Files
Toy/source/toy_scope.h
Kayne Ruse 639250f028 WIP return keyword, read more
Functions are having issues with being copied around, especially
between buckets, leading to the scopes getting looped. The program gets
stuck in 'incrementRefCount()'.

It's past my time limit, so I'll keep working on it tomorrow with a
fresh mind.

All function stuff is still untested.

See #163
2025-02-17 19:10:24 +11:00

31 lines
1.1 KiB
C

#pragma once
#include "toy_common.h"
#include "toy_bucket.h"
#include "toy_value.h"
#include "toy_string.h"
#include "toy_table.h"
//wraps Toy_Table, restricting keys to name strings, and handles scopes as a linked list
typedef struct Toy_Scope {
struct Toy_Scope* next;
Toy_Table* table;
unsigned int refCount;
} Toy_Scope;
//handle deep scopes - the scope is stored in the bucket, not the table
TOY_API Toy_Scope* Toy_pushScope(Toy_Bucket** bucketHandle, Toy_Scope* scope);
TOY_API Toy_Scope* Toy_popScope(Toy_Scope* scope);
TOY_API Toy_Scope* Toy_private_pushDummyScope(Toy_Bucket** bucketHandle, Toy_Scope* scope); //doesn't delcare a table for storage
TOY_API Toy_Scope* Toy_deepCopyScope(Toy_Bucket** bucketHandle, Toy_Scope* scope);
//manage the contents
TOY_API void Toy_declareScope(Toy_Scope* scope, Toy_String* key, Toy_Value value);
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);
//TODO: delcare with a custom table (game engine entities)