prosperon/source/engine/jsffi.c

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#include "jsffi.h"
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#include "script.h"
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#include "debugdraw.h"
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#include "font.h"
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#include "gameobject.h"
#include "input.h"
#include "log.h"
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#include "dsp.h"
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#include "music.h"
#include "2dphysics.h"
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#include "datastream.h"
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#include "sound.h"
#include "sprite.h"
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#include "stb_ds.h"
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#include "string.h"
#include "window.h"
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#include "spline.h"
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#include "yugine.h"
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#include "particle.h"
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#include <assert.h>
#include "resources.h"
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#include <sokol/sokol_time.h>
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#include <sokol/sokol_app.h>
#include <time.h>
#include <sys/time.h>
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#include <sys/stat.h>
#include <sys/types.h>
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#include <unistd.h>
#include <limits.h>
#include "nota.h"
#include "render.h"
#include "model.h"
#include "HandmadeMath.h"
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#if (defined(_WIN32) || defined(__WIN32__))
#include <direct.h>
#define mkdir(x,y) _mkdir(x)
#endif
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#define countof(x) (sizeof(x)/sizeof((x)[0]))
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static JSValue globalThis;
static JSClassID js_ptr_id;
static JSClassDef js_ptr_class = { "POINTER" };
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JSValue str2js(const char *c) {
if (!c) return JS_UNDEFINED;
return JS_NewString(js, c);
}
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const char *js2str(JSValue v) {
return JS_ToCString(js, v);
}
#define MIST_CFUNC_DEF(name, length, func1) { name, JS_PROP_WRITABLE | JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CFUNC, 0, .u = { .func = { length, JS_CFUNC_generic, { .generic = func1 } } } }
#define MIST_FUNC_DEF(TYPE, FN, LEN) MIST_CFUNC_DEF(#FN, LEN, js_##TYPE##_##FN)
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#define GETFN(ID, ENTRY, TYPE) JSC_CCALL(ID##_##ENTRY, return TYPE##2js(js2##ID (this)->ENTRY))
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#define JSC_SCALL(NAME, FN) JSC_CCALL(NAME, \
const char *str = js2str(argv[0]); \
FN ; \
JS_FreeCString(js,str); \
) \
#define JSC_SSCALL(NAME, FN) JSC_CCALL(NAME, \
const char *str = js2str(argv[0]); \
const char *str2 = js2str(argv[1]); \
FN ; \
JS_FreeCString(js,str2); \
JS_FreeCString(js,str); \
) \
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#define MIST_CGETSET_DEF(name, fgetter, fsetter) { name, JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CGETSET, 0, .u = { .getset = { .get = { .getter = fgetter }, .set = { .setter = fsetter } } } }
#define MIST_GET(name, fgetter) { #fgetter , JS_PROP_CONFIGURABLE | JS_PROP_ENUMERABLE, JS_DEF_CGETSET, 0, .u = { .getset = { .get = { .getter = js_##name##_get_##fgetter } } } }
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#define CGETSET_ADD(ID, ENTRY) MIST_CGETSET_DEF(#ENTRY, js_##ID##_get_##ENTRY, js_##ID##_set_##ENTRY)
#define JSC_CCALL(NAME, FN) JSValue js_##NAME (JSContext *js, JSValue this, int argc, JSValue *argv) { \
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JSValue ret = JS_UNDEFINED; \
{FN;} \
return ret; \
} \
#define GETSETPAIR(ID, ENTRY, TYPE, FN) \
JSValue js_##ID##_set_##ENTRY (JSContext *js, JSValue this, JSValue val) { \
js2##ID (this)->ENTRY = js2##TYPE (val); \
{FN;} \
return JS_UNDEFINED; \
} \
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\
JSValue js_##ID##_get_##ENTRY (JSContext *js, JSValue this) { \
return TYPE##2js(js2##ID (this)->ENTRY); \
} \
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/* support functions for these macros when they involve a JSValue */
JSValue js2JSValue(JSValue v) { return v; }
JSValue JSValue2js(JSValue v) { return v; }
#define JSC_GETSET(ID, ENTRY, TYPE) GETSETPAIR( ID , ENTRY , TYPE , ; )
#define JSC_GETSET_APPLY(ID, ENTRY, TYPE) GETSETPAIR(ID, ENTRY, TYPE, ID##_apply(js2##ID (this));)
#define JSC_GETSET_HOOK(ID, ENTRY) GETSETPAIR(ID, ENTRY, JSValue, ;)
#define JSC_GETSET_GLOBAL(ENTRY, TYPE) \
JSValue js_global_set_##ENTRY (JSContext *js, JSValue this, JSValue val) { \
ENTRY = js2##TYPE (val); \
return JS_UNDEFINED; \
} \
\
JSValue js_global_get_##ENTRY (JSContext *js, JSValue this) { \
return TYPE##2js(ENTRY); \
} \
#define JSC_GETSET_BODY(ENTRY, CPENTRY, TYPE) \
JSValue js_gameobject_set_##ENTRY (JSContext *js, JSValue this, JSValue val) { \
cpBody *b = js2gameobject(this)->body; \
cpBodySet##CPENTRY (b, js2##TYPE (val)); \
return JS_UNDEFINED; \
} \
\
JSValue js_gameobject_get_##ENTRY (JSContext *js, JSValue this) { \
cpBody *b = js2gameobject(this)->body; \
return TYPE##2js (cpBodyGet##CPENTRY (b)); \
} \
#define JSC_GET(ID, ENTRY, TYPE) \
JSValue js_##ID##_get_##ENTRY (JSContext *js, JSValue this) { \
return TYPE##2js(js2##ID (this)->ENTRY); } \
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#define QJSCLASS(TYPE)\
static JSClassID js_##TYPE##_id;\
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static void js_##TYPE##_finalizer(JSRuntime *rt, JSValue val){\
TYPE *n = JS_GetOpaque(val, js_##TYPE##_id);\
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YughSpam("Freeing " #TYPE " at %p", n); \
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TYPE##_free(n);}\
static JSClassDef js_##TYPE##_class = {\
#TYPE,\
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.finalizer = js_##TYPE##_finalizer,\
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};\
static TYPE *js2##TYPE (JSValue val) { return JS_GetOpaque(val,js_##TYPE##_id); }\
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static JSValue TYPE##2js(TYPE *n) { \
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JSValue j = JS_NewObjectClass(js,js_##TYPE##_id);\
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YughSpam("Created " #TYPE " at %p", n); \
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JS_SetOpaque(j,n);\
return j; }\
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#define QJSGLOBALCLASS(NAME) \
JSValue NAME = JS_NewObject(js); \
JS_SetPropertyFunctionList(js, NAME, js_##NAME##_funcs, countof(js_##NAME##_funcs)); \
JS_SetPropertyStr(js, globalThis, #NAME, NAME); \
#define QJSCLASSPREP(TYPE) \
JS_NewClassID(&js_##TYPE##_id);\
JS_NewClass(JS_GetRuntime(js), js_##TYPE##_id, &js_##TYPE##_class);\
/* Defines a class and uses its function list as its prototype */
#define QJSCLASSPREP_FUNCS(TYPE) \
QJSCLASSPREP(TYPE); \
JSValue TYPE##_proto = JS_NewObject(js); \
JS_SetPropertyFunctionList(js, TYPE##_proto, js_##TYPE##_funcs, countof(js_##TYPE##_funcs)); \
JS_SetClassProto(js, js_##TYPE##_id, TYPE##_proto); \
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QJSCLASS(gameobject)
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QJSCLASS(emitter)
QJSCLASS(dsp_node)
QJSCLASS(texture)
QJSCLASS(sprite)
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QJSCLASS(warp_gravity)
QJSCLASS(warp_damp)
QJSCLASS(material)
QJSCLASS(mesh)
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QJSCLASS(window)
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QJSCLASS(drawmodel)
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/* qjs class colliders and constraints */
/* constraint works for all constraints - 2d or 3d */
static JSClassID js_constraint_id;
static void js_constraint_finalizer(JSRuntime *rt, JSValue val) {
constraint *c = JS_GetOpaque(val, js_constraint_id);
constraint_free(c);
}
static JSClassDef js_constraint_class = {
"constraint",
.finalizer = js_constraint_finalizer
};
static constraint *js2constraint(JSValue val) { return JS_GetOpaque(val, js_constraint_id); }
static JSValue constraint2js(constraint *c)
{
JSValue j = JS_NewObjectClass(js, js_constraint_id);
JS_SetOpaque(j, c);
return j;
}
static JSValue sound_proto;
sound *js2sound(JSValue v) { return js2dsp_node(v)->data; }
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#define BYTE_TO_BINARY_PATTERN "%c%c%c%c%c%c%c%c"
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#define BYTE_TO_BINARY(byte) \
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(byte & 0x80 ? '1' : '0'), \
