "toy_value.h"
//standard generic array
typedef struct Toy_Array { //32 | 64 BITNESS
unsigned int capacity; //4 | 4
unsigned int count; //4 | 4
Toy_Value data[]; //- | -
} Toy_Array; //8 | 8
TOY_API Toy_Array* Toy_resizeArray(Toy_Array* array, unsigned int capacity);
//some useful sizes, could be swapped out as needed
#ifndef TOY_ARRAY_INITIAL_CAPACITY
#define TOY_ARRAY_INITIAL_CAPACITY 8
#endif
#ifndef TOY_ARRAY_EXPANSION_RATE
#define TOY_ARRAY_EXPANSION_RATE 2
#endif
-339
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@@ -1,339 +0,0 @@
#include "toy_ast.h"
void Toy_private_initAstBlock(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_BLOCK;
tmp->block.innerScope = false;
tmp->block.child = NULL;
tmp->block.next = NULL;
tmp->block.tail = NULL;
(*astHandle) = tmp;
}
void Toy_private_appendAstBlock(Toy_Bucket** bucketHandle, Toy_Ast* block, Toy_Ast* child) {
//first, check if we're an empty head
if (block->block.child == NULL) {
block->block.child = child;
return; //First call on an empty head skips any memory allocations
}
//run (or jump) until we hit the current tail
Toy_Ast* iter = block->block.tail ? block->block.tail : block;
while(iter->block.next != NULL) {
iter = iter->block.next;
}
//append a new link to the chain
Toy_private_initAstBlock(bucketHandle, &(iter->block.next));
//store the child in the new link, prep the tail pointer
iter->block.next->block.child = child;
block->block.tail = iter->block.next;
}
void Toy_private_emitAstValue(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Value value) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_VALUE;
tmp->value.value = value;
(*astHandle) = tmp;
}
void Toy_private_emitAstUnary(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_UNARY;
tmp->unary.flag = flag;
tmp->unary.child = *astHandle;
(*astHandle) = tmp;
}
void Toy_private_emitAstBinary(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag, Toy_Ast* right) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_BINARY;
tmp->binary.flag = flag;
tmp->binary.left = *astHandle; //left-recursive
tmp->binary.right = right;
(*astHandle) = tmp;
}
void Toy_private_emitAstBinaryShortCircuit(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag, Toy_Ast* right) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_BINARY_SHORT_CIRCUIT;
tmp->binary.flag = flag;
tmp->binary.left = *astHandle; //left-recursive
tmp->binary.right = right;
(*astHandle) = tmp;
}
void Toy_private_emitAstCompare(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag, Toy_Ast* right) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_COMPARE;
tmp->compare.flag = flag;
tmp->compare.left = *astHandle; //left-recursive
tmp->compare.right = right;
(*astHandle) = tmp;
}
void Toy_private_emitAstGroup(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_GROUP;
tmp->group.child = (*astHandle);
(*astHandle) = tmp;
}
void Toy_private_emitAstCompound(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_COMPOUND;
tmp->compound.flag = flag;
tmp->compound.child = *astHandle;
(*astHandle) = tmp;
}
void Toy_private_emitAstAggregate(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag, Toy_Ast* right) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_AGGREGATE;
tmp->aggregate.flag = flag;
tmp->aggregate.left = *astHandle; //left-recursive
tmp->aggregate.right = right;
(*astHandle) = tmp;
}
void Toy_private_emitAstAssert(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* child, Toy_Ast* msg) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_ASSERT;
tmp->assert.child = child;
tmp->assert.message = msg;
(*astHandle) = tmp;
}
void Toy_private_emitAstIfThenElse(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* condBranch, Toy_Ast* thenBranch, Toy_Ast* elseBranch) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_IF_THEN_ELSE;
tmp->ifThenElse.condBranch = condBranch;
tmp->ifThenElse.thenBranch = thenBranch;
tmp->ifThenElse.elseBranch = elseBranch;
(*astHandle) = tmp;
}
void Toy_private_emitAstWhileThen(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* condBranch, Toy_Ast* thenBranch) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_WHILE_THEN;
tmp->whileThen.condBranch = condBranch;
tmp->whileThen.thenBranch = thenBranch;
(*astHandle) = tmp;
}
void Toy_private_emitAstForThen(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* condBranch, Toy_Ast* thenBranch) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_FOR_THEN;
tmp->forThen.condBranch = condBranch;
tmp->forThen.thenBranch = thenBranch;
(*astHandle) = tmp;
}
void Toy_private_emitAstBreak(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_BREAK;
(*astHandle) = tmp;
}
void Toy_private_emitAstContinue(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_CONTINUE;
(*astHandle) = tmp;
}
void Toy_private_emitAstReturn(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_RETURN;
tmp->fnReturn.child = (*astHandle);
(*astHandle) = tmp;
}
void Toy_private_emitAstPrint(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_PRINT;
tmp->print.child = (*astHandle);
(*astHandle) = tmp;
}
void Toy_private_emitAstVariableDeclaration(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_String* name, Toy_ValueType valueType, bool constant, Toy_Ast* expr) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_VAR_DECLARE;
tmp->varDeclare.name = name;
tmp->varDeclare.valueType = valueType;
tmp->varDeclare.constant = constant;
tmp->varDeclare.expr = expr;
(*astHandle) = tmp;
}
void Toy_private_emitAstVariableAssignment(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag, Toy_Ast* expr) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_VAR_ASSIGN;
tmp->varAssign.flag = flag;
tmp->varAssign.target = (*astHandle);
tmp->varAssign.expr = expr;
(*astHandle) = tmp;
}
void Toy_private_emitAstVariableAccess(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_VAR_ACCESS;
tmp->varAccess.child = (*astHandle);
(*astHandle) = tmp;
}
void Toy_private_emitAstFunctionDeclaration(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_String* name, Toy_Ast* params, Toy_Ast* body) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_FN_DECLARE;
tmp->fnDeclare.name = name;
tmp->fnDeclare.params = params;
tmp->fnDeclare.body = body;
(*astHandle) = tmp;
}
void Toy_private_emitAstFunctionInvokation(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* args) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_FN_INVOKE;
tmp->fnInvoke.function = (*astHandle);
tmp->fnInvoke.args = args;
(*astHandle) = tmp;
}
void Toy_private_emitAstAttribute(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* expr) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_ATTRIBUTE;
tmp->attribute.left = (*astHandle);
tmp->attribute.right = expr;
(*astHandle) = tmp;
}
void Toy_private_emitAstIterable(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* expr) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_ITERABLE;
tmp->iterable.left = (*astHandle);
tmp->iterable.right = expr;
(*astHandle) = tmp;
}
