#include "ffi.h" #include "script.h" #include "string.h" #include "debug.h" #include "window.h" #include "editor.h" #include "engine.h" #include "log.h" #include "input.h" #include "gameobject.h" #include "openglrender.h" #include "2dphysics.h" #include "sprite.h" #include "anim.h" #include "yugine.h" #include "nuke.h" #include "sound.h" #include "font.h" #include "sound.h" #include "music.h" #include "level.h" #include "tinyspline.h" #include "mix.h" #include "debugdraw.h" #include "stb_ds.h" #include #include #include "miniaudio.h" #define BYTE_TO_BINARY_PATTERN "%c%c%c%c%c%c%c%c" #define BYTE_TO_BINARY(byte) \ (byte & 0x80 ? '1' : '0'), \ (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') int js2int(JSValue v) { int32_t i; JS_ToInt32(js,&i,v); return i; } JSValue int2js(int i) { return JS_NewInt64(js, i); } double js2number(JSValue v) { double g; JS_ToFloat64(js,&g, v); return g; } JSValue float2js(double g) { return JS_NewFloat64(js,g); } JSValue num2js(double g) { return float2js(g); } struct gameobject *js2go(JSValue v) { return id2go(js2int(v)); } void *js2ptr(JSValue v) { void *p; JS_ToInt64(js, &p, v); return p; } JSValue ptr2js(void *ptr) { return JS_NewInt64(js,(long)ptr); } struct timer *js2timer(JSValue v) { return id2timer(js2int(v)); } double js_get_prop_number(JSValue v, const char *p) { double num; JS_ToFloat64(js, &num, JS_GetPropertyStr(js, v, p)); return num; } struct glrect js2glrect(JSValue v) { struct glrect rect; rect.s0 = js_get_prop_number(v,"s0"); rect.s1 = js_get_prop_number(v,"s1"); rect.t0 = js_get_prop_number(v,"t0"); rect.t1 = js_get_prop_number(v,"t1"); return rect; } JSValue js_arridx(JSValue v, int idx) { return JS_GetPropertyUint32(js,v,idx); } int js_arrlen(JSValue v) { int len; JS_ToInt32(js, &len, JS_GetPropertyStr(js, v, "length")); return len; } struct color js2color(JSValue v) { struct color color = {0,0,0}; color.r = js2int(js_arridx(v,0)); color.g = js2int(js_arridx(v,1)); color.b = js2int(js_arridx(v,2)); return color; } cpVect js2vec2(JSValue v) { cpVect vect; vect.x = js2number(js_arridx(v,0)); vect.y = js2number(js_arridx(v,1)); return vect; } cpBitmask js2bitmask(JSValue v) { cpBitmask mask = 0; int len = js_arrlen(v); for (int i = 0; i < len; i++) { int val = JS_ToBool(js, JS_GetPropertyUint32(js, v, i)); if (!val) continue; mask |= 1<id); } JSValue duk_spline_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { static_assert(sizeof(tsReal)*2 == sizeof(cpVect)); tsBSpline spline; int d = js2int(argv[2]); /* dimensions */ int degrees = js2int(argv[1]); int type = js2int(argv[3]); JSValue ctrl_pts = argv[4]; int n = js_arrlen(ctrl_pts); size_t nsamples = js2int(argv[5]); cpVect points[n]; tsStatus status; ts_bspline_new(n, d, degrees, type, &spline, &status); if (status.code) YughCritical("Spline creation error %d: %s", status.code, status.message); for (int i = 0; i < n; i++) points[i] = js2vec2(JS_GetPropertyUint32(js, ctrl_pts, i)); ts_bspline_set_control_points(&spline, (tsReal*)points, &status); if (status.code) YughCritical("Spline creation error %d: %s", status.code, status.message); cpVect samples[nsamples]; size_t rsamples; /* TODO: This does not work