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(byte & 0x40 ? '1' : '0'), \
(byte & 0x20 ? '1' : '0'), \
(byte & 0x10 ? '1' : '0'), \
(byte & 0x08 ? '1' : '0'), \
(byte & 0x04 ? '1' : '0'), \
(byte & 0x02 ? '1' : '0'), \
(byte & 0x01 ? '1' : '0')
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int js2boolean(JSValue v) { return JS_ToBool(js, v); }
JSValue boolean2js(int b) { return JS_NewBool(js,b); }
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void js_setprop_num(JSValue obj, uint32_t i, JSValue v) { JS_SetPropertyUint32(js, obj, i, v); }
JSValue js_getpropidx(JSValue v, uint32_t i)
{
JSValue p = JS_GetPropertyUint32(js, v, i);
JS_FreeValue(js,p);
return p;
}
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JSValue gos2ref(gameobject **go)
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{
JSValue array = JS_NewArray(js);
for (int i = 0; i < arrlen(go); i++)
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js_setprop_num(array,i,JS_DupValue(js,go[i]->ref));
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return array;
}
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void js_setprop_str(JSValue obj, const char *prop, JSValue v) { JS_SetPropertyStr(js, obj, prop, v); }
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JSValue js_getpropstr(JSValue v, const char *str)
{
JSValue p = JS_GetPropertyStr(js,v,str);
JS_FreeValue(js,p);
return p;
}
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static inline cpBody *js2body(JSValue v) { return js2gameobject(v)->body; }
JSValue strarr2js(char **c)
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{
JSValue arr = JS_NewArray(js);
for (int i = 0; i < arrlen(c); i++)
js_setprop_num(arr,i,JS_NewString(js, c[i]));
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return arr;
}
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JSValue number2js(double g) { return JS_NewFloat64(js,g); }
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double js2number(JSValue v) {
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double g;
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JS_ToFloat64(js, &g, v);
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return g;
}
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void *js2ptr(JSValue v) { return JS_GetOpaque(v,js_ptr_id); }
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JSValue ptr2js(void *ptr) {
JSValue obj = JS_NewObjectClass(js, js_ptr_id);
JS_SetOpaque(obj, ptr);
return obj;
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}
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int js_arrlen(JSValue v) {
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int len;
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JS_ToInt32(js, &len, js_getpropstr( v, "length"));
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return len;
}
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char *js_do_nota_decode(JSValue *tmp, char *nota)
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{
int type = nota_type(nota);
JSValue ret2;
long long n;
double d;
int b;
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char *str;
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switch(type) {
case NOTA_BLOB:
break;
case NOTA_TEXT:
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nota = nota_read_text(&str, nota);
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*tmp = str2js(str);
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/* TODO: Avoid malloc and free here */
free(str);
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break;
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case NOTA_ARR:
nota = nota_read_array(&n, nota);
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*tmp = JS_NewArray(js);
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for (int i = 0; i < n; i++) {
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nota = js_do_nota_decode(&ret2, nota);
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JS_SetPropertyInt64(js, *tmp, i, ret2);
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}
break;
case NOTA_REC:
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nota = nota_read_record(&n, nota);
*tmp = JS_NewObject(js);
for (int i = 0; i < n; i++) {
nota = nota_read_text(&str, nota);
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nota = js_do_nota_decode(&ret2, nota);
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JS_SetPropertyStr(js, *tmp, str, ret2);
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free(str);
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}
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break;
case NOTA_INT:
nota = nota_read_int(&n, nota);
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*tmp = number2js(n);
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break;
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case NOTA_SYM:
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nota = nota_read_sym(&b, nota);
if (b == NOTA_NULL) *tmp = JS_UNDEFINED;
else
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*tmp = boolean2js(b);
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break;
default:
case NOTA_FLOAT:
nota = nota_read_float(&d, nota);
*tmp = number2js(d);
break;
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}
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return nota;
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}
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char *js_do_nota_encode(JSValue v, char *nota)
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{
int tag = JS_VALUE_GET_TAG(v);
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char *str = NULL;
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JSPropertyEnum *ptab;
uint32_t plen;
int n;
JSValue val;
switch(tag) {
case JS_TAG_FLOAT64:
return nota_write_float(JS_VALUE_GET_FLOAT64(v), nota);
case JS_TAG_INT:
return nota_write_int(JS_VALUE_GET_INT(v), nota);
case JS_TAG_STRING:
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str = js2str(v);
nota = nota_write_text(str, nota);
JS_FreeCString(js, str);
return nota;
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case JS_TAG_BOOL:
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return nota_write_sym(JS_VALUE_GET_BOOL(v), nota);
case JS_TAG_UNDEFINED:
return nota_write_sym(NOTA_NULL, nota);
case JS_TAG_NULL:
return nota_write_sym(NOTA_NULL, nota);
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case JS_TAG_OBJECT:
if (JS_IsArray(js, v)) {
int n = js_arrlen(v);
nota = nota_write_array(n, nota);
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for (int i = 0; i < n; i++)
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nota = js_do_nota_encode(js_getpropidx(v, i), nota);
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return nota;
}
n = JS_GetOwnPropertyNames(js, &ptab, &plen, v, JS_GPN_ENUM_ONLY | JS_GPN_STRING_MASK);
nota = nota_write_record(plen, nota);
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for (int i = 0; i < plen; i++) {
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val = JS_GetProperty(js,v,ptab[i].atom);
str = JS_AtomToCString(js, ptab[i].atom);
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JS_FreeAtom(js, ptab[i].atom);
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nota = nota_write_text(str, nota);
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JS_FreeCString(js, str);
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nota = js_do_nota_encode(val, nota);
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JS_FreeValue(js,val);
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}
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js_free(js, ptab);
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return nota;
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default:
return nota;
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}
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return nota;
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}
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struct rgba js2color(JSValue v) {
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JSValue c[4];
for (int i = 0; i < 4; i++)
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c[i] = js_getpropidx(v,i);
float a = JS_IsUndefined(c[3]) ? 1.0 : js2number(c[3]);
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struct rgba color = {
.r = js2number(c[0])*RGBA_MAX,
.g = js2number(c[1])*RGBA_MAX,
.b = js2number(c[2])*RGBA_MAX,
.a = a*RGBA_MAX,
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};
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for (int i = 0; i < 4; i++)
JS_FreeValue(js,c[i]);
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return color;
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}
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JSValue color2js(struct rgba color)
{
JSValue arr = JS_NewArray(js);