void Toy_private_emitAstStackPop(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_STACK_POP;
tmp->stackPop.child = (*astHandle);
(*astHandle) = tmp;
}
void Toy_private_emitAstPass(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_PASS;
(*astHandle) = tmp;
}
void Toy_private_emitAstError(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_ERROR;
(*astHandle) = tmp;
}
void Toy_private_emitAstEnd(Toy_Bucket** bucketHandle, Toy_Ast** astHandle) {
Toy_Ast* tmp = (Toy_Ast*)Toy_partitionBucket(bucketHandle, sizeof(Toy_Ast));
tmp->type = TOY_AST_END;
(*astHandle) = tmp;
}
const char* Toy_private_getAstTypeAsCString(Toy_AstType type) {
switch(type) {
case TOY_AST_BLOCK: return "BLOCK";
case TOY_AST_VALUE: return "VALUE";
case TOY_AST_UNARY: return "UNARY";
case TOY_AST_BINARY: return "BINARY";
case TOY_AST_BINARY_SHORT_CIRCUIT: return "BINARY_SHORT_CIRCUIT";
case TOY_AST_COMPARE: return "COMPARE";
case TOY_AST_GROUP: return "GROUP";
case TOY_AST_COMPOUND: return "COMPOUND";
case TOY_AST_AGGREGATE: return "AGGREGATE";
case TOY_AST_ASSERT: return "ASSERT";
case TOY_AST_IF_THEN_ELSE: return "IF_THEN_ELSE";
case TOY_AST_WHILE_THEN: return "WHILE_THEN";
case TOY_AST_FOR_THEN: return "FOR_THEN";
case TOY_AST_BREAK: return "BREAK";
case TOY_AST_CONTINUE: return "CONTINUE";
case TOY_AST_RETURN: return "RETURN";
case TOY_AST_PRINT: return "PRINT";
case TOY_AST_VAR_DECLARE: return "DECLARE";
case TOY_AST_VAR_ASSIGN: return "ASSIGN";
case TOY_AST_VAR_ACCESS: return "ACCESS";
case TOY_AST_FN_DECLARE: return "FN_DECLARE";
case TOY_AST_FN_INVOKE: return "FN_INVOKE";
case TOY_AST_ATTRIBUTE: return "ATTRIBUTE";
case TOY_AST_ITERABLE: return "ITERABLE";
case TOY_AST_STACK_POP: return "STACK_POP";
case TOY_AST_PASS: return "PASS";
case TOY_AST_ERROR: return "ERROR";
case TOY_AST_END: return "END";
}
return NULL;
}
-330
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@@ -1,330 +0,0 @@
#pragma once
#include "toy_common.h"
#include "toy_bucket.h"
#include "toy_value.h"
#include "toy_string.h"
//each major type
typedef enum Toy_AstType {
TOY_AST_BLOCK,
TOY_AST_VALUE,
TOY_AST_UNARY,
TOY_AST_BINARY,
TOY_AST_BINARY_SHORT_CIRCUIT,
TOY_AST_COMPARE,
TOY_AST_GROUP,
TOY_AST_COMPOUND,
TOY_AST_AGGREGATE,
TOY_AST_ASSERT,
TOY_AST_IF_THEN_ELSE,
TOY_AST_WHILE_THEN,
TOY_AST_FOR_THEN,
TOY_AST_BREAK,
TOY_AST_CONTINUE,
TOY_AST_RETURN,
TOY_AST_PRINT,
TOY_AST_VAR_DECLARE,
TOY_AST_VAR_ASSIGN,
TOY_AST_VAR_ACCESS,
TOY_AST_FN_DECLARE,
TOY_AST_FN_INVOKE,
TOY_AST_ATTRIBUTE,
TOY_AST_ITERABLE,
TOY_AST_STACK_POP, //BUGFIX: force a single stack pop for expression statements
TOY_AST_PASS,
TOY_AST_ERROR,
TOY_AST_END,
} Toy_AstType;
//flags are handled differently by different types
typedef enum Toy_AstFlag {
TOY_AST_FLAG_NONE = 0,
//binary flags
TOY_AST_FLAG_ADD = 1,
TOY_AST_FLAG_SUBTRACT = 2,
TOY_AST_FLAG_MULTIPLY = 3,
TOY_AST_FLAG_DIVIDE = 4,
TOY_AST_FLAG_MODULO = 5,
TOY_AST_FLAG_AND = 6,
TOY_AST_FLAG_OR = 7,
TOY_AST_FLAG_CONCAT = 8,
TOY_AST_FLAG_ASSIGN = 10,
TOY_AST_FLAG_ADD_ASSIGN = 11,
TOY_AST_FLAG_SUBTRACT_ASSIGN = 12,
TOY_AST_FLAG_MULTIPLY_ASSIGN = 13,
TOY_AST_FLAG_DIVIDE_ASSIGN = 14,
TOY_AST_FLAG_MODULO_ASSIGN = 15,
TOY_AST_FLAG_COMPARE_EQUAL = 20,
TOY_AST_FLAG_COMPARE_NOT = 21,
TOY_AST_FLAG_COMPARE_LESS = 22,
TOY_AST_FLAG_COMPARE_LESS_EQUAL = 23,
TOY_AST_FLAG_COMPARE_GREATER = 24,
TOY_AST_FLAG_COMPARE_GREATER_EQUAL = 25,
TOY_AST_FLAG_COMPOUND_ARRAY = 30,
TOY_AST_FLAG_COMPOUND_TABLE = 31,
TOY_AST_FLAG_COLLECTION = 32,
TOY_AST_FLAG_PAIR = 33,
TOY_AST_FLAG_INDEX = 34,