with Clang/GCC due to UB */ ts_bspline_sample(&spline, nsamples, (tsReal**)&samples, &rsamples, &status); if (status.code) YughCritical("Spline creation error %d: %s", status.code, status.message); JSValue arr = JS_NewArray(js); for (int i = 0; i < nsamples; i++) { JSValue psample = JS_NewArray(js); JS_SetPropertyUint32(js, psample, 0, float2js(samples[i].x)); JS_SetPropertyUint32(js, psample, 1, float2js(samples[i].y)); JS_SetPropertyUint32(js, arr, i, psample); } ts_bspline_free(&spline); return arr; } JSValue ints2js(int *ints) { JSValue arr = JS_NewArray(js); for (int i = 0; i < arrlen(ints); i++) JS_SetPropertyUint32(js, arr, i, int2js(ints[i])); return arr; } int vec_between(cpVect p, cpVect a, cpVect b) { cpVect n; n.x = b.x - a.x; n.y = b.y - a.y; n = cpvnormalize(n); return (cpvdot(n, cpvsub(p, a)) > 0 && cpvdot(cpvneg(n), cpvsub(p, b)) > 0); } /* 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. */ int point2segindex(cpVect p, cpVect *segs, double slop) { float shortest = slop < 0 ? INFINITY : slop; int best = -1; 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); float c = segs[i].y - (a * segs[i].x); float b = -1; float dist = abs(a*p.x + b*p.y + c) / sqrt(pow(a,2) + 1); if (dist > shortest) continue; int between = vec_between(p, segs[i], segs[i+1]); if (between) { shortest = dist; best = i+1; } else { if (i == 0 && cpvdist(p, segs[0]) < slop) { shortest = dist; best = i; } else if (i == arrlen(segs)-2 && cpvdist(p, arrlast(segs)) < slop) { shortest = dist; best = arrlen(segs); } } } if (best == 1) { cpVect n; n.x = segs[1].x-segs[0].x; n.y = segs[1].y-segs[0].y; n = cpvnormalize(n); if (cpvdot(n, cpvsub(p, segs[0])) < 0) if (cpvdist(p, segs[0]) >= slop) best = -1; else best = 0; } if (best == arrlen(segs)-1) { cpVect n; n.x = segs[best-1].x-segs[best].x; n.y = segs[best-1].y-segs[best-1].y; n = cpvnormalize(n); if (cpvdot(n, cpvsub(p, segs[best])) < 0) if (cpvdist(p, segs[best]) >= slop) best = -1; else best = arrlen(segs); } return best; } int file_exists(char *path) { FILE *o = fopen(path, "r"); if (o) { fclose(o); return 1; } return 0; } static char *dukext; static JSValue dukarr; static int dukidx; static int duk2path(const char *path, const struct stat *sb, int typeflag) { if (typeflag == FTW_F) { char *ext = strrchr(path, '.'); if (ext && !strcmp(ext, dukext)) JS_SetPropertyUint32(js, dukarr, dukidx++, JS_NewString(js, &path[2])); } return 0; } JSValue dukext2paths(char *ext) { dukext = ext; dukarr = JS_NewArray(js); dukidx = 0; ftw(".", duk2path, 10); return dukarr; } JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); const char *str; JSValue ret = JS_NULL; switch(cmd) { case 0: str = JS_ToCString(js,argv[1]); ret = JS_NewInt64(js, script_dofile(str)); JS_FreeCString(js,str); return ret; case 1: YughWarn("Do not set pawns here anymore; Do it entirely in script."); //set_pawn(js2ptrduk_get_heapptr(duk, 1)); break; case 2: gameobject_delete(js2int(argv[1])); break; case 3: set_timescale(js2number(argv[1])); break; case 4: debug_draw_phys(JS_ToBool(js, argv[1])); break; case 5: renderMS = js2number(argv[1]); break; case 6: updateMS = js2number(argv[1]); break; case 7: physMS = js2number(argv[1]); break; case 8: phys2d_set_gravity(js2vec2(argv[1])); break; case 9: sprite_delete(js2int(argv[1])); break; case 10: YughWarn("Pawns are handled in script only now."); break; case 11: str = JS_ToCString(js, argv[1]); ret = JS_NewInt64(js, file_mod_secs(str)); JS_FreeCString(js,str); return ret; case 12: sprite_loadtex(id2sprite(js2int(argv[1])), JS_ToCString(js, argv[2]), js2glrect(argv[3])); break; case 13: play_song(JS_ToCString(js, argv[1]), JS_ToCString(js, argv[2])); break; case 14: mini_sound(JS_ToCString(js, argv[1])); break; case 15: music_stop(); break; case 16: color2float(js2color(argv[1]), dbg_color); break; case 17: color2float(js2color(argv[1]), trigger_color); break; case 18: shape_set_sensor(js2ptr(argv[1]), JS_ToBool(js, argv[2])); break; case 19: mini_master(js2number(argv[1])); break; case 20: sprite_enabled(js2int(argv[1]), JS_ToBool(js, argv[2])); break; case 21: return JS_NewBool(js, shape_get_sensor(js2ptr(argv[1]))); case 22: shape_enabled(js2ptr(argv[1]), JS_ToBool(js, argv[2])); break; case 23: return JS_NewBool(js, shape_is_enabled(js2ptr(argv[1]))); case 24: timer_pause(js2timer(argv[1])); break; case 25: timer_stop(js2timer(argv[1])); break; case 26: timer_start(js2timer(argv[1])); break; case 27: timer_remove(js2int(argv[1])); break; case 28: timerr_settime(js2timer(argv[1]), js2number(argv[2])); break; case 29: return JS_NewFloat64(js, js2timer(argv[1])->interval); case 30: sprite_setanim(id2sprite(js2int(argv[1])), js2ptr(argv[2]), js2int(argv[3])); return JS_NULL; case 31: free(js2ptr(argv[1])); break; case 32: return JS_NewFloat64(js, js2timer(argv[1])->remain_time); case 33: return JS_NewBool(js, js2timer(argv[1])->on); case 34: return JS_NewBool(js, js2timer(argv[1])->repeat); case 35: js2timer(argv[1])->repeat = JS_ToBool(js, argv[2]); return JS_NULL; case 36: id2go(js2int(argv[1]))->scale = js2number(argv[2]); cpSpaceReindexShapesForBody(space, id2go(js2int(argv[1]))->body); return JS_NULL; case 37: if (!id2sprite(js2int(argv[1]))) return JS_NULL; vec2float(js2vec2(argv[2]), id2sprite(js2int(argv[1]))->pos); break; case 38: return JS_NewString(js, slurp_text(JS_ToCString(js, argv[1]))); case 39: return JS_NewInt64(js, slurp_write(JS_ToCString(js, argv[1]), JS_ToCString(js, argv[2]))); case 40: id2go(js2int(argv[1]))->filter.categories = js2bitmask(argv[2]); gameobject_apply(id2go(js2int(argv[1]))); break; case 41: id2go(js2int(argv[1]))->filter.mask = js2bitmask(argv[2]); gameobject_apply(id2go(js2int(argv[1]))); break; case 42: return bitmask2js(id2go(js2int(argv[1]))->filter.categories); case 43: return bitmask2js(id2go(js2int(argv[1]))->filter.mask); case 44: return JS_NewInt64(js, pos2gameobject(js2vec2(argv[1]))); case 45: return vec2js(mouse_pos); case 46: set_mouse_mode(js2int(argv[1])); return JS_NULL; case 47: draw_grid(js2int(argv[1]), js2int(argv[2])); return JS_NULL; case 48: return JS_NewInt64(js, mainwin->width); case 49: return JS_NewInt64(js, mainwin->height); case 50: return JS_NewBool(js, action_down(js2int(argv[1]))); case 51: draw_cppoint(js2vec2(argv[1]), js2number(argv[2]), js2color(argv[3])); return JS_NULL; case 52: return ints2js(phys2d_query_box(js2vec2(argv[1]), js2vec2(argv[2]))); case 53: draw_box(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3])); return JS_NULL; case 54: gameobject_apply(js2go(argv[1])); return JS_NULL; case 55: js2go(argv[1])->flipx = JS_ToBool(js, argv[2]) ? -1 : 1; return JS_NULL; case 56: js2go(argv[1])->flipy = JS_ToBool(js, argv[2]) ? -1 : 1; return JS_NULL; case 57: return JS_NewBool(js, js2go(argv[1])->flipx == -1 ? 