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js_setprop_num(arr,0,number2js((double)color.r/255));
js_setprop_num(arr,1,number2js((double)color.g/255));
js_setprop_num(arr,2,number2js((double)color.b/255));
js_setprop_num(arr,3,number2js((double)color.a/255));
return arr;
}
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struct boundingbox js2bb(JSValue v)
{
struct boundingbox bb;
bb.t = js2number(js_getpropstr(v,"t"));
bb.b = js2number(js_getpropstr(v,"b"));
bb.r = js2number(js_getpropstr(v,"r"));
bb.l = js2number(js_getpropstr(v,"l"));
return bb;
}
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cpVect js2cvec2(JSValue v) { return js2vec2(v).cp; }
JSValue cvec22js(cpVect v) { return vec22js((HMM_Vec2)v); }
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HMM_Vec2 js2vec2(JSValue v)
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{
HMM_Vec2 v2;
v2.X = js2number(js_getpropidx(v,0));
v2.Y = js2number(js_getpropidx(v,1));
return v2;
}
JSValue vec22js(HMM_Vec2 v)
{
JSValue array = JS_NewArray(js);
js_setprop_num(array,0,number2js(v.x));
js_setprop_num(array,1,number2js(v.y));
return array;
}
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HMM_Vec3 js2vec3(JSValue v)
{
HMM_Vec3 v3;
v3.x = js2number(js_getpropidx(v,0));
v3.y = js2number(js_getpropidx(v,1));
v3.z = js2number(js_getpropidx(v,2));
return v3;
}
JSValue vec32js(HMM_Vec3 v)
{
JSValue array = JS_NewArray(js);
js_setprop_num(array,0,number2js(v.x));
js_setprop_num(array,1,number2js(v.y));
js_setprop_num(array,2,number2js(v.z));
return array;
}
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cpBitmask js2bitmask(JSValue v) {
cpBitmask mask = 0;
int len = js_arrlen(v);
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for (int i = 0; i < len; i++) {
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int val = js2boolean(js_getpropidx( v, i));
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if (!val) continue;
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mask |= 1 << i;
}
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return mask;
}
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HMM_Vec2 *js2cpvec2arr(JSValue v) {
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HMM_Vec2 *arr = NULL;
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int n = js_arrlen(v);
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arrsetlen(arr,n);
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for (int i = 0; i < n; i++)
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arr[i] = js2vec2(js_getpropidx( v, i));
return arr;
}
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HMM_Vec2 *jsfloat2vec(JSValue v)
{
size_t s;
void *buf = JS_GetArrayBuffer(js, &s, v);
HMM_Vec2 *arr = NULL;
int n = s/2;
n /= sizeof(float);
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return arr;
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}
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JSValue bitmask2js(cpBitmask mask) {
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JSValue arr = JS_NewArray(js);
for (int i = 0; i < 11; i++)
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js_setprop_num(arr,i,boolean2js(mask & 1 << i));
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return arr;
}
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JSValue vecarr2js(HMM_Vec2 *points, int n) {
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JSValue array = JS_NewArray(js);
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for (int i = 0; i < n; i++)
js_setprop_num(array,i,vec22js(points[i]));
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return array;
}
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int js_print_exception(JSValue v)
{
#ifndef NDEBUG
if (!JS_IsException(v))
return 0;
JSValue ex = JS_GetException(js);
const char *name = JS_ToCString(js, js_getpropstr(ex, "name"));
const char *msg = js2str(js_getpropstr(ex, "message"));
const char *stack = js2str(js_getpropstr(ex, "stack"));
int line = 0;
mYughLog(LOG_SCRIPT, LOG_ERROR, line, "script", "%s :: %s\n%s", name, msg, stack);
JS_FreeCString(js, name);
JS_FreeCString(js, msg);
JS_FreeCString(js, stack);
JS_FreeValue(js,ex);
return 1;
#endif
return 0;
}
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struct rect js2rect(JSValue v) {
struct rect rect;
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rect.x = js2number(js_getpropstr(v, "x"));
rect.y = js2number(js_getpropstr(v, "y"));
rect.w = js2number(js_getpropstr(v, "w"));
rect.h = js2number(js_getpropstr(v, "h"));
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return rect;
}
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JSValue rect2js(struct rect rect) {
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JSValue obj = JS_NewObject(js);
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js_setprop_str(obj, "x", number2js(rect.x));
js_setprop_str(obj, "y", number2js(rect.y));
js_setprop_str(obj, "w", number2js(rect.w));
js_setprop_str(obj, "h", number2js(rect.h));
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return obj;
}
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JSValue bb2js(struct boundingbox bb)
{
JSValue obj = JS_NewObject(js);
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js_setprop_str(obj,"t", number2js(bb.t));
js_setprop_str(obj,"b", number2js(bb.b));
js_setprop_str(obj,"r", number2js(bb.r));
js_setprop_str(obj,"l", number2js(bb.l));
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return obj;
}
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JSValue ints2js(int *ints) {
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JSValue arr = JS_NewArray(js);
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for (int i = 0; i < arrlen(ints); i++)
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js_setprop_num(arr,i, number2js(ints[i]));
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return arr;
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}
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int vec_between(HMM_Vec2 p, HMM_Vec2 a, HMM_Vec2 b) {
HMM_Vec2 n;
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n.x = b.x - a.x;
n.y = b.y - a.y;
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n = HMM_NormV2(n);
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return HMM_DotV2(n, HMM_SubV2(p,a)) > 0 && HMM_DotV2(HMM_MulV2F(n, -1), HMM_SubV2(p,b)) > 0;
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}
/* Determines between which two points in 'segs' point 'p' falls.
0 indicates 'p' comes before the first point.
arrlen(segs) indicates it comes after the last point.
*/
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int point2segindex(HMM_Vec2 p, HMM_Vec2 *segs, double slop) {
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float shortest = slop < 0 ? INFINITY : slop;
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int best = -1;
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for (int i = 0; i < arrlen(segs) - 1; i++) {
float a = (segs[i + 1].y - segs[i].y) / (segs[i + 1].x - segs[i].x);
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float c = segs[i].y - (a * segs[i].x);
float b = -1;
float dist = fabsf(a * p.x + b * p.y + c) / sqrt(pow(a, 2) + 1);
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if (dist > shortest) continue;
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int between = vec_between(p, segs[i], segs[i + 1]);
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if (between) {
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shortest = dist;
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best = i + 1;
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} else {
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if (i == 0 && HMM_DistV2(p,segs[0]) < slop) {
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shortest = dist;
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best = i;
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} else if (i == arrlen(segs) - 2 && HMM_DistV2(p,arrlast(segs)) < slop) {
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shortest = dist;
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best = arrlen(segs);
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}
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}
}
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if (best == 1) {
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HMM_Vec2 n;
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n.x = segs[1].x - segs[0].x;
n.y = segs[1].y - segs[0].y;
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n = HMM_NormV2(n);
if (HMM_DotV2(n, HMM_SubV2(p,segs[0])) < 0 ){
if (HMM_DistV2(p, segs[0]) >= slop)
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best = -1;
else
best = 0;
}
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}
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if (best == arrlen(segs) - 1) {