TOY_AST_FLAG_FN_ARGUMENTS = 35,
//unary flags
TOY_AST_FLAG_NEGATE = 40,
TOY_AST_FLAG_PREFIX_INCREMENT = 41,
TOY_AST_FLAG_PREFIX_DECREMENT = 42,
TOY_AST_FLAG_POSTFIX_INCREMENT = 43,
TOY_AST_FLAG_POSTFIX_DECREMENT = 44,
TOY_AST_FLAG_INVOKATION = 45,
TOY_AST_FLAG_ATTRIBUTE = 46,
// TOY_AST_FLAG_TERNARY,
} Toy_AstFlag;
//the root AST type
typedef union Toy_Ast Toy_Ast;
typedef struct Toy_AstBlock {
Toy_AstType type;
bool innerScope;
Toy_Ast* child; //begin encoding the line
Toy_Ast* next; //'next' is either an AstBlock or null
Toy_Ast* tail; //'tail' - either points to the tail of the current list, or null; only used as an optimisation in toy_ast.c
} Toy_AstBlock;
typedef struct Toy_AstValue {
Toy_AstType type;
Toy_Value value;
} Toy_AstValue;
typedef struct Toy_AstUnary {
Toy_AstType type;
Toy_AstFlag flag;
Toy_Ast* child;
} Toy_AstUnary;
typedef struct Toy_AstBinary {
Toy_AstType type;
Toy_AstFlag flag;
Toy_Ast* left;
Toy_Ast* right;
} Toy_AstBinary;
typedef struct Toy_AstBinaryShortCircuit {
Toy_AstType type;
Toy_AstFlag flag;
Toy_Ast* left;
Toy_Ast* right;
} Toy_AstBinaryShortCircuit;
typedef struct Toy_AstCompare {
Toy_AstType type;
Toy_AstFlag flag;
Toy_Ast* left;
Toy_Ast* right;
} Toy_AstCompare;
typedef struct Toy_AstGroup {
Toy_AstType type;
Toy_Ast* child;
} Toy_AstGroup;
typedef struct Toy_AstCompound {
Toy_AstType type;
Toy_AstFlag flag;
Toy_Ast* child;
} Toy_AstCompound;
typedef struct Toy_AstAggregate {
Toy_AstType type;
Toy_AstFlag flag;
Toy_Ast* left;
Toy_Ast* right;
} Toy_AstAggregate;
typedef struct Toy_AstAssert {
Toy_AstType type;
Toy_Ast* child;
Toy_Ast* message;
} Toy_AstAssert;
typedef struct Toy_AstIfThenElse {
Toy_AstType type;
Toy_Ast* condBranch;
Toy_Ast* thenBranch;
Toy_Ast* elseBranch;
} Toy_AstIfThenElse;
typedef struct Toy_AstWhileThen {
Toy_AstType type;
Toy_Ast* condBranch;
Toy_Ast* thenBranch;
} Toy_AstWhileThen;
typedef struct Toy_AstForThen {
Toy_AstType type;
Toy_Ast* condBranch;
Toy_Ast* thenBranch;
} Toy_AstForThen;
typedef struct Toy_AstBreak {
Toy_AstType type;
} Toy_AstBreak;
typedef struct Toy_AstContinue {
Toy_AstType type;
} Toy_AstContinue;
typedef struct Toy_AstReturn {
Toy_AstType type;
Toy_Ast* child;
} Toy_AstReturn;
typedef struct Toy_AstPrint {
Toy_AstType type;
Toy_Ast* child;
} Toy_AstPrint;
typedef struct Toy_AstVarDeclare {
Toy_AstType type;
Toy_String* name;
Toy_Ast* expr;
Toy_ValueType valueType;
bool constant;
} Toy_AstVarDeclare;
typedef struct Toy_AstVarAssign {
Toy_AstType type;
Toy_AstFlag flag;
Toy_Ast* target;
Toy_Ast* expr;
} Toy_AstVarAssign;
typedef struct Toy_AstVarAccess {
Toy_AstType type;
Toy_Ast* child;
} Toy_AstVarAccess;
typedef struct Toy_AstFnDeclare {
Toy_AstType type;
Toy_String* name;
Toy_Ast* params;
Toy_Ast* body;
} Toy_AstFnDeclare;
typedef struct Toy_AstFnInvoke {
Toy_AstType type;
Toy_Ast* function;
Toy_Ast* args;
} Toy_AstFnInvoke;
typedef struct Toy_AstAttribute {
Toy_AstType type;
Toy_Ast* left;
Toy_Ast* right;
} Toy_AstAttribute;
typedef struct Toy_AstIterable {
Toy_AstType type;
Toy_Ast* left;
Toy_Ast* right;
} Toy_AstIterable;
typedef struct Toy_AstStackPop {
Toy_AstType type;
Toy_Ast* child;
} Toy_AstStackPop;
typedef struct Toy_AstPass {
Toy_AstType type;
} Toy_AstPass;
typedef struct Toy_AstError {
Toy_AstType type;
} Toy_AstError;
typedef struct Toy_AstEnd {
Toy_AstType type;
} Toy_AstEnd;
union Toy_Ast { //see 'test_ast.c' for bitness tests
Toy_AstType type;
Toy_AstBlock block;
Toy_AstValue value;
Toy_AstUnary unary;