1 : 0); case 58: return JS_NewBool(js, js2go(argv[1])->flipy == -1 ? 1 : 0); case 59: return JS_NewInt64(js, point2segindex(js2vec2(argv[1]), js2cpvec2arr(argv[2]), js2number(argv[3]))); case 60: if (!id2sprite(js2int(argv[1]))) return JS_NULL; id2sprite(js2int(argv[1]))->layer = js2int(argv[2]); break; case 61: set_cam_body(id2body(js2int(argv[1]))); break; case 62: add_zoom(js2number(argv[1])); break; case 63: return JS_NewFloat64(js, deltaT); case 64: return vec2js(tex_get_dimensions(texture_pullfromfile(JS_ToCString(js, argv[1])))); case 65: return JS_NewBool(js, file_exists(JS_ToCString(js, argv[1]))); case 66: return dukext2paths(JS_ToCString(js, argv[1])); case 67: opengl_rendermode(LIT); break; case 68: opengl_rendermode(WIREFRAME); break; case 69: gameobject_set_sensor(js2int(argv[1]), JS_ToBool(js, argv[2])); break; case 70: return vec2js(world2go(js2go(argv[1]), js2vec2(argv[2]))); case 71: return vec2js(go2world(js2go(argv[1]), js2vec2(argv[2]))); case 72: return vec2js(cpSpaceGetGravity(space)); case 73: cpSpaceSetDamping(space, js2number(argv[1])); return JS_NULL; case 74: return JS_NewFloat64(js, cpSpaceGetDamping(space)); case 75: js2go(argv[1])->layer = js2int(argv[2]); return JS_NULL; case 76: set_cat_mask(js2int(argv[1]), js2bitmask(argv[2])); return JS_NULL; case 77: input_to_game(); break; case 78: input_to_nuke(); break; case 79: return JS_NewBool(js, phys_stepping()); case 80: return ints2js(phys2d_query_shape(js2ptr(argv[1]))); case 81: draw_arrow(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3]), js2int(argv[4])); return JS_NULL; case 82: gameobject_draw_debug(js2int(argv[1])); return JS_NULL; case 83: draw_edge(js2cpvec2arr(argv[1]), 2, js2color(argv[2]), 1); return JS_NULL; case 84: return JS_NewString(js, consolelog); case 85: return vec2js(cpvproject(js2vec2(argv[1]), js2vec2(argv[2]))); case 86: return ints2js(phys2d_query_box_points(js2vec2(argv[1]), js2vec2(argv[2]), js2cpvec2arr(argv[3]), js2int(argv[4]))); case 87: mini_music_play(JS_ToCString(js, argv[1])); return JS_NULL; case 88: mini_music_pause(); return JS_NULL; case 89: mini_music_stop(); return JS_NULL; case 90: window_set_icon(JS_ToCString(js, argv[1])); break; } return JS_NULL; } JSValue duk_register(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); struct callee c; c.fn = argv[1]; c.obj = argv[2]; switch(cmd) { case 0: register_update(c); break; case 1: register_physics(c); break; case 2: register_gui(c); break; case 3: register_nk_gui(c); break; case 4: // unregister_obj(obj); break; case 5: // unregister_gui(c); break; case 6: register_debug(c); break; case 7: register_pawn(c); break; } return JS_NULL; } void gameobject_add_shape_collider(int go, struct callee c, struct phys2d_shape *shape) { struct