#include "ffi.h" #include "script.h" #include "string.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" #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') struct color duk2color(duk_context *duk, int p) { struct color color; duk_get_prop_index(duk, p, 0); color.r = duk_to_number(duk, -1); duk_get_prop_index(duk, p, 0); color.b = duk_to_number(duk, -1); duk_get_prop_index(duk, p, 0); color.g = duk_to_number(duk, -1); return color; } cpVect duk2vec2(duk_context *duk, int p) { cpVect pos; if (p < 0) p = duk_get_top_index(duk) + p + 1; duk_get_prop_index(duk, p, 0); pos.x = duk_to_number(duk, -1); duk_pop(duk); duk_get_prop_index(duk, p, 1); pos.y = duk_to_number(duk, -1); duk_pop(duk); return pos; } cpBitmask duk2bitmask(duk_context *duk, int p) { cpBitmask mask = 0; if (p < 0) p = duk_get_top_index(duk)+p+1; int len = duk_get_length(duk, p); for (int i = 0; i < len; i++) { duk_get_prop_index(duk, p, i); int val = duk_to_int(duk, -1); duk_pop(duk); if (val > 10) continue; mask |= 1<id); return 1; } duk_ret_t duk_spline_cmd(duk_context *duk) { tsBSpline spline; int n = duk_get_length(duk, 4); int d = duk_to_int(duk, 2); cpVect points[n*d]; ts_bspline_new(n, d, duk_to_int(duk, 1), duk_to_int(duk, 3), &spline, NULL); for (int i = 0; i < n; i++) { duk_get_prop_index(duk, 4, i); points[i] = duk2vec2(duk, -1); duk_pop(duk); } ts_bspline_set_control_points(&spline, points, NULL); int nsamples = duk_to_int(duk, 5); cpVect samples[nsamples]; int rsamples; ts_bspline_sample(&spline, nsamples, &samples, &rsamples, NULL); int arridx = duk_push_array(duk); duk_require_stack(duk, nsamples*3); for (int i = 0; i < nsamples; i++) { int pidx = duk_push_array(duk); duk_push_number(duk, samples[i].x); duk_put_prop_index(duk, pidx, 0); duk_push_number(duk, samples[i].y); duk_put_prop_index(duk, pidx, 1); duk_put_prop_index(duk, arridx, i); } ts_bspline_free(&spline); return 1; } duk_ret_t duk_cmd(duk_context *duk) { int cmd = duk_to_int(duk, 0); switch(cmd) { case 0: duk_push_int(duk, script_dofile(duk_to_string(duk, 1))); return 1; case 1: set_pawn(duk_get_heapptr(duk, 1)); break; case 2: gameobject_delete(duk_get_int(duk, 1)); break; case 3: set_timescale(duk_get_number(duk,1)); break; case 4: debug_draw_phys(duk_get_boolean(duk, 1)); break; case 5: renderMS = duk_get_number(duk, 1); break; case 6: updateMS = duk_get_number(duk, 1); break; case 7: physMS = duk_get_number(duk, 1); break; case 8: phys2d_set_gravity(duk2vec2(duk, 1)); break; case 9: sprite_delete(duk_to_int(duk, 1)); break; case 10: remove_pawn(duk_get_heapptr(duk, 1)); break; case 11: duk_push_int(duk, file_mod_secs(duk_to_string(duk, 1))); return 1; break; case 12: sprite_loadtex(id2sprite(duk_to_int(duk, 1)), duk_to_string(duk, 2)); break; case 13: play_song(duk_to_string(duk, 1), duk_to_string(duk, 2)); break; case 14: play_oneshot(make_sound(duk_to_string(duk, 1))); break; case 15: music_stop(); break; case 16: color2float(duk2color(duk, 1), dbg_color); break; case 17: color2float(duk2color(duk, 1), trigger_color); break; case 18: shape_set_sensor(duk_to_pointer(duk, 1), duk_to_boolean(duk, 2)); break; case 19: mix_master_vol(duk_to_number(duk, 1)); break; case 20: sprite_enabled(duk_to_int(duk, 1), duk_to_boolean(duk, 2)); break; case 