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HMM_Vec2 n;
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n.x = segs[best - 1].x - segs[best].x;
n.y = segs[best - 1].y - segs[best - 1].y;
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n = HMM_NormV2(n);
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if (HMM_DotV2(n, HMM_SubV2(p, segs[best])) < 0) {
if (HMM_DistV2(p, segs[best]) >= slop)
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best = -1;
else
best = arrlen(segs);
}
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}
return best;
}
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void gameobject_add_shape_collider(gameobject *go, JSValue fn, struct phys2d_shape *shape) {
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struct shape_cb shapecb;
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shapecb.shape = shape;
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shapecb.cbs.begin = fn;
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arrpush(go->shape_cbs, shapecb);
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}
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circle2d *js2circle2d(JSValue v) { return js2ptr(v); }
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JSC_CCALL(circle2d_set_radius, js2circle2d(argv[0])->radius = js2number(argv[1]))
JSC_CCALL(circle2d_get_radius, return number2js(js2circle2d(argv[0])->radius))
JSC_CCALL(circle2d_set_offset, js2circle2d(argv[0])->offset = js2vec2(argv[1]))
JSC_CCALL(circle2d_get_offset, return vec22js(js2circle2d(argv[0])->offset))
JSC_CCALL(circle2d_sync, phys2d_shape_apply(&js2circle2d(argv[0])->shape))
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static const JSCFunctionListEntry js_circle2d_funcs[] = {
MIST_FUNC_DEF(circle2d, set_radius, 2),
MIST_FUNC_DEF(circle2d, get_radius, 1),
MIST_FUNC_DEF(circle2d, set_offset, 2),
MIST_FUNC_DEF(circle2d, get_offset, 1),
MIST_FUNC_DEF(circle2d, sync, 1),
};
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struct phys2d_poly *js2poly2d(JSValue v) { return js2ptr(v); }
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JSC_CCALL(poly2d_setverts,
struct phys2d_poly *p = js2poly2d(argv[0]);
HMM_Vec2 *v = js2cpvec2arr(argv[1]);
phys2d_poly_setverts(p,v);
arrfree(v);
)
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static const JSCFunctionListEntry js_poly2d_funcs[] = {
MIST_FUNC_DEF(poly2d, setverts, 2),
};
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JSC_GETSET(warp_gravity, strength, number)
JSC_GETSET(warp_gravity, decay, number)
JSC_GETSET(warp_gravity, spherical, boolean)
JSC_GETSET(warp_gravity, mask, bitmask)
JSC_GETSET(warp_gravity, planar_force, vec3)
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static const JSCFunctionListEntry js_warp_gravity_funcs [] = {
CGETSET_ADD(warp_gravity, strength),
CGETSET_ADD(warp_gravity, decay),
CGETSET_ADD(warp_gravity, spherical),
CGETSET_ADD(warp_gravity, mask),
CGETSET_ADD(warp_gravity, planar_force),
};
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JSC_GETSET(warp_damp, damp, vec3)
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static const JSCFunctionListEntry js_warp_damp_funcs [] = {
CGETSET_ADD(warp_damp, damp)
};
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JSC_CCALL(drawmodel_draw, draw_drawmodel(js2drawmodel(this)))
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JSC_SCALL(drawmodel_path, js2drawmodel(this)->model = GetExistingModel(str))
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static const JSCFunctionListEntry js_drawmodel_funcs[] = {
MIST_FUNC_DEF(drawmodel, draw, 0),
MIST_FUNC_DEF(drawmodel, path, 1)
};
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JSC_GETSET(emitter, life, number)
JSC_GETSET(emitter, life_var, number)
JSC_GETSET(emitter, speed, number)
JSC_GETSET(emitter, variation, number)
JSC_GETSET(emitter, divergence, number)
JSC_GETSET(emitter, scale, number)
JSC_GETSET(emitter, scale_var, number)
JSC_GETSET(emitter, grow_for, number)
JSC_GETSET(emitter, shrink_for, number)
JSC_GETSET(emitter, max, number)
JSC_GETSET(emitter, explosiveness, number)
JSC_GETSET(emitter, go, gameobject)
JSC_GETSET(emitter, bounce, number)
JSC_GETSET(emitter, collision_mask, bitmask)
JSC_GETSET(emitter, die_after_collision, boolean)
JSC_GETSET(emitter, persist, number)
JSC_GETSET(emitter, persist_var, number)
JSC_GETSET(emitter, warp_mask, bitmask)
JSC_GETSET(emitter, texture, texture)
JSC_CCALL(emitter_start, start_emitter(js2emitter(this)))
JSC_CCALL(emitter_stop, stop_emitter(js2emitter(this)))
JSC_CCALL(emitter_emit, emitter_emit(js2emitter(this), js2number(argv[0])))
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JSValue js_os_cwd(JSContext *js, JSValue this, int argc, JSValue *argv)
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{
char cwd[PATH_MAX];
#ifndef __EMSCRIPTEN__
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getcwd(cwd, sizeof(cwd));
#else
cwd[0] = '.';
cwd[1] = 0;
#endif
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return str2js(cwd);
}
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JSC_SCALL(os_env, ret = str2js(getenv(str)))
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JSValue js_os_sys(JSContext *js, JSValue this, int argc, JSValue *argv)
{
#ifdef __linux__
return str2js("linux");
#elif defined(_WIN32) || defined(_WIN64)
return str2js("windows");
#elif defined(__APPLE__)
return str2js("macos");
#endif
return JS_UNDEFINED;
}
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JSC_CCALL(os_quit, quit();)
JSC_CCALL(os_reindex_static, cpSpaceReindexStatic(space));
JSC_CCALL(os_gc, script_gc());
JSC_SSCALL(os_eval, ret = script_eval(str, str2))
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JSC_SCALL(os_capture, capture_screen(js2number(argv[1]), js2number(argv[2]), js2number(argv[4]), js2number(argv[5]), str))
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JSC_CCALL(os_sprite,
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if (js2boolean(argv[0])) return JS_GetClassProto(js,js_sprite_id);
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return sprite2js(sprite_make());
)
JSC_CCALL(os_make_gameobject, return gameobject2js(MakeGameobject()))
JSC_CCALL(os_make_circle2d,
gameobject *go = js2gameobject(argv[0]);
struct phys2d_circle *circle = Make2DCircle(go);
JSValue circleval = JS_NewObject(js);
js_setprop_str(circleval, "id", ptr2js(circle));
js_setprop_str(circleval, "shape", ptr2js(&circle->shape));
return circleval;
)
JSC_CCALL(os_make_model,
gameobject *go = js2gameobject(argv[0]);
struct drawmodel *dm = make_drawmodel(go);
JSValue ret = JS_NewObject(js);
js_setprop_str(ret, "id", ptr2js(dm));
return ret;
)
JSC_CCALL(os_make_poly2d,
gameobject *go = js2gameobject(argv[0]);
struct phys2d_poly *poly = Make2DPoly(go);
phys2d_poly_setverts(poly, NULL);
JSValue polyval = JS_NewObject(js);
js_setprop_str(polyval, "id", ptr2js(poly));
js_setprop_str(polyval, "shape", ptr2js(&poly->shape));
return polyval;
)
JSC_CCALL(os_make_edge2d,
gameobject *go = js2gameobject(argv[0]);
struct phys2d_edge *edge = Make2DEdge(go);
HMM_Vec2 *points = js2cpvec2arr(argv[1]);
phys2d_edge_update_verts(edge, points);
arrfree(points);
JSValue edgeval = JS_NewObject(js);
js_setprop_str(edgeval, "id", ptr2js(edge));
js_setprop_str(edgeval, "shape", ptr2js(&edge->shape));
return edgeval;
)
JSC_SCALL(os_make_texture,
ret = texture2js(texture_from_file(str));
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YughInfo("Made texture with %s", str);
JS_SetPropertyStr(js, ret, "path", JS_DupValue(js,argv[0]));
)
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static const JSCFunctionListEntry js_os_funcs[] = {
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MIST_FUNC_DEF(os,sprite,1),
MIST_FUNC_DEF(os, cwd, 0),
MIST_FUNC_DEF(os, env, 1),
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MIST_FUNC_DEF(os, sys, 0),
MIST_FUNC_DEF(os, quit, 0),
MIST_FUNC_DEF(os, reindex_static, 0),
MIST_FUNC_DEF(os, gc, 0),
MIST_FUNC_DEF(os, capture, 5),
MIST_FUNC_DEF(os, eval, 2),
MIST_FUNC_DEF(os, make_gameobject, 0),
MIST_FUNC_DEF(os, make_circle2d, 1),
MIST_FUNC_DEF(os, make_poly2d, 1),
MIST_FUNC_DEF(os, make_edge2d, 1),
MIST_FUNC_DEF(os, make_model, 2),
MIST_FUNC_DEF(os, make_texture, 1),
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};
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JSC_CCALL(render_normal, opengl_rendermode(LIT))
JSC_CCALL(render_wireframe, opengl_rendermode(WIREFRAME))
JSC_CCALL(render_grid, draw_grid(js2number(argv[0]), js2number(argv[1]), js2color(argv[2]));)
JSC_CCALL(render_point, draw_cppoint(js2vec2(argv[0]), js2number(argv[1]), js2color(argv[2])))
JSC_CCALL(render_circle, draw_circle(js2vec2(argv[0]), js2number(argv[1]), js2number(argv[2]), js2color(argv[3]), -1);)
JSC_CCALL(render_poly,
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int n = js_arrlen(argv[0]);
HMM_Vec2 points[n];
for (int i = 0; i < n; i++)
