godot/thirdparty/glslang/glslang/MachineIndependent/preprocessor/PpScanner.cpp

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#ifndef _CRT_SECURE_NO_WARNINGS
#define _CRT_SECURE_NO_WARNINGS
#endif

#include <cstdlib>
#include <cstring>

#include "PpContext.h"
#include "PpTokens.h"
#include "../Scan.h"

namespace glslang {

///////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////// Floating point constants: /////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////

// 
// Scan a single- or double-precision floating point constant.
// Assumes that the scanner has seen at least one digit,
// followed by either a decimal '.' or the letter 'e', or a
// precision ending (e.g., F or LF).
//
// This is technically not correct, as the preprocessor should just
// accept the numeric literal along with whatever suffix it has, but
// currently, it stops on seeing a bad suffix, treating that as the
// next token. This effects things like token pasting, where it is
// relevant how many tokens something was broken into.
//
// See peekContinuedPasting().
int TPpContext::lFloatConst(int len, int ch, TPpToken* ppToken)
{}

// Recognize a character literal.
//
// The first ' has already been accepted, read the rest, through the closing '.
//
// Always returns PpAtomConstInt.
//
int TPpContext::characterLiteral(TPpToken* ppToken)
{}

//
// Scanner used to tokenize source stream.
//
// N.B. Invalid numeric suffixes are not consumed.//
// This is technically not correct, as the preprocessor should just
// accept the numeric literal along with whatever suffix it has, but
// currently, it stops on seeing a bad suffix, treating that as the
// next token. This effects things like token pasting, where it is
// relevant how many tokens something was broken into.
// See peekContinuedPasting().
//
int TPpContext::tStringInput::scan(TPpToken* ppToken)
{}

//
// The main functional entry point into the preprocessor, which will
// scan the source strings to figure out and return the next processing token.
//
// Return the token, or EndOfInput when no more tokens.
//
int TPpContext::tokenize(TPpToken& ppToken)
{}

//
// Do all token-pasting related combining of two pasted tokens when getting a
// stream of tokens from a replacement list. Degenerates to no processing if a
// replacement list is not the source of the token stream.
//
int TPpContext::tokenPaste(int token, TPpToken& ppToken)
{}

// Checks if we've seen balanced #if...#endif
void TPpContext::missingEndifCheck()
{}

} // end namespace glslang