Toy_AstBinary binary;
Toy_AstBinaryShortCircuit binaryShortCircuit;
Toy_AstCompare compare;
Toy_AstGroup group;
Toy_AstCompound compound;
Toy_AstAggregate aggregate;
Toy_AstAssert assert;
Toy_AstIfThenElse ifThenElse;
Toy_AstWhileThen whileThen;
Toy_AstForThen forThen;
Toy_AstBreak breakPoint;
Toy_AstContinue continuePoint;
Toy_AstReturn fnReturn;
Toy_AstPrint print;
Toy_AstVarDeclare varDeclare;
Toy_AstVarAssign varAssign;
Toy_AstVarAccess varAccess;
Toy_AstFnDeclare fnDeclare;
Toy_AstFnInvoke fnInvoke;
Toy_AstAttribute attribute;
Toy_AstIterable iterable;
Toy_AstStackPop stackPop;
Toy_AstPass pass;
Toy_AstError error;
Toy_AstEnd end;
};
void Toy_private_initAstBlock(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_appendAstBlock(Toy_Bucket** bucketHandle, Toy_Ast* block, Toy_Ast* child);
void Toy_private_emitAstValue(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Value value);
void Toy_private_emitAstUnary(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag);
void Toy_private_emitAstBinary(Toy_Bucket** bucketHandle, Toy_Ast** astHandle,Toy_AstFlag flag, Toy_Ast* right);
void Toy_private_emitAstBinaryShortCircuit(Toy_Bucket** bucketHandle, Toy_Ast** astHandle,Toy_AstFlag flag, Toy_Ast* right);
void Toy_private_emitAstCompare(Toy_Bucket** bucketHandle, Toy_Ast** astHandle,Toy_AstFlag flag, Toy_Ast* right);
void Toy_private_emitAstGroup(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_emitAstCompound(Toy_Bucket** bucketHandle, Toy_Ast** astHandle,Toy_AstFlag flag);
void Toy_private_emitAstAggregate(Toy_Bucket** bucketHandle, Toy_Ast** astHandle,Toy_AstFlag flag, Toy_Ast* right);
void Toy_private_emitAstAssert(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* child, Toy_Ast* msg);
void Toy_private_emitAstIfThenElse(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* condBranch, Toy_Ast* thenBranch, Toy_Ast* elseBranch);
void Toy_private_emitAstWhileThen(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* condBranch, Toy_Ast* thenBranch);
void Toy_private_emitAstForThen(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* condBranch, Toy_Ast* thenBranch);
void Toy_private_emitAstBreak(Toy_Bucket** bucketHandle, Toy_Ast** rootHandle);
void Toy_private_emitAstContinue(Toy_Bucket** bucketHandle, Toy_Ast** rootHandle);
void Toy_private_emitAstReturn(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_emitAstPrint(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_emitAstVariableDeclaration(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_String* name, Toy_ValueType valueType, bool constant, Toy_Ast* expr);
void Toy_private_emitAstVariableAssignment(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_AstFlag flag, Toy_Ast* expr);
void Toy_private_emitAstVariableAccess(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_emitAstFunctionDeclaration(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_String* name, Toy_Ast* params, Toy_Ast* body);
void Toy_private_emitAstFunctionInvokation(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* params);
void Toy_private_emitAstAttribute(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* expr);
void Toy_private_emitAstIterable(Toy_Bucket** bucketHandle, Toy_Ast** astHandle, Toy_Ast* expr);
void Toy_private_emitAstStackPop(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_emitAstPass(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_emitAstError(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