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points[i] = js2vec2(js_getpropidx(argv[0], i));
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draw_poly(points, n, js2color(argv[1]));
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)
JSC_CCALL(render_line,
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void *v1 = js2cpvec2arr(argv[0]);
draw_edge(v1, js_arrlen(argv[0]), js2color(argv[1]), js2number(argv[2]), 0, js2color(argv[1]), 10);
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)
JSC_CCALL(render_sprites, sprite_draw_all())
JSC_CCALL(render_models, model_draw_all())
JSC_CCALL(render_emitters, emitters_draw())
JSC_CCALL(render_flush, debug_flush(&projection); text_flush(&projection))
JSC_CCALL(render_flush_hud, debug_flush(&hudproj); debug_flush(&hudproj); sprite_flush();)
JSC_CCALL(render_pass, debug_nextpass())
JSC_CCALL(render_end_pass, sg_end_pass())
JSC_CCALL(render_commit, sg_commit(); debug_newframe();)
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JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
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JSC_CCALL(render_world2screen, return vec22js(world2screen(js2vec2(argv[0]))))
JSC_CCALL(render_screen2world, return vec22js(screen2world(js2vec2(argv[0]))))
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static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render,world2screen,1),
MIST_FUNC_DEF(render,screen2world,1),
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MIST_FUNC_DEF(render, normal, 0),
MIST_FUNC_DEF(render, wireframe, 0),
MIST_FUNC_DEF(render, grid, 3),
MIST_FUNC_DEF(render, point, 3),
MIST_FUNC_DEF(render, circle, 3),
MIST_FUNC_DEF(render, poly, 2),
MIST_FUNC_DEF(render, line, 3),
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MIST_FUNC_DEF(render, sprites, 0),
MIST_FUNC_DEF(render, models, 0),
MIST_FUNC_DEF(render, emitters, 0),
MIST_FUNC_DEF(render, flush, 0),
MIST_FUNC_DEF(render, flush_hud, 0),
MIST_FUNC_DEF(render, pass, 0),
MIST_FUNC_DEF(render, end_pass, 0),
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MIST_FUNC_DEF(render, commit, 0),
MIST_FUNC_DEF(render, text_size, 3)
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};
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JSC_CCALL(gui_flush, text_flush(&hudproj));
JSC_CCALL(gui_scissor, sg_apply_scissor_rectf(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), 0))
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JSC_CCALL(gui_text,
const char *s = JS_ToCString(js, argv[0]);
HMM_Vec2 pos = js2vec2(argv[1]);
float size = js2number(argv[2]);
struct rgba c = js2color(argv[3]);
int wrap = js2number(argv[4]);
int cursor = js2number(argv[5]);
JSValue ret = JS_NewInt64(js, renderText(s, pos, size, c, wrap, cursor, 1.0));
JS_FreeCString(js, s);
return ret;
)
JSC_CCALL(gui_img,
const char *img = JS_ToCString(js, argv[0]);
transform2d t;
t.pos = js2vec2(argv[1]);
t.scale = js2vec2(argv[2]);
t.angle = js2number(argv[3]);
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gui_draw_img(img, t, js2boolean(argv[4]), js2vec2(argv[5]), 1.0, js2color(argv[6]));
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JS_FreeCString(js, img);
)
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JSC_SCALL(gui_font_set, font_set(str))
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static const JSCFunctionListEntry js_gui_funcs[] = {
MIST_FUNC_DEF(gui, flush, 0),
MIST_FUNC_DEF(gui, scissor, 4),
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MIST_FUNC_DEF(gui, text, 6),
MIST_FUNC_DEF(gui, img, 7),
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MIST_FUNC_DEF(gui, font_set,1)
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};
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JSC_CCALL(spline_catmull,
HMM_Vec2 *points = js2cpvec2arr(argv[0]);
float param = js2number(argv[1]);
HMM_Vec2 *samples = catmull_rom_ma_v2(points,param);
arrfree(points);
if (!samples) return JS_UNDEFINED;
JSValue arr = vecarr2js(samples, arrlen(samples));
arrfree(samples);
return arr;
)
JSC_CCALL(spline_bezier,
HMM_Vec2 *points = js2cpvec2arr(argv[0]);
float param = js2number(argv[1]);
HMM_Vec2 *samples = catmull_rom_ma_v2(points,param);
arrfree(points);
if (!samples) return JS_UNDEFINED;
JSValue arr = vecarr2js(samples, arrlen(samples));
arrfree(samples);
return arr;
)
static const JSCFunctionListEntry js_spline_funcs[] = {
MIST_FUNC_DEF(spline, catmull, 2),
MIST_FUNC_DEF(spline, bezier, 2)
};
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JSValue js_vector_dot(JSContext *js, JSValue this, int argc, JSValue *argv) { return number2js(HMM_DotV2(js2vec2(argv[0]), js2vec2(argv[1]))) ; };
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JSC_CCALL(vector_project, return vec22js(HMM_ProjV2(js2vec2(argv[0]), js2vec2(argv[1]))))
JSC_CCALL(vector_inflate,
HMM_Vec2 *p = js2cpvec2arr(argv[0]);
double d = js2number(argv[1]);
HMM_Vec2 *infl = inflatepoints(p,d, js_arrlen(argv[0]));
ret = vecarr2js(infl, arrlen(infl));
arrfree(infl);
arrfree(p);
)
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static const JSCFunctionListEntry js_vector_funcs[] = {
MIST_FUNC_DEF(vector,dot,2),
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MIST_FUNC_DEF(vector,project,2),
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MIST_FUNC_DEF(vector, inflate, 2)
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};
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JSC_CCALL(game_engine_start, engine_start(argv[0],argv[1]))
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JSValue js_game_object_count(JSContext *js, JSValue this) { return number2js(go_count()); }
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static const JSCFunctionListEntry js_game_funcs[] = {
MIST_FUNC_DEF(game, engine_start, 2),
MIST_FUNC_DEF(game, object_count, 0)
};
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JSC_CCALL(input_show_keyboard, sapp_show_keyboard(js2boolean(argv[0])))
JSValue js_input_keyboard_shown(JSContext *js, JSValue this) { return boolean2js(sapp_keyboard_shown()); }
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JSC_CCALL(input_mouse_mode, set_mouse_mode(js2number(argv[0])))
JSC_CCALL(input_mouse_cursor, sapp_set_mouse_cursor(js2number(argv[0])))
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JSC_SCALL(input_cursor_img, cursor_img(str))
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static const JSCFunctionListEntry js_input_funcs[] = {
MIST_FUNC_DEF(input, show_keyboard, 1),
MIST_FUNC_DEF(input, keyboard_shown, 0),
MIST_FUNC_DEF(input, mouse_mode, 1),
MIST_FUNC_DEF(input, mouse_cursor, 1),
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MIST_FUNC_DEF(input, cursor_img, 1)
};
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JSC_CCALL(prosperon_emitters_step, emitters_step(js2number(argv[0])))
JSC_CCALL(prosperon_phys2d_step, phys2d_update(js2number(argv[0])))
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JSC_CCALL(prosperon_window_render, openglRender(&mainwin, js2gameobject(argv[0]), js2number(argv[1])))
static const JSCFunctionListEntry js_prosperon_funcs[] = {
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MIST_FUNC_DEF(prosperon, emitters_step, 1),
MIST_FUNC_DEF(prosperon, phys2d_step, 1),
MIST_FUNC_DEF(prosperon, window_render, 0)
};
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JSC_CCALL(time_now,
struct timeval ct;
gettimeofday(&ct, NULL);
return number2js((double)ct.tv_sec+(double)(ct.tv_usec/1000000.0));
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)
JSValue js_time_computer_dst(JSContext *js, JSValue this) {
time_t t = time(NULL);
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return boolean2js(localtime(&t)->tm_isdst);
}
JSValue js_time_computer_zone(JSContext *js, JSValue this) {
time_t t = time(NULL);
time_t local_t = mktime(localtime(&t));
double diff = difftime(t, local_t);
return number2js(diff/3600);
}
static const JSCFunctionListEntry js_time_funcs[] = {
MIST_FUNC_DEF(time, now, 0),
MIST_FUNC_DEF(time, computer_dst, 0),
MIST_FUNC_DEF(time, computer_zone, 0)
};
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JSC_SCALL(console_print, log_print(str))
JSValue js_console_rec(JSContext *js, JSValue this, int argc, JSValue *argv)
{
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int level = js2number(argv[0]);
const char *msg = JS_ToCString(js, argv[1]);
const char *file = JS_ToCString(js, argv[2]);
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int line = js2number(argv[3]);
mYughLog(LOG_SCRIPT, level, line, file, msg);
JS_FreeCString(js, msg);
JS_FreeCString(js, file);
return JS_UNDEFINED;
}
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JSC_GETSET_GLOBAL(stdout_lvl, number)
static const JSCFunctionListEntry js_console_funcs[] = {
MIST_FUNC_DEF(console,print,1),
MIST_FUNC_DEF(console,rec,4),
CGETSET_ADD(global, stdout_lvl)
};
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JSC_CCALL(profile_now, return number2js(stm_now()))