21: duk_push_boolean(duk, shape_get_sensor(duk_to_pointer(duk, 1))); return 1; case 22: shape_enabled(duk_to_pointer(duk, 1), duk_to_boolean(duk, 2)); break; case 23: duk_push_boolean(duk, shape_is_enabled(duk_to_pointer(duk, 1))); return 1; case 24: timer_pause(id2timer(duk_to_int(duk, 1))); break; case 25: timer_stop(id2timer(duk_to_int(duk, 1))); break; case 26: timer_start(id2timer(duk_to_int(duk, 1))); break; case 27: timer_remove(id2timer(duk_to_int(duk, 1))); break; case 28: timerr_settime(id2timer(duk_to_int(duk, 1)), duk_to_number(duk, 2)); break; case 29: duk_push_number(duk, id2timer(duk_to_int(duk, 1))->interval); return 1; case 30: sprite_setanim(id2sprite(duk_to_int(duk, 1)), duk_to_pointer(duk, 2), duk_to_int(duk, 3)); return 0; case 31: free(duk_to_pointer(duk, 1)); break; case 32: duk_push_number(duk, id2timer(duk_to_int(duk, 1))->remain_time); return 1; case 33: duk_push_boolean(duk, ((struct timer*)duk_to_pointer(duk, 1))->on); return 1; case 34: duk_push_boolean(duk, ((struct timer*)duk_to_pointer(duk, 1))->repeat); return 1; case 35: ((struct timer*)duk_to_pointer(duk, 1))->repeat = duk_to_boolean(duk, 2); return 0; case 36: id2go(duk_to_int(duk, 1))->scale = duk_to_number(duk, 2); cpSpaceReindexShapesForBody(space, id2go(duk_to_int(duk, 1))->body); return 0; case 37: if (!id2sprite(duk_to_int(duk, 1))) return 0; vec2float(duk2vec2(duk, 2), id2sprite(duk_to_int(duk, 1))->pos); break; case 38: duk_push_string(duk, slurp_text(duk_to_string(duk, 1))); return 1; case 39: duk_push_int(duk, slurp_write(duk_to_string(duk, 1), duk_to_string(duk, 2))); return 1; case 40: id2go(duk_to_int(duk, 1))->filter.categories = duk2bitmask(duk, 2); gameobject_apply(id2go(duk_to_int(duk, 1))); break; case 41: id2go(duk_to_int(duk, 1))->filter.mask = duk2bitmask(duk, 2); gameobject_apply(id2go(duk_to_int(duk, 1))); break; case 42: bitmask2duk(duk, id2go(duk_to_int(duk, 1))->filter.categories); return 1; case 43: bitmask2duk(duk, id2go(duk_to_int(duk, 1))->filter.mask); return 1; case 44: duk_push_int(duk, pos2gameobject(duk2vec2(duk, 1))); return 1; case 45: vect2duk(mouse_pos); return 1; } return 0; } duk_ret_t duk_register(duk_context *duk) { int cmd = duk_to_int(duk, 0); void *fn = duk_get_heapptr(duk, 1); void *obj = duk_get_heapptr(duk, 2); struct callee c = {fn, obj}; 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; } return 0; } duk_ret_t duk_register_collide(duk_context *duk) { int cmd = duk_to_int(duk, 0); void *fn = duk_get_heapptr(duk, 1); void *obj = duk_get_heapptr(duk, 2); int go = duk_get_int(duk, 3); struct callee c = {fn, obj}; phys2d_add_handler_type(cmd, go, c); return 0; } duk_ret_t duk_sys_cmd(duk_context *duk) { int cmd = duk_to_int(duk, 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: duk_push_boolean(duk, sim_playing()); return 1; case 6: duk_push_boolean(duk, sim_paused()); return 1; case 7: duk_push_int(duk, MakeGameobject()); return 1; case 8: duk_push_int(duk, frame_fps()); return 1; case 9: /* Clear the level out */ new_level(); break; } return 0; } duk_ret_t duk_make_gameobject(duk_context *duk) { int g = MakeGameobject(); struct gameobject *go = get_gameobject_from_id(g); go->scale = duk_to_number(duk, 0); go->bodytype = duk_to_int(duk, 