void Toy_private_emitAstEnd(Toy_Bucket** bucketHandle, Toy_Ast** astHandle);
const char* Toy_private_getAstTypeAsCString(Toy_AstType type);
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#include "toy_attributes.h"
#include "toy_console_colors.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
//if set, used for delegating to user-defined code
static Toy_OpaqueAttributeHandler opaqueAttributeCallback = NULL;
//utils
#define MATCH_VALUE_AND_CSTRING(value, cstring) \
((TOY_VALUE_AS_STRING(value)->info.length == strlen(cstring)) && \
(strncmp(cstring, TOY_VALUE_AS_STRING(value)->leaf.data, TOY_VALUE_AS_STRING(value)->info.length) == 0))
//NOTE: there is no need to call 'Toy_freeValue' on the arguments, as the VM assumes you don't
Toy_Value Toy_private_handleStringAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute) {
if (MATCH_VALUE_AND_CSTRING(attribute, "length")) {
return TOY_VALUE_FROM_INTEGER(TOY_VALUE_AS_STRING(compound)->info.length);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "asUpper")) {
char* buffer = Toy_getStringRaw(TOY_VALUE_AS_STRING(compound));
for (int i = 0; buffer[i] != '\0'; i++) {
buffer[i] = toupper(buffer[i]);
}
Toy_String* str = Toy_createStringLength(&vm->memoryBucket, buffer, strlen(buffer));
free(buffer);
return TOY_VALUE_FROM_STRING(str);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "asLower")) {
char* buffer = Toy_getStringRaw(TOY_VALUE_AS_STRING(compound));
for (int i = 0; buffer[i] != '\0'; i++) {
buffer[i] = tolower(buffer[i]);
}
Toy_String* str = Toy_createStringLength(&vm->memoryBucket, buffer, strlen(buffer));
free(buffer);
return TOY_VALUE_FROM_STRING(str);
}
else {
char buffer[256];
snprintf(buffer, 256, "Unknown attribute '%s' of type '%s'", TOY_VALUE_AS_STRING(attribute)->leaf.data, Toy_getValueTypeAsCString(compound.type));
Toy_error(buffer);
return TOY_VALUE_FROM_NULL();
}
}
static void attr_arrayPushBack(Toy_VM* vm, Toy_FunctionNative* self) {
(void)self;
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Value element = Toy_popStack(&vm->stack);
Toy_Array* array = TOY_VALUE_AS_ARRAY(compound);
//BUGFIX: check the capacity limit
if (array->count == array->capacity) {
//correct the source value's pointer
array = Toy_resizeArray(array, array->capacity * TOY_ARRAY_EXPANSION_RATE);
if (TOY_VALUE_IS_REFERENCE(compound) && compound.as.reference->type == TOY_VALUE_ARRAY) {
compound.as.reference->as.array = array;
}
else {
char buffer[256];
snprintf(buffer, 256, "Unknown error after expanding array size at %s %d", __FILE__, __LINE__);
Toy_error(buffer);
}
}
array->data[array->count] = element;
array->count++;
}
static void attr_arrayPopBack(Toy_VM* vm, Toy_FunctionNative* self) {
(void)self;
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Array* array = TOY_VALUE_AS_ARRAY(compound);
//empty returns nothing
if (array->count == 0) {
Toy_pushStack(&vm->stack, TOY_VALUE_FROM_NULL());
return;
}
Toy_Value element = array->data[array->count-1];
array->count--;
Toy_pushStack(&vm->stack, element);
}
static void attr_arrayForEach(Toy_VM* vm, Toy_FunctionNative* self) {
//URGENT: replace with for-loop
(void)self;
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Value callback = Toy_popStack(&vm->stack);
if (TOY_VALUE_IS_FUNCTION(callback) != true) {
char buffer[256];
snprintf(buffer, 256, "Expected function, found '%s'", Toy_getValueTypeAsCString(callback.type));
Toy_error(buffer);
return;
}
Toy_Array* array = TOY_VALUE_AS_ARRAY(compound);
Toy_Function* fn = TOY_VALUE_AS_FUNCTION(callback);