static const JSCFunctionListEntry js_profile_funcs[] = {
MIST_FUNC_DEF(profile,now,0),
};
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JSC_SCALL(io_exists, ret = boolean2js(fexists(str)))
JSC_CCALL(io_ls, return strarr2js(ls(".")))
JSC_SSCALL(io_cp, ret = number2js(cp(str,str2)))
JSC_SSCALL(io_mv, ret = number2js(rename(str,str2)))
JSC_SCALL(io_chdir, ret = number2js(chdir(str)))
JSC_SCALL(io_rm, ret = number2js(remove(str)))
JSC_SCALL(io_mkdir, ret = number2js(mkdir(str,0777)))
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JSValue js_io_slurpbytes(JSContext *js, JSValue this, int argc, JSValue *argv)
{
char *f = js2str(argv[0]);
size_t len;
char *d = slurp_file(f,&len);
JSValue ret = JS_NewArrayBufferCopy(js,d,len);
JS_FreeCString(js,f);
free(d);
return ret;
}
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JSValue js_io_slurp(JSContext *js, JSValue this, int argc, JSValue *argv)
{
char *f = js2str(argv[0]);
size_t len;
char *s = slurp_text(f,&len);
JS_FreeCString(js,f);
if (!s) return JS_UNDEFINED;
JSValue ret = JS_NewStringLen(js, s, len);
free(s);
return ret;
}
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JSValue js_io_slurpwrite(JSContext *js, JSValue this, int argc, JSValue *argv)
{
char *f = js2str(argv[0]);
size_t len;
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const char *data;
JSValue ret;
if (JS_IsString(argv[1])) {
data = JS_ToCStringLen(js, &len, argv[1]);
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ret = number2js(slurp_write(data, f, len));
JS_FreeCString(js,data);
} else {
data = JS_GetArrayBuffer(js, &len, argv[1]);
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ret = number2js(slurp_write(data, f, len));
}
return ret;
}
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JSValue js_io_chmod(JSContext *js, JSValue this, int argc, JSValue *argv)
{
char *f = js2str(argv[0]);
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int mod = js2number(argv[1]);
chmod(f, mod);
return JS_UNDEFINED;
}
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JSC_SCALL(io_save_qoa, save_qoa(str))
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JSC_SCALL(io_pack_engine, pack_engine(str))
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static const JSCFunctionListEntry js_io_funcs[] = {
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MIST_FUNC_DEF(io, exists,1),
MIST_FUNC_DEF(io, ls, 0),
MIST_FUNC_DEF(io, cp, 2),
MIST_FUNC_DEF(io, mv, 2),
MIST_FUNC_DEF(io, rm, 1),
MIST_FUNC_DEF(io, chdir, 1),
MIST_FUNC_DEF(io, mkdir, 1),
MIST_FUNC_DEF(io, chmod, 2),
MIST_FUNC_DEF(io, slurp, 1),
MIST_FUNC_DEF(io, slurpbytes, 1),
MIST_FUNC_DEF(io, slurpwrite, 2),
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MIST_FUNC_DEF(io, save_qoa,1),
MIST_FUNC_DEF(io, pack_engine, 1),
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};
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JSC_CCALL(debug_draw_gameobject, gameobject_draw_debug(js2gameobject(argv[0]));)
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static const JSCFunctionListEntry js_debug_funcs[] = {
MIST_FUNC_DEF(debug, draw_gameobject, 1)
};
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JSC_CCALL(physics_sgscale,
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js2gameobject(argv[0])->scale.xy = js2vec2(argv[1]);
gameobject_apply(js2gameobject(argv[0]));
cpSpaceReindexShapesForBody(space, js2gameobject(argv[0])->body);
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)
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JSC_CCALL(physics_set_cat_mask, set_cat_mask(js2number(argv[0]), js2bitmask(argv[1])))
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JSC_CCALL(physics_box_query,
int *ids = phys2d_query_box(js2vec2(argv[0]), js2vec2(argv[1]));
JSValue ret = gos2ref(ids);
arrfree(ids);
return ret;
)
JSC_CCALL(physics_pos_query,
gameobject *go = pos2gameobject(js2vec2(argv[0]), js2number(argv[1]));
JSValue ret = go ? JS_DupValue(js,go->ref) : JS_UNDEFINED;
return ret;
)
JSC_CCALL(physics_box_point_query,
void *v = js2cpvec2arr(argv[2]);
int *intids = phys2d_query_box_points(js2vec2(argv[0]), js2vec2(argv[1]), v, js_arrlen(argv[2]));
JSValue ret = ints2js(intids);
arrfree(intids);
return ret;
)
JSC_CCALL(physics_query_shape,
int *ids = phys2d_query_shape(js2ptr(argv[0]));
JSValue ret = gos2ref(ids);
arrfree(ids);
return ret;
)
JSC_CCALL(physics_closest_point,
void *v1 = js2cpvec2arr(argv[1]);
JSValue ret = number2js(point2segindex(js2vec2(argv[0]), v1, js2number(argv[2])));
arrfree(v1);
return ret;
)
JSC_CCALL(physics_make_gravity, return warp_gravity2js(warp_gravity_make()))
JSC_CCALL(physics_make_damp, return warp_damp2js(warp_damp_make()))
JSC_CCALL(physics_collide_begin, js2gameobject(argv[1])->cbs.begin = JS_DupValue(js,argv[0]))
JSC_CCALL(physics_collide_rm, phys2d_rm_go_handlers(js2gameobject(argv[0])))
JSC_CCALL(physics_collide_separate, js2gameobject(argv[1])->cbs.separate = JS_DupValue(js,argv[0]))
JSC_CCALL(physics_collide_shape, gameobject_add_shape_collider(js2gameobject(argv[1]), JS_DupValue(js,argv[0]), js2ptr(argv[2])))
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static const JSCFunctionListEntry js_physics_funcs[] = {
MIST_FUNC_DEF(physics, sgscale, 2),
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MIST_FUNC_DEF(physics, set_cat_mask, 2),
MIST_FUNC_DEF(physics, box_query, 2),
MIST_FUNC_DEF(physics, pos_query, 2),
MIST_FUNC_DEF(physics, box_point_query, 3),
MIST_FUNC_DEF(physics, query_shape, 1),
MIST_FUNC_DEF(physics, closest_point, 3),
MIST_FUNC_DEF(physics, make_damp, 0),
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MIST_FUNC_DEF(physics, make_gravity, 0),
MIST_FUNC_DEF(physics, collide_begin, 2),
MIST_FUNC_DEF(physics, collide_rm, 1),
MIST_FUNC_DEF(physics, collide_separate, 2),
MIST_FUNC_DEF(physics, collide_shape, 3)
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};
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static const JSCFunctionListEntry js_emitter_funcs[] = {
CGETSET_ADD(emitter, life),
CGETSET_ADD(emitter, life_var),
CGETSET_ADD(emitter, speed),
CGETSET_ADD(emitter, variation),
CGETSET_ADD(emitter, divergence),
CGETSET_ADD(emitter, scale),
CGETSET_ADD(emitter, scale_var),
CGETSET_ADD(emitter, grow_for),
CGETSET_ADD(emitter, shrink_for),
CGETSET_ADD(emitter, max),
CGETSET_ADD(emitter, explosiveness),
CGETSET_ADD(emitter, go),
CGETSET_ADD(emitter, bounce),
CGETSET_ADD(emitter, collision_mask),
CGETSET_ADD(emitter, die_after_collision),
CGETSET_ADD(emitter, persist),
CGETSET_ADD(emitter, persist_var),
CGETSET_ADD(emitter, warp_mask),
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MIST_FUNC_DEF(emitter, start, 0),
MIST_FUNC_DEF(emitter, stop, 0),
MIST_FUNC_DEF(emitter, emit, 1),
CGETSET_ADD(emitter, texture),
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};
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JSC_GETSET(dsp_node, pass, boolean)
JSC_GETSET(dsp_node, off, boolean)
JSC_GETSET(dsp_node, gain, number)
JSC_GETSET(dsp_node, pan, number)
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JSC_CCALL(dsp_node_plugin, plugin_node(js2dsp_node(this), js2dsp_node(argv[0])))
JSC_CCALL(dsp_node_unplug, unplug_node(js2dsp_node(this)))
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static const JSCFunctionListEntry js_dsp_node_funcs[] = {
CGETSET_ADD(dsp_node, pass),
CGETSET_ADD(dsp_node, off),
CGETSET_ADD(dsp_node, gain),
CGETSET_ADD(dsp_node, pan),
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MIST_FUNC_DEF(dsp_node, plugin, 1),
MIST_FUNC_DEF(dsp_node, unplug, 0),
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};
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JSC_GETSET(sound, loop, boolean)
JSC_GETSET(sound, timescale, number)
JSC_GETSET(sound, frame, number)
JSC_GETSET_HOOK(sound, hook)
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JSC_CCALL(sound_frames, return number2js(js2sound(this)->data->frames))
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static const JSCFunctionListEntry js_sound_funcs[] = {
CGETSET_ADD(sound, loop),
CGETSET_ADD(sound, timescale),
CGETSET_ADD(sound, frame),
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CGETSET_ADD(sound, hook),
MIST_FUNC_DEF(sound, frames, 0),
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};
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static JSValue js_window_get_size(JSContext *js, JSValue this) { return vec22js(js2window(this)->size); }
static JSValue js_window_set_size(JSContext *js, JSValue this, JSValue v) {
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window *w = js2window(this);
if (!w->start)
w->size = js2vec2(v);
return JS_UNDEFINED;
}
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JSC_GETSET_APPLY(window, rendersize, vec2)
JSC_GETSET(window, mode, number)
static JSValue js_window_get_fullscreen(JSContext *js, JSValue this) { return boolean2js(js2window(this)->fullscreen); }