1); go->mass = duk_to_number(duk, 2); go->f = duk_to_number(duk, 3); go->e = duk_to_number(duk, 4); go->flipx = duk_to_boolean(duk, 5) ? -1 : 1; go->flipy = duk_to_boolean(duk, 6) ? -1 : 1; gameobject_apply(go); duk_push_int(duk, g); return 1; } duk_ret_t duk_yughlog(duk_context *duk) { int cmd = duk_to_int(duk, 0); const char *s = duk_to_string(duk,1); const char *f = duk_to_string(duk, 2); int line = duk_to_int(duk, 3); mYughLog(1, cmd, line, f, s); return 0; } duk_ret_t duk_set_body(duk_context *duk) { int cmd = duk_to_int(duk, 0); int id = duk_to_int(duk, 1); struct gameobject *go = get_gameobject_from_id(id); /* TODO: Possible that reindexing shapes only needs done for static shapes? */ switch (cmd) { case 0: gameobject_setangle(go, duk_to_number(duk, 2)); break; case 1: cpBodySetType(go->body, duk_to_int(duk, 2)); break; case 2: cpBodySetPosition(go->body, duk2vec2(duk, 2)); break; case 3: gameobject_move(go, duk2vec2(duk, 2)); break; case 4: cpBodyApplyImpulseAtWorldPoint(go->body, duk2vec2(duk, 2), cpBodyGetPosition(go->body)); break; case 5: go->flipx = duk_to_boolean(duk, 2); break; case 6: go->flipy = duk_to_boolean(duk, 2); break; case 7: cpBodySetMass(go->body, duk_to_number(duk, 2)); break; case 8: cpBodySetAngularVelocity(go->body, duk_to_number(duk, 2)); break; case 9: cpBodySetVelocity(go->body, duk2vec2(duk, 2)); break; } cpSpaceReindexShapesForBody(space, go->body); return 0; } duk_ret_t duk_q_body(duk_context *duk) { int q = duk_to_int(duk, 0); struct gameobject *go = get_gameobject_from_id(duk_to_int(duk, 1)); if (!go) return 0; switch(q) { case 0: duk_push_int(duk, cpBodyGetType(go->body)); return 1; case 1: vect2duk(cpBodyGetPosition(go->body)); return 1; case 2: duk_push_number(duk, cpBodyGetAngle(go->body)); return 1; case 3: vect2duk(cpBodyGetVelocity(go->body)); return 1; case 4: duk_push_number(duk, cpBodyGetAngularVelocity(go->body)); return 1; case 5: duk_push_number(duk, cpBodyGetMass(go->body)); return 1; } return 0; } duk_ret_t duk_make_sprite(duk_context *duk) { int go = duk_to_int(duk, 0); const char *path = duk_to_string(duk, 1); cpVect pos = duk2vec2(duk, 2); int sprite = make_sprite(go); struct sprite *sp = id2sprite(sprite); sprite_loadtex(sp, path); sp->pos[0] = pos.x; sp->pos[1] = pos.y; duk_push_int(duk, sprite); return 1; } /* Make anim from texture */ duk_ret_t duk_make_anim2d(duk_context *duk) { const char *path = duk_to_string(duk, 0); int frames = duk_to_int(duk, 1); int fps = duk_to_int(duk, 2); struct TexAnim *anim = anim2d_from_tex(path, frames, fps); duk_push_pointer(duk, anim); return 1; } duk_ret_t duk_make_box2d(duk_context *duk) { int go = duk_to_int(duk, 0); cpVect size = duk2vec2(duk, 1); cpVect offset = duk2vec2(duk, 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); int idx = duk_push_object(duk); duk_push_pointer(duk, &box->shape); duk_put_prop_string(duk, idx, "id"); duk_push_pointer(duk, box); duk_put_prop_string(duk, idx, "shape"); return 1; } duk_ret_t duk_cmd_box2d(duk_context *duk) { int cmd = duk_to_int(duk, 0); struct phys2d_box *box = duk_to_pointer(duk, 1); cpVect arg; if (!box) return 0; switch(cmd) { case 0: arg = duk2vec2(duk, 2); box->w = arg.x; box->h = arg.y; break; case 1: arg = duk2vec2(duk, 