//this emulates 'processInvoke' a bit, but not entirely
Toy_VM subVM;
Toy_inheritVM(vm, &subVM);
switch(fn->type) {
case TOY_FUNCTION_CUSTOM: {
//push and run for each element
for (unsigned int iterator = 0; iterator < array->count; iterator++) {
//bind to the subVM (more expensive than I'd like)
Toy_bindVM(&subVM, fn->bytecode.code, fn->bytecode.parentScope);
//get parameter name as a string
unsigned int paramAddr = ((unsigned int*)(subVM.code + subVM.paramAddr))[0];
Toy_ValueType paramType = (Toy_ValueType)(((unsigned int*)(subVM.code + subVM.paramAddr))[1]);
const char* cstr = ((char*)(subVM.code + subVM.dataAddr)) + paramAddr;
Toy_String* name = Toy_toStringLength(&subVM.memoryBucket, cstr, strlen(cstr));
Toy_declareScope(subVM.scope, Toy_copyString(name), paramType, Toy_copyValue(&subVM.memoryBucket, array->data[iterator]), true);
Toy_freeString(name);
Toy_runVM(&subVM);
Toy_resetVM(&subVM, false, true);
subVM.scope = NULL; //BUGFIX: need to clear the scope when iterating
}
}
break;
case TOY_FUNCTION_NATIVE: {
//this uses a subVM for the native function, which is a slight difference than 'processInoke'
for (unsigned int iterator = 0; iterator < array->count; iterator++) {
Toy_pushStack(&subVM.stack, Toy_copyValue(&subVM.memoryBucket, array->data[iterator]));
fn->native.callback(&subVM, &fn->native); //NOTE: try not to leave anything on the stack afterwards
}
}
break;
default:
Toy_error("Can't call an unknown function type in 'forEach'");
break;
}
//cleanup
Toy_freeVM(&subVM);
}
static void attr_arraySort(Toy_VM* vm, Toy_FunctionNative* self) {
(void)vm;
(void)self;
//URGENT: attr_arraySort
}
Toy_Value Toy_private_handleArrayAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute) {
if (MATCH_VALUE_AND_CSTRING(attribute, "length")) {
return TOY_VALUE_FROM_INTEGER(TOY_VALUE_AS_ARRAY(compound)->count);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "pushBack")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_arrayPushBack);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "popBack")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_arrayPopBack);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "forEach")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_arrayForEach);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "sort")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_arraySort);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else {
char buffer[256];
snprintf(buffer, 256, "Unknown attribute '%s' of type '%s'", TOY_VALUE_AS_STRING(attribute)->leaf.data, Toy_getValueTypeAsCString(compound.type));
Toy_error(buffer);
return TOY_VALUE_FROM_NULL();
}
}
static void attr_tableInsert(Toy_VM* vm, Toy_FunctionNative* self) {
(void)self;
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Value value = Toy_popStack(&vm->stack); //NOTE: the args are still backwards, except compound
Toy_Value key = Toy_popStack(&vm->stack);
Toy_Table* table = TOY_VALUE_AS_TABLE(compound);
Toy_insertTable(&table, key, value);
//BUGFIX: check the capacity limit (Toy_insertTable automatically alters the pointer value)
if (TOY_VALUE_AS_TABLE(compound) != table) {
//correct the source value's pointer
if (TOY_VALUE_IS_REFERENCE(compound) && compound.as.reference->type == TOY_VALUE_TABLE) {
compound.as.reference->as.table = table;
}
else {
char buffer[256];
snprintf(buffer, 256, "Unknown error after expanding table size at %s %d", __FILE__, __LINE__);
Toy_error(buffer);
}
}
}
