#include "ffi.h" #include "script.h" #include "anim.h" #include "debug.h" #include "debugdraw.h" #include "font.h" #include "gameobject.h" #include "input.h" #include "level.h" #include "log.h" #include "mix.h" #include "music.h" #include "2dphysics.h" #include "sound.h" #include "sprite.h" #include "stb_ds.h" #include "string.h" #include "tinyspline.h" #include "window.h" #include "yugine.h" #include #include "resources.h" #include #include "render.h" #include "model.h" #include "HandmadeMath.h" static JSValue globalThis; #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') void js_setprop_str(JSValue obj, const char *prop, JSValue v) { JS_SetPropertyStr(js, obj, prop, v); // JS_FreeValue(js,v); } void js_setprop_num(JSValue obj, uint32_t i, JSValue v) { JS_SetPropertyUint32(js, obj, i, v); // JS_FreeValue(js,v); } JSValue js_getpropstr(JSValue v, const char *str) { JSValue p = JS_GetPropertyStr(js,v,str); JS_FreeValue(js,p); return p; } JSValue js_getpropidx(JSValue v, uint32_t i) { JSValue p = JS_GetPropertyUint32(js,v,i); JS_FreeValue(js,p); return p; } uint64_t js2uint64(JSValue v) { int64_t i; JS_ToInt64(js, &i, v); uint64_t n = i; return n; } int js2int(JSValue v) { int32_t i; JS_ToInt32(js, &i, v); return i; } JSValue int2js(int i) { return JS_NewInt64(js, i); } JSValue str2js(const char *c) { return JS_NewString(js, c); } JSValue strarr2js(const char **c) { JSValue arr = JS_NewArray(js); for (int i = 0; i < arrlen(c); i++) js_setprop_num(arr,i,JS_NewString(js, c[i])); return arr; } double js2number(JSValue v) { double g; JS_ToFloat64(js, &g, v); return g; } int js2bool(JSValue v) { return JS_ToBool(js, v); } JSValue bool2js(int b) { return JS_NewBool(js,b); } 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)); } struct sprite *js2sprite(JSValue v) { return id2sprite(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_getpropstr(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_getpropidx( v, idx); } int js_arrlen(JSValue v) { int len; JS_ToInt32(js, &len, js_getpropstr( v, "length")); return len; } struct rgba js2color(JSValue v) { JSValue c[4]; for (int i = 0; i < 4; i++) c[i] = js_arridx(v,i); float a = JS_IsUndefined(c[3]) ? 1.0 : js2number(c[3]); 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, }; for (int i = 0; i < 4; i++) JS_FreeValue(js,c[i]); return color; } 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; } HMM_Vec2 js2hmmv2(JSValue v) { HMM_Vec2 v2; v2.X = js2number(js_getpropidx(v,0)); v2.Y = js2number(js_getpropidx(v,1)); return v2; } cpVect js2vec2(JSValue v) { cpVect vect; vect.x = js2number(js_getpropidx(v,0)); vect.y = js2number(js_getpropidx(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_getpropidx( v, i)); if (!val) continue; mask |= 1 << i; } return mask; } cpVect *cpvecarr = NULL; /* Must be freed */ cpVect *js2cpvec2arr(JSValue v) { if (cpvecarr) arrfree(cpvecarr); int n = js_arrlen(v); for (int i = 0; i < n; i++) arrput(cpvecarr, js2vec2(js_getpropidx( v, i))); return cpvecarr; } JSValue bitmask2js(cpBitmask mask) { JSValue arr = JS_NewArray(js); for (int i = 0; i < 11; i++) js_setprop_num(arr,i,JS_NewBool(js,mask & 1 << i)); return arr; } void vec2float(cpVect v, float *f) { f[0] = v.x; f[1] = v.y; } JSValue vec2js(cpVect v) { JSValue array = JS_NewArray(js); js_setprop_num(array,0,JS_NewFloat64(js,v.x)); js_setprop_num(array,1,JS_NewFloat64(js,v.y)); return array; } JSValue v22js(HMM_Vec2 v) { cpVect c = { v.X, v.Y }; return vec2js(c); } JSValue vecarr2js(cpVect *points, int n) { JSValue array = JS_NewArray(js); for (int i = 0; i < n; i++) js_setprop_num(array,i,vec2js(points[i])); return array; } JSValue duk_ui_text(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { const unsigned char *s = JS_ToCString(js, argv[0]); HMM_Vec2 pos = js2hmmv2(argv[1]); float size = js2number(argv[2]); struct rgba c = js2color(argv[3]); int wrap = js2int(argv[4]); int cursor = js2int(argv[5]); JSValue ret = JS_NewInt64(js, renderText(s, pos, size, c, wrap, cursor, 1.0)); JS_FreeCString(js, s); return ret; } JSValue duk_gui_img(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { const char *img = JS_ToCString(js, argv[0]); gui_draw_img(img, js2hmmv2(argv[1]), js2hmmv2(argv[2]), js2number(argv[3]), js2bool(argv[4]), js2hmmv2(argv[5]), 1.0, js2color(argv[6])); JS_FreeCString(js, img); return JS_NULL; } struct rect js2rect(JSValue v) { struct rect rect; 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")); return rect; } JSValue rect2js(struct rect rect) { JSValue obj = JS_NewObject(js); js_setprop_str(obj, "x", JS_NewFloat64(js, rect.x)); