Files
UnrealEngineUWP/Engine/Source/ThirdParty/Python3/Linux/include/python3.7m/asdl.h
Marc Audy 4c1bb11c29 Merge UE5/Release-Engine-Staging to UE5/Main @ 14548662
This represents UE4/Main @ 14525125 + cherrypicked fixes
#skipundocheck

[CL 14551026 by Marc Audy in ue5-main branch]
2020-10-22 19:19:16 -04:00

47 lines
1.2 KiB
C

#ifndef Py_ASDL_H
#define Py_ASDL_H
typedef PyObject * identifier;
typedef PyObject * string;
typedef PyObject * bytes;
typedef PyObject * object;
typedef PyObject * singleton;
typedef PyObject * constant;
/* It would be nice if the code generated by asdl_c.py was completely
independent of Python, but it is a goal the requires too much work
at this stage. So, for example, I'll represent identifiers as
interned Python strings.
*/
/* XXX A sequence should be typed so that its use can be typechecked. */
typedef struct {
Py_ssize_t size;
void *elements[1];
} asdl_seq;
typedef struct {
Py_ssize_t size;
int elements[1];
} asdl_int_seq;
asdl_seq *_Py_asdl_seq_new(Py_ssize_t size, PyArena *arena);
asdl_int_seq *_Py_asdl_int_seq_new(Py_ssize_t size, PyArena *arena);
#define asdl_seq_GET(S, I) (S)->elements[(I)]
#define asdl_seq_LEN(S) ((S) == NULL ? 0 : (S)->size)
#ifdef Py_DEBUG
#define asdl_seq_SET(S, I, V) \
do { \
Py_ssize_t _asdl_i = (I); \
assert((S) != NULL); \
assert(_asdl_i < (S)->size); \
(S)->elements[_asdl_i] = (V); \
} while (0)
#else
#define asdl_seq_SET(S, I, V) (S)->elements[I] = (V)
#endif
#endif /* !Py_ASDL_H */