static void attr_tableHasKey(Toy_VM* vm, Toy_FunctionNative* self) {
(void)self;
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Value key = Toy_popStack(&vm->stack);
Toy_Table* table = TOY_VALUE_AS_TABLE(compound);
Toy_TableEntry* entry = Toy_private_lookupTableEntryPtr(&table, key);
Toy_Value result = TOY_VALUE_FROM_BOOLEAN(entry != NULL);
Toy_pushStack(&vm->stack, result);
}
static void attr_tableRemove(Toy_VM* vm, Toy_FunctionNative* self) {
(void)self;
Toy_Value compound = Toy_popStack(&vm->stack);
Toy_Value key = Toy_popStack(&vm->stack);
Toy_Table* table = TOY_VALUE_AS_TABLE(compound);
Toy_removeTable(&table, key);
}
static void attr_tableForEach(Toy_VM* vm, Toy_FunctionNative* self) {
(void)vm;
(void)self;
//URGENT: replace with for-loop
}
Toy_Value Toy_private_handleTableAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute) {
if (MATCH_VALUE_AND_CSTRING(attribute, "length")) {
return TOY_VALUE_FROM_INTEGER(TOY_VALUE_AS_ARRAY(compound)->count);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "insert")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_tableInsert);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "hasKey")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_tableHasKey);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "remove")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_tableRemove);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else if (MATCH_VALUE_AND_CSTRING(attribute, "forEach")) {
Toy_Function* fn = Toy_createFunctionFromCallback(&vm->memoryBucket, attr_tableForEach);
return TOY_VALUE_FROM_FUNCTION(fn);
}
else {
char buffer[256];
snprintf(buffer, 256, "Unknown attribute '%s' of type '%s'", TOY_VALUE_AS_STRING(attribute)->leaf.data, Toy_getValueTypeAsCString(compound.type));
Toy_error(buffer);
return TOY_VALUE_FROM_NULL();
}
}
Toy_Value Toy_private_handleOpaqueAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute) {
if (opaqueAttributeCallback == NULL) {
char buffer[256];
snprintf(buffer, 256, "Unknown attribute '%s' of type '%s' (did you set the opaque callbacks?)", TOY_VALUE_AS_STRING(attribute)->leaf.data, Toy_getValueTypeAsCString(compound.type));
Toy_error(buffer);
return TOY_VALUE_FROM_NULL();
}
return opaqueAttributeCallback(vm, compound, attribute);
}
void Toy_setOpaqueAttributeHandler(Toy_OpaqueAttributeHandler cb) {
opaqueAttributeCallback = cb;
}
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@@ -1,29 +0,0 @@
#pragma once
#include "toy_common.h"
#include "toy_value.h"
#include "toy_vm.h"
// [x] string.length
// [x] string.asUpper
// [x] string.asLower
// [x] array.length
// [x] array.pushBack(x)
// [x] array.popBack()
// [x] array.forEach(fn) // fn(x) -> void
// [ ] array.sort(fn) // fn(a,b) -> int
// [x] table.length
// [x] table.insert(x, y)
// [x] table.hasKey(x)
// [x] table.remove(x)
// [ ] table.forEach(fn) // fn(x,y) -> void
Toy_Value Toy_private_handleStringAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
Toy_Value Toy_private_handleArrayAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
Toy_Value Toy_private_handleTableAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
Toy_Value Toy_private_handleOpaqueAttributes(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
//plug-and-play attributes for custom objects
typedef Toy_Value (*Toy_OpaqueAttributeHandler)(Toy_VM* vm, Toy_Value compound, Toy_Value attribute);
TOY_API void Toy_setOpaqueAttributeHandler(Toy_OpaqueAttributeHandler cb);

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