To compile the main/synoptic/scenes submodule.
§1. Our inventory inv already contains a list inv->scene_nodes of all packages in the tree with type _instance which are of the kind K_scene. (These do not have ID numbers here because they already have instance_id values by virtue of being instances.)
void SynopticScenes::compile(inter_tree *I, pipeline_step *step, tree_inventory *inv) { if (InterNodeList::array_len(inv->scene_nodes) > 0) InterNodeList::array_sort(inv->scene_nodes, MakeSynopticModuleStage::module_order); Define SHOWSCENESTATUS function1.1; Define DETECTSCENECHANGE function1.2; }
§1.1. Define SHOWSCENESTATUS function1.1 =
inter_name *iname = HierarchyLocations::iname(I, SHOWSCENESTATUS_HL); Synoptic::begin_function(I, iname); for (int i=0; i<InterNodeList::array_len(inv->scene_nodes); i++) { inter_package *pack = PackageInstruction::at_this_head(inv->scene_nodes->list[i].node); inter_symbol *ssf_s = Metadata::required_symbol(pack, I"^scene_status_fn"); Produce::inv_call_symbol(I, ssf_s); } Synoptic::end_function(I, step, iname);
- This code is used in §1.
§1.2. There is one argument, chs: the number of iterations so far. Iterations occur because each set of scene changes could change the circumstances in such a way that other scene changes are now required (through external conditions, not through anchors); we don't want this to lock up, so we will cap recursion. Within the function, a second local variable, ch, is a flag indicating whether any change in status has or has not occurred.
define MAX_SCENE_CHANGE_ITERATION 20
Define DETECTSCENECHANGE function1.2 =
inter_name *iname = HierarchyLocations::iname(I, DETECTSCENECHANGE_HL); Synoptic::begin_function(I, iname); inter_symbol *chs_s = Synoptic::local(I, I"chs", NULL); inter_symbol *Again_l = Produce::reserve_label(I, I".Again"); inter_symbol *CScene_l = Produce::reserve_label(I, I".CScene"); Produce::place_label(I, Again_l); for (int i=0; i<InterNodeList::array_len(inv->scene_nodes); i++) { inter_package *pack = PackageInstruction::at_this_head(inv->scene_nodes->list[i].node); inter_symbol *scf_s = Metadata::required_symbol(pack, I"^scene_change_fn"); Produce::inv_primitive(I, IF_BIP); Produce::down(I); Produce::inv_call_symbol(I, scf_s); Produce::code(I); Produce::down(I); Produce::inv_primitive(I, JUMP_BIP); Produce::down(I); Produce::lab(I, CScene_l); Produce::up(I); Produce::up(I); Produce::up(I); } Produce::rfalse(I); Produce::place_label(I, CScene_l); Produce::inv_primitive(I, IF_BIP); Produce::down(I); Produce::inv_primitive(I, GT_BIP); Produce::down(I); Produce::val_symbol(I, K_value, chs_s); Produce::val(I, K_value, InterValuePairs::number((inter_ti) MAX_SCENE_CHANGE_ITERATION)); Produce::up(I); Produce::code(I); Produce::down(I); Produce::inv_primitive(I, PRINT_BIP); Produce::down(I); Produce::val_text(I, I">--> The scene change machinery is stuck.\n"); Produce::up(I); Produce::rtrue(I); Produce::up(I); Produce::up(I); Produce::inv_primitive(I, PREINCREMENT_BIP); Produce::down(I); Produce::ref_symbol(I, K_value, chs_s); Produce::up(I); Produce::inv_primitive(I, JUMP_BIP); Produce::down(I); Produce::lab(I, Again_l); Produce::up(I); Synoptic::end_function(I, step, iname);
- This code is used in §1.