shape_cb shapecb; shapecb.shape = shape; shapecb.cbs.begin = c; arrpush(id2go(go)->shape_cbs, shapecb); } JSValue duk_register_collide(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); int go = js2int(argv[3]); struct callee c; c.fn = argv[1]; c.obj = argv[2]; switch(cmd) { case 0: id2go(go)->cbs.begin = c; break; case 1: gameobject_add_shape_collider(go, c, js2ptr(argv[4])); break; case 2: phys2d_rm_go_handlers(go); break; case 3: id2go(go)->cbs.separate = c; break; } return JS_NULL; } JSValue duk_sys_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); switch (cmd) { case 0: quit(); break; case 1: sim_start(); cpSpaceReindexStatic(space); break; case 2: sim_stop(); break; case 3: sim_pause(); break; case 4: sim_step(); break; case 5: return JS_NewBool(js, sim_playing()); case 6: return JS_NewBool(js, sim_paused()); case 7: return JS_NewInt64(js, MakeGameobject()); case 8: return JS_NewInt64(js, frame_fps()); case 9: /* Clear the level out */ new_level(); break; } return JS_NULL; } JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int g = MakeGameobject(); struct gameobject *go = get_gameobject_from_id(g); go->scale = js2number(argv[0]); go->bodytype = js2int(argv[1]); go->mass = js2number(argv[2]); go->f = js2number(argv[3]); go->e = js2number(argv[4]); go->flipx = 1.f; go->flipy = 1.f; gameobject_apply(go); return JS_NewInt64(js,g); } JSValue duk_yughlog(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); const char *s = JS_ToCString(js, argv[1]); const char *f = JS_ToCString(js, argv[2]); int line = js2int(argv[3]); mYughLog(1, cmd, line, f, s); JS_FreeCString(js,s); JS_FreeCString(js,f); return JS_NULL; } JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); int id = js2int(argv[1]); struct gameobject *go = get_gameobject_from_id(id); if (!go) return JS_NULL; /* TODO: Possible that reindexing shapes only needs done for static shapes? */ switch (cmd) { case 0: gameobject_setangle(go, js2number(argv[2])); break; case 1: go->bodytype = js2int(argv[2]); break; case 2: cpBodySetPosition(go->body, js2vec2(argv[2])); break; case 3: gameobject_move(go, js2vec2(argv[2])); break; case 4: cpBodyApplyImpulseAtWorldPoint(go->body, js2vec2(argv[2]), cpBodyGetPosition(go->body)); return JS_NULL; case 5: go->flipx = JS_ToBool(js, argv[2]); break; case 6: go->flipy = JS_ToBool(js, argv[2]); break; case 7: cpBodySetMass(go->body, js2number(argv[2])); break; case 8: cpBodySetAngularVelocity(go->body, js2number(argv[2])); return JS_NULL; case 9: cpBodySetVelocity(go->body, js2vec2(argv[2])); return JS_NULL; case 10: go->e = fmax(js2number(argv[2]),0); break; case 11: go->f = fmax(js2number(argv[2]),0); break; case 12: cpBodyApplyForceAtWorldPoint(go->body, js2vec2(argv[2]), cpBodyGetPosition(go->body)); return JS_NULL; } cpSpaceReindexShapesForBody(space, go->body); return JS_NULL; } JSValue duk_q_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int q = js2int(argv[0]); struct gameobject *go = get_gameobject_from_id(js2int(argv[1])); if (!go) return JS_NULL; switch(q) { case 0: return JS_NewInt64(js, cpBodyGetType(go->body)); case 1: return vec2js(cpBodyGetPosition(go->body)); case 2: return