2); box->offset[0] = arg.x; box->offset[1] = arg.y; break; case 2: box->rotation = duk_to_number(duk, 2); break; } phys2d_applybox(box); return 0; } duk_ret_t duk_make_circle2d(duk_context *duk) { int go = duk_to_int(duk, 0); double radius = duk_to_number(duk, 1); struct phys2d_circle *circle = Make2DCircle(go); circle->radius = radius; circle->offset = duk2vec2(duk, 2); phys2d_applycircle(circle); int idx = duk_push_object(duk); duk_push_pointer(duk, &circle->shape); duk_put_prop_string(duk, idx, "id"); duk_push_pointer(duk, circle); duk_put_prop_string(duk, idx, "shape"); return 1; } duk_ret_t duk_cmd_circle2d(duk_context *duk) { int cmd = duk_to_int(duk, 0); struct phys2d_circle *circle = duk_to_pointer(duk, 1); if (!circle) return 0; switch(cmd) { case 0: circle->radius = duk_to_number(duk, 2); break; case 1: circle->offset = duk2vec2(duk, 2); break; } phys2d_applycircle(circle); return 0; } duk_ret_t duk_make_poly2d(duk_context *duk) { int go = duk_to_int(duk, 0); struct phys2d_poly *poly = Make2DPoly(go); YughInfo("Making polygon."); return 0; } duk_ret_t duk_cmd_poly2d(duk_context *duk) { return 0; } duk_ret_t duk_make_edge2d(duk_context *duk) { int go = duk_to_int(duk, 0); struct phys2d_edge *edge = Make2DEdge(go); int arridx = 1; int n = duk_get_length(duk, arridx); cpVect points[n]; for (int i = 0; i < n; i++) { duk_get_prop_index(duk, arridx, i); points[i] = duk2vec2(duk, -1); phys2d_edgeaddvert(edge); phys2d_edge_setvert(edge, i, points[i]); } int idx = duk_push_object(duk); duk_push_pointer(duk, &edge->shape); duk_put_prop_string(duk, idx, "id"); duk_push_pointer(duk, edge); duk_put_prop_string(duk, idx, "shape"); return 1; } duk_ret_t duk_cmd_edge2d(duk_context *duk) { return 0; } /* These are anims for controlling properties on an object */ duk_ret_t duk_anim(duk_context *duk) { void *prop = duk_get_heapptr(duk, 0); int keyframes = duk_get_length(duk, 1); YughInfo("Processing %d keyframes.", keyframes); struct anim a = make_anim(); for (int i = 0; i < keyframes; i++) { struct keyframe k; duk_get_prop_index(duk, 1, i); /* End of stack is now the keyframe */ cpVect v = duk2vec2(duk, duk_get_top_index(duk)); 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); duk_push_heapptr(duk, prop); duk_push_number(duk, anim_val(a, i)); duk_call(duk, 1); duk_pop(duk); } return 0; } duk_ret_t duk_make_timer(duk_context *duk) { void *sym = duk_get_heapptr(duk, 0); double secs = duk_to_number(duk, 1); void *obj = duk_get_heapptr(duk, 2); struct callee *c = malloc(sizeof(*c)); c->fn = sym; c->obj = obj; struct timer *timer = timer_make(secs, call_callee, c, 1); duk_push_int(duk, timer->timerid); return 1; } #define DUK_FUNC(NAME, ARGS) duk_push_c_function(duk, duk_##NAME, ARGS); duk_put_global_string(duk, #NAME); void ffi_load() { DUK_FUNC(yughlog, 4); DUK_FUNC(nuke, DUK_VARARGS); 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, DUK_VARARGS); DUK_FUNC(make_circle2d, 3); DUK_FUNC(cmd_circle2d, DUK_VARARGS); DUK_FUNC(make_poly2d, 2); DUK_FUNC(cmd_poly2d, DUK_VARARGS); DUK_FUNC(make_edge2d, 3); DUK_FUNC(cmd_edge2d, DUK_VARARGS); DUK_FUNC(make_timer, 3); DUK_FUNC(cmd, DUK_VARARGS); DUK_FUNC(register, 3); DUK_FUNC(register_collide, 4); DUK_FUNC(gui_text, 3); DUK_FUNC(gui_img, 2); DUK_FUNC(anim, 2); }