static JSValue js_window_set_fullscreen(JSContext *js, JSValue this, JSValue v) { window_setfullscreen(js2window(this), js2boolean(v)); }
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static JSValue js_window_set_title(JSContext *js, JSValue this, JSValue v)
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{
window *w = js2window(this);
if (w->title) JS_FreeCString(js, w->title);
w->title = js2str(v);
if (w->start)
sapp_set_window_title(w->title);
return JS_UNDEFINED;
}
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JSC_CCALL(window_get_title, return str2js(js2window(this)->title))
JSC_CCALL(window_set_icon, window_seticon(&mainwin, js2texture(argv[0])))
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static const JSCFunctionListEntry js_window_funcs[] = {
CGETSET_ADD(window, size),
CGETSET_ADD(window, rendersize),
CGETSET_ADD(window, mode),
CGETSET_ADD(window, fullscreen),
CGETSET_ADD(window, title),
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MIST_FUNC_DEF(window, set_icon, 1)
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};
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JSC_GETSET_BODY(pos, Position, cvec2)
JSC_GETSET_BODY(angle, Angle, number)
JSC_GETSET_BODY(velocity, Velocity, cvec2)
JSC_GETSET_BODY(angularvelocity, AngularVelocity, number)
JSC_GETSET_BODY(moi, Moment, number)
JSC_GETSET_BODY(torque, Torque, number)
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JSC_CCALL(gameobject_impulse, cpBodyApplyImpulseAtWorldPoint(js2gameobject(this)->body, js2vec2(argv[0]).cp, cpBodyGetPosition(js2gameobject(this)->body)))
JSC_CCALL(gameobject_force, cpBodyApplyForceAtWorldPoint(js2gameobject(this)->body, js2vec2(argv[0]).cp, cpBodyGetPosition(js2gameobject(this)->body)))
JSC_CCALL(gameobject_force_local, cpBodyApplyForceAtLocalPoint(js2gameobject(this)->body, js2vec2(argv[0]).cp, js2vec2(argv[1]).cp))
JSC_GETSET_APPLY(gameobject, friction, number)
JSC_GETSET_APPLY(gameobject, elasticity, number)
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JSC_GETSET_APPLY(gameobject, mass, number)
JSC_GETSET_APPLY(gameobject, phys, number)
JSC_GETSET_APPLY(gameobject, layer, number)
JSC_GETSET(gameobject, scale, vec3)
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JSC_GETSET(gameobject, damping, number)
JSC_GETSET(gameobject, timescale, number)
JSC_GETSET(gameobject, maxvelocity, number)
JSC_GETSET(gameobject, maxangularvelocity, number)
JSC_GETSET(gameobject, warp_filter, bitmask)
JSC_GETSET(gameobject, drawlayer, number)
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JSC_CCALL(gameobject_setref, js2gameobject(this)->ref = argv[0]);
JSC_CCALL(gameobject_sync, gameobject_apply(js2gameobject(this)))
JSC_CCALL(gameobject_in_air, return boolean2js(phys2d_in_air(js2gameobject(this)->body)))
JSC_CCALL(gameobject_world2this, return vec22js(world2go(js2gameobject(this), js2vec2(argv[0]))))
JSC_CCALL(gameobject_this2world, return vec22js(go2world(js2gameobject(this), js2vec2(argv[0]))))
JSC_CCALL(gameobject_dir_world2this, return vec22js(mat_t_dir(t_world2go(js2gameobject(this)), js2vec2(argv[0]))))
JSC_CCALL(gameobject_dir_this2world, return vec22js(mat_t_dir(t_go2world(js2gameobject(this)), js2vec2(argv[0]))))
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static const JSCFunctionListEntry js_gameobject_funcs[] = {
CGETSET_ADD(gameobject, friction),
CGETSET_ADD(gameobject, elasticity),
CGETSET_ADD(gameobject,mass),
CGETSET_ADD(gameobject,damping),
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CGETSET_ADD(gameobject, scale),
CGETSET_ADD(gameobject,timescale),
CGETSET_ADD(gameobject,maxvelocity),
CGETSET_ADD(gameobject,maxangularvelocity),
CGETSET_ADD(gameobject,layer),
CGETSET_ADD(gameobject,warp_filter),
CGETSET_ADD(gameobject,scale),
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CGETSET_ADD(gameobject,drawlayer),
CGETSET_ADD(gameobject, pos),
CGETSET_ADD(gameobject, angle),
CGETSET_ADD(gameobject, velocity),
CGETSET_ADD(gameobject, angularvelocity),
CGETSET_ADD(gameobject, moi),
CGETSET_ADD(gameobject, phys),
CGETSET_ADD(gameobject, torque),
MIST_FUNC_DEF(gameobject, impulse, 1),
MIST_FUNC_DEF(gameobject, force, 1),
MIST_FUNC_DEF(gameobject, force_local, 2),
MIST_FUNC_DEF(gameobject, in_air, 0),
MIST_FUNC_DEF(gameobject, world2this, 1),
MIST_FUNC_DEF(gameobject, this2world, 1),
MIST_FUNC_DEF(gameobject, dir_world2this, 1),
MIST_FUNC_DEF(gameobject, dir_this2world, 1),
MIST_FUNC_DEF(gameobject,setref,1),
MIST_FUNC_DEF(gameobject, sync, 0),
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};
JSC_CCALL(joint_pin, return constraint2js(constraint_make(cpPinJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, cpvzero,cpvzero))))
JSC_CCALL(joint_pivot, return constraint2js(constraint_make(cpPivotJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body,js2vec2(argv[2]).cp))))
JSC_CCALL(joint_gear, return constraint2js(constraint_make(cpGearJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3])))))
JSC_CCALL(joint_rotary, return constraint2js(constraint_make(cpRotaryLimitJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3])))))
JSC_CCALL(joint_damped_rotary, return constraint2js(constraint_make(cpDampedRotarySpringNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3]), js2number(argv[4])))))
JSC_CCALL(joint_damped_spring, return constraint2js(constraint_make(cpDampedSpringNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2number(argv[4]), js2number(argv[5]), js2number(argv[6])))))
JSC_CCALL(joint_groove, return constraint2js(constraint_make(cpGrooveJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp))))
JSC_CCALL(joint_slide, return constraint2js(constraint_make(cpSlideJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2number(argv[4]), js2number(argv[5])))))
JSC_CCALL(joint_ratchet, return constraint2js(constraint_make(cpRatchetJointNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2]), js2number(argv[3])))))
JSC_CCALL(joint_motor, return constraint2js(constraint_make(cpSimpleMotorNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2])))))
static const JSCFunctionListEntry js_joint_funcs[] = {
MIST_FUNC_DEF(joint, pin, 2),
MIST_FUNC_DEF(joint, pivot, 3),
MIST_FUNC_DEF(joint, gear, 4),
MIST_FUNC_DEF(joint, rotary, 4),
MIST_FUNC_DEF(joint, damped_rotary, 5),
MIST_FUNC_DEF(joint, damped_spring, 7),
MIST_FUNC_DEF(joint, groove, 5),
MIST_FUNC_DEF(joint, slide, 6),
MIST_FUNC_DEF(joint, ratchet, 4),
MIST_FUNC_DEF(joint, motor, 3)
};
JSC_CCALL(dspsound_noise, return dsp_node2js(dsp_whitenoise()))
JSC_CCALL(dspsound_pink, return dsp_node2js(dsp_pinknoise()))
JSC_CCALL(dspsound_red, return dsp_node2js(dsp_rednoise()))
JSC_CCALL(dspsound_pitchshift, return dsp_node2js(dsp_pitchshift(js2number(argv[0]))))
JSC_CCALL(dspsound_noise_gate, return dsp_node2js(dsp_noise_gate(js2number(argv[0]))))
JSC_CCALL(dspsound_limiter, return dsp_node2js(dsp_limiter(js2number(argv[0]))))
JSC_CCALL(dspsound_compressor, return dsp_node2js(dsp_compressor()))
JSC_CCALL(dspsound_crush, return dsp_node2js(dsp_bitcrush(js2number(argv[0]), js2number(argv[1]))))
JSC_CCALL(dspsound_lpf, return dsp_node2js(dsp_lpf(js2number(argv[0]))))
JSC_CCALL(dspsound_hpf, return dsp_node2js(dsp_hpf(js2number(argv[0]))))
JSC_CCALL(dspsound_delay, return dsp_node2js(dsp_delay(js2number(argv[0]), js2number(argv[1]))))
JSC_CCALL(dspsound_fwd_delay, return dsp_node2js(dsp_fwd_delay(js2number(argv[0]), js2number(argv[1]))))
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JSC_SCALL(dspsound_source,
ret = dsp_node2js(dsp_source(str));
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JS_SetPrototype(js, ret, sound_proto);
)
JSC_CCALL(dspsound_mix, return dsp_node2js(make_node(NULL,NULL,NULL)))
JSC_CCALL(dspsound_master, return dsp_node2js(masterbus))
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JSC_CCALL(dspsound_plugin_node, plugin_node(js2dsp_node(argv[0]), js2dsp_node(argv[1]));)
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JSC_CCALL(dspsound_samplerate, return number2js(SAMPLERATE))
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JSC_SCALL(dspsound_mod, ret = dsp_node2js(dsp_mod(str)))
JSC_SSCALL(dspsound_midi, ret = dsp_node2js(dsp_midi(str, make_soundfont(str2))))
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static const JSCFunctionListEntry js_dspsound_funcs[] = {
MIST_FUNC_DEF(dspsound, noise, 0),
MIST_FUNC_DEF(dspsound, pink, 0),
MIST_FUNC_DEF(dspsound, red, 0),
MIST_FUNC_DEF(dspsound, pitchshift, 1),
MIST_FUNC_DEF(dspsound, noise_gate, 1),
MIST_FUNC_DEF(dspsound, limiter, 1),
MIST_FUNC_DEF(dspsound, compressor, 0),
MIST_FUNC_DEF(dspsound, crush, 2),
MIST_FUNC_DEF(dspsound, lpf, 1),
MIST_FUNC_DEF(dspsound, hpf, 1),
MIST_FUNC_DEF(dspsound, delay, 2),
MIST_FUNC_DEF(dspsound, fwd_delay, 2),
MIST_FUNC_DEF(dspsound, source, 1),
MIST_FUNC_DEF(dspsound, mix, 0),
MIST_FUNC_DEF(dspsound, master, 0),
MIST_FUNC_DEF(dspsound, plugin_node, 2),
MIST_FUNC_DEF(dspsound, samplerate, 0),
