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//! # PDX Syntax
//!
//! This is a crate that defines the syntax of Paradox game files. It can be used to parse
//! the plain text files into an AST it defines. The main purpose of this crate is to provide
//! a convenient way to parse the files, which can be used for further tools, particularly,
//! tools for modders.
//!
//! ## Usage
//!
//! ```rust
//! /// Parse a given paradox script file.
//! use pdx_syntax::script::parse_file;
//! fn main() {
//! let mut args = std::env::args();
//! args.next();
//! let path = args.next().expect("Missing argument: path");
//! let ast = parse_file(&path).unwrap();
//! // Do something with the AST.
//! ast.push(Unit::SingleValue(Value::Primitive(Entry::Ident(
//! "TEST".to_string(),
//! ))));
//! // Dump to file in origin syntax.
//! println!("{}", ast);
//! }
//! ```
//!
//! ## Supported Syntax
//!
//! - Script: Paradox script. You can find the files in paths like `${game_root_dir}/game/common`.
//! Most of the files are in this format. See [`crate::script`] for details.
//! - Localization: Paradox localization file. You can find the files in `${game_root_dir}/game/localization`.
//! See [`crate::localization`] for details.
//!
//! ## Serialization
//!
//! The AST defined in this crate can be serialized via [`serde`]. You can use this feature
//! to convert the AST into other formats, like JSON, and use the parsed results in other
//! languages, like Python.
//!
/// File parser template. Submodes that defines a syntax may use this to add a parser fn.