JS_NewFloat64(js, cpBodyGetAngle(go->body)); case 3: return vec2js(cpBodyGetVelocity(go->body)); case 4: return JS_NewFloat64(js, cpBodyGetAngularVelocity(go->body)); case 5: return JS_NewFloat64(js, cpBodyGetMass(go->body)); case 6: return JS_NewFloat64(js, cpBodyGetMoment(go->body)); case 7: return JS_NewBool(js, phys2d_in_air(go->body)); } return JS_NULL; } JSValue duk_make_sprite(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int go = js2int(argv[0]); const char *path = JS_ToCString(js, argv[1]); cpVect pos = js2vec2(argv[2]); int sprite = make_sprite(go); struct sprite *sp = id2sprite(sprite); sprite_loadtex(sp, path, ST_UNIT); sp->pos[0] = pos.x; sp->pos[1] = pos.y; JS_FreeCString(js,path); return JS_NewInt64(js, sprite); } /* Make anim from texture */ JSValue duk_make_anim2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { const char *path = JS_ToCString(js, argv[0]); int frames = js2int(argv[1]); int fps = js2int(argv[2]); struct TexAnim *anim = anim2d_from_tex(path, frames, fps); JS_FreeCString(js,path); return ptr2js(anim); } JSValue duk_make_box2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int go = js2int(argv[0]); cpVect size = js2vec2(argv[1]); cpVect offset = js2vec2(argv[2]); struct phys2d_box *box = Make2DBox(go); box->w = size.x; box->h = size.y; box->offset[0] = offset.x; box->offset[1] = offset.y; phys2d_applybox(box); JSValue boxval = JS_NewObject(js); JS_SetPropertyStr(js, boxval, "id", ptr2js(box)); JS_SetPropertyStr(js, boxval, "shape", ptr2js(&box->shape)); return boxval; } JSValue duk_cmd_box2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); struct phys2d_box *box = js2ptr(argv[1]); cpVect arg; if (!box) return JS_NULL; switch(cmd) { case 0: arg = js2vec2(argv[2]); box->w = arg.x; box->h = arg.y; break; case 1: arg = js2vec2(argv[2]); box->offset[0] = arg.x; box->offset[1] = arg.y; break; case 2: box->rotation = js2number(argv[2]); break; } phys2d_applybox(box); return JS_NULL; } JSValue duk_make_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int go = js2int(argv[0]); double radius = js2number(argv[1]); struct phys2d_circle *circle = Make2DCircle(go); circle->radius = radius; circle->offset = js2vec2(argv[2]); phys2d_applycircle(circle); JSValue circleval = JS_NewObject(js); JS_SetPropertyStr(js, circleval, "id", ptr2js(circle)); JS_SetPropertyStr(js, circleval, "shape", ptr2js(&circle->shape)); return circleval; } JSValue duk_cmd_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); struct phys2d_circle *circle = js2ptr(argv[1]); if (!circle) return JS_NULL; switch(cmd) { case 0: circle->radius = js2number(argv[2]); break; case 1: circle->offset = js2vec2(argv[2]); break; } phys2d_applycircle(circle); return JS_NULL; } JSValue duk_make_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int go = js2int(argv[0]); struct phys2d_poly *poly = Make2DPoly(go); phys2d_poly_setverts(poly, js2cpvec2arr(argv[1])); JSValue polyval = JS_NewObject(js); JS_SetPropertyStr(js, polyval, "id", ptr2js(poly)); JS_SetPropertyStr(js, polyval, "shape", ptr2js(&poly->shape)); return polyval; } JSValue duk_cmd_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); struct phys2d_poly *poly = js2ptr(argv[1]); if (!poly) return JS_NULL; switch(cmd) { case 0: phys2d_poly_setverts(poly, js2cpvec2arr(argv[2])); break; } return JS_NULL; } JSValue duk_make_edge2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int go = js2int(argv[0]); struct phys2d_edge *edge = Make2DEdge(go); int n = js_arrlen(argv[1]); cpVect points[n]; for (int i = 0; i < n; i++) { points[i] = js2vec2(JS_GetPropertyUint32(js, argv[1], i)); phys2d_edgeaddvert(edge); phys2d_edge_setvert(edge, i, points[i]); } JSValue edgeval = JS_NewObject(js); JS_SetPropertyStr(js, edgeval, "id", ptr2js(edge)); JS_SetPropertyStr(js, edgeval, "shape", ptr2js(&edge->shape)); return edgeval; } JSValue duk_cmd_edge2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); struct phys2d_edge *edge = js2ptr(argv[1]); if (!edge) return JS_NULL; switch(cmd) { case 0: phys2d_edge_clearverts(edge); phys2d_edge_addverts(edge, js2cpvec2arr(argv[2])); break; case 1: edge->thickness = js2number(argv[2]); break; } return JS_NULL; } JSValue duk_inflate_cpv(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { cpVect *points = js2cpvec2arr(argv[0]); int n = js2int(argv[1]); double d = js2number(argv[2]); cpVect inflate_out[n]; cpVect inflate_in[n]; inflatepoints(inflate_out, points, d, n); inflatepoints(inflate_in, points, -d, n); JSValue arr = JS_NewArray(js); JS_SetPropertyUint32(js, arr, 0, vecarr2js(inflate_out, n)); JS_SetPropertyUint32(js, arr, 1, vecarr2js(inflate_in, n)); return arr; } /* These are anims for controlling properties on an object */ JSValue duk_anim(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { JSValue prop = argv[0]; int keyframes = js_arrlen(argv[1]); YughInfo("Processing %d keyframes.", keyframes); struct anim a = make_anim(); for (int i = 0; i < keyframes; i++) { struct keyframe k; cpVect v = js2vec2(JS_GetPropertyUint32(js, argv[1], i)); k.time = v.y; k.val = v.x; a = anim_add_keyframe(a, k); } for (double i = 0; i < 3.0; i = i + 0.1) { YughInfo("Val is now %f at time %f", anim_val(a, i), i); JSValue vv = num2js(anim_val(a,i)); JS_Call(js, prop, JS_GetGlobalObject(js), 1, &vv); } return JS_NULL; } JSValue duk_make_timer(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { double secs = js2number(argv[1]); struct callee *c = malloc(sizeof(*c)); c->fn = argv[0]; c->obj = argv[2]; int id = timer_make(secs, call_callee, c, 1); return JS_NewInt64(js, id); } #define DUK_FUNC(NAME, ARGS) JS_SetPropertyStr(js, JS_GetGlobalObject(js), #NAME, JS_NewCFunction(js, duk_##NAME, #NAME, ARGS)); void ffi_load() { DUK_FUNC(yughlog, 4) DUK_FUNC(nuke, 6) DUK_FUNC(make_gameobject, 7) DUK_FUNC(set_body, 3) DUK_FUNC(q_body, 2) DUK_FUNC(sys_cmd, 1) DUK_FUNC(win_make, 3) DUK_FUNC(make_sprite, 3) DUK_FUNC(make_anim2d, 3) DUK_FUNC(spline_cmd, 6) DUK_FUNC(make_box2d, 3) DUK_FUNC(cmd_box2d, 6) DUK_FUNC(make_circle2d, 3) DUK_FUNC(cmd_circle2d, 6) DUK_FUNC(make_poly2d, 2) DUK_FUNC(cmd_poly2d, 6) DUK_FUNC(make_edge2d, 3) DUK_FUNC(cmd_edge2d, 6) DUK_FUNC(make_timer, 3) DUK_FUNC(cmd, 6) DUK_FUNC(register, 3) DUK_FUNC(register_collide, 6) DUK_FUNC(gui_text, 6) DUK_FUNC(ui_text, 5) DUK_FUNC(cursor_text,5) DUK_FUNC(gui_img, 2) DUK_FUNC(inflate_cpv, 3) DUK_FUNC(anim, 2) }