MIST_FUNC_DEF(dspsound, midi, 2),
MIST_FUNC_DEF(dspsound, mod, 1)
};
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JSC_CCALL(pshape_set_sensor, shape_set_sensor(js2ptr(argv[0]), js2boolean(argv[1])))
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JSC_CCALL(pshape_get_sensor, shape_get_sensor(js2ptr(argv[0])))
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JSC_CCALL(pshape_set_enabled, shape_enabled(js2ptr(argv[0]), js2boolean(argv[1])))
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JSC_CCALL(pshape_get_enabled, shape_is_enabled(js2ptr(argv[0])))
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static const JSCFunctionListEntry js_pshape_funcs[] = {
MIST_FUNC_DEF(pshape, set_sensor, 2),
MIST_FUNC_DEF(pshape, get_sensor, 1),
MIST_FUNC_DEF(pshape, set_enabled, 2),
MIST_FUNC_DEF(pshape, get_enabled, 1)
};
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JSC_GETSET(sprite, color, color)
JSC_GETSET(sprite, emissive, color)
JSC_GETSET(sprite, enabled, boolean)
JSC_GETSET(sprite, parallax, number)
JSC_GETSET(sprite, tex, texture)
JSC_GETSET(sprite, pos, vec2)
JSC_GETSET(sprite, scale, vec2)
JSC_GETSET(sprite, angle, number)
JSC_GETSET(sprite, frame, rect)
JSC_GETSET(sprite,go,gameobject)
JSC_CCALL(sprite_tex, js2sprite(this)->tex = js2texture(argv[0]))
static const JSCFunctionListEntry js_sprite_funcs[] = {
CGETSET_ADD(sprite,pos),
CGETSET_ADD(sprite,scale),
CGETSET_ADD(sprite,angle),
MIST_FUNC_DEF(sprite, tex, 1),
CGETSET_ADD(sprite,color),
CGETSET_ADD(sprite,emissive),
CGETSET_ADD(sprite,enabled),
CGETSET_ADD(sprite,parallax),
CGETSET_ADD(sprite,frame),
CGETSET_ADD(sprite,go)
};
JSC_GET(texture, width, number)
JSC_GET(texture, height, number)
JSC_GET(texture, frames, number)
JSC_GET(texture, delays, ints)
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static const JSCFunctionListEntry js_texture_funcs[] = {
MIST_GET(texture, width),
MIST_GET(texture, height),
MIST_GET(texture, frames),
MIST_GET(texture, delays),
};
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JSValue js_constraint_set_max_force (JSContext *js, JSValue this, JSValue val) {
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cpConstraintSetMaxForce(js2constraint(this)->c, js2number(val));
return JS_UNDEFINED;
}
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JSValue js_constraint_get_max_force(JSContext *js, JSValue this) { return number2js(cpConstraintGetMaxForce(js2constraint(this)->c));
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}
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JSValue js_constraint_set_collide (JSContext *js, JSValue this, JSValue val) {
cpConstraintSetCollideBodies(js2constraint(this)->c, js2boolean(val));
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return JS_UNDEFINED;
}
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JSValue js_constraint_get_collide(JSContext *js, JSValue this) { return boolean2js(cpConstraintGetCollideBodies(js2constraint(this)->c));
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}
static const JSCFunctionListEntry js_constraint_funcs[] = {
CGETSET_ADD(constraint, max_force),
CGETSET_ADD(constraint, collide),
};
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struct phys2d_edge *js2edge2d(JSValue v) { return js2ptr(v); }
JSC_CCALL(edge2d_setverts,
struct phys2d_edge *edge = js2edge2d(argv[0]);
HMM_Vec2 *v = js2cpvec2arr(argv[1]);
phys2d_edge_update_verts(edge,v);
arrfree(v);
)
JSC_CCALL(edge2d_set_thickness, js2edge2d(argv[0])->thickness = js2number(argv[1]))
JSC_CCALL(edge2d_get_thickness, return number2js(js2edge2d(argv[0])->thickness))
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static const JSCFunctionListEntry js_edge2d_funcs[] = {
MIST_FUNC_DEF(edge2d, setverts, 2),
MIST_FUNC_DEF(edge2d, set_thickness, 2),
MIST_FUNC_DEF(edge2d, get_thickness, 1),
};
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const char *STRTEST = "TEST STRING";
JSC_CCALL(performance_barecall,)
JSC_CCALL(performance_unpack_num, int i = js2number(argv[0]))
JSC_CCALL(performance_unpack_array, js2cpvec2arr(argv[0]))
JSC_CCALL(performance_pack_num, return number2js(1.0))
JSC_CCALL(performance_pack_string, return JS_NewStringLen(js, STRTEST, sizeof(*STRTEST)))
JSC_CCALL(performance_unpack_string, js2str(argv[0]))
JSC_CCALL(performance_unpack_32farr, jsfloat2vec(argv[0]))
JSC_CCALL(performance_call_fn_n,
for (int i = 0; i < js2number(argv[1]); i++)
script_call_sym(argv[0],0,NULL);
script_call_sym(argv[2],0,NULL);
)
static const JSCFunctionListEntry js_performance_funcs[] = {
MIST_FUNC_DEF(performance, barecall,0),
MIST_FUNC_DEF(performance, unpack_num, 1),
MIST_FUNC_DEF(performance, unpack_array, 1),
MIST_FUNC_DEF(performance, pack_num, 0),
MIST_FUNC_DEF(performance, pack_string, 0),
MIST_FUNC_DEF(performance, unpack_string, 1),
MIST_FUNC_DEF(performance, unpack_32farr, 1),
MIST_FUNC_DEF(performance, call_fn_n, 3)
};
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JSValue js_nota_encode(JSContext *js, JSValue this, int argc, JSValue *argv)
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{
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if (argc < 1) return JS_UNDEFINED;
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JSValue obj = argv[0];
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char nota[1024*1024]; // 1MB
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char *e = js_do_nota_encode(obj, nota);
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return JS_NewArrayBufferCopy(js, nota, e-nota);
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}
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JSValue js_nota_decode(JSContext *js, JSValue this, int argc, JSValue *argv)
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{
if (argc < 1) return JS_UNDEFINED;
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size_t len;
char *nota = JS_GetArrayBuffer(js, &len, argv[0]);
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JSValue ret;
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js_do_nota_decode(&ret, nota);
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return ret;
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}
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static const JSCFunctionListEntry js_nota_funcs[] = {
MIST_FUNC_DEF(nota, encode, 1),
MIST_FUNC_DEF(nota, decode, 1)
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};
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#define DUK_FUNC(NAME, ARGS) JS_SetPropertyStr(js, globalThis, #NAME, JS_NewCFunction(js, duk_##NAME, #NAME, ARGS));
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void ffi_load() {
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globalThis = JS_GetGlobalObject(js);
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QJSCLASSPREP(ptr);
QJSGLOBALCLASS(os);
QJSCLASSPREP_FUNCS(gameobject);
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QJSCLASSPREP_FUNCS(dsp_node);
QJSCLASSPREP_FUNCS(emitter);
QJSCLASSPREP_FUNCS(warp_gravity);
QJSCLASSPREP_FUNCS(warp_damp);
QJSCLASSPREP_FUNCS(sprite);
QJSCLASSPREP_FUNCS(texture);
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QJSCLASSPREP_FUNCS(constraint);
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QJSCLASSPREP_FUNCS(window);
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QJSCLASSPREP_FUNCS(drawmodel);
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QJSGLOBALCLASS(nota);
QJSGLOBALCLASS(input);
QJSGLOBALCLASS(io);
QJSGLOBALCLASS(prosperon);
QJSGLOBALCLASS(time);
QJSGLOBALCLASS(console);
QJSGLOBALCLASS(profile);
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QJSGLOBALCLASS(game);
QJSGLOBALCLASS(gui);
QJSGLOBALCLASS(debug);
QJSGLOBALCLASS(render);
QJSGLOBALCLASS(physics);
QJSGLOBALCLASS(vector);
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QJSGLOBALCLASS(spline);
QJSGLOBALCLASS(joint);
QJSGLOBALCLASS(dspsound);
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QJSGLOBALCLASS(pshape);
QJSGLOBALCLASS(performance);
QJSGLOBALCLASS(circle2d);
QJSGLOBALCLASS(poly2d);
QJSGLOBALCLASS(edge2d);
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JS_SetPropertyStr(js, prosperon, "version", str2js(VER));
JS_SetPropertyStr(js, prosperon, "revision", str2js(COM));
JS_SetPropertyStr(js, globalThis, "window", window2js(&mainwin));
JS_SetPropertyStr(js, globalThis, "texture", JS_DupValue(js,texture_proto));
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sound_proto = JS_NewObject(js);
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JS_SetPropertyStr(js,globalThis, "sound_proto", sound_proto);
JS_SetPropertyFunctionList(js, sound_proto, js_sound_funcs, countof(js_sound_funcs));
JS_SetPrototype(js, sound_proto, dsp_node_proto);
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JS_FreeValue(js,globalThis);
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}
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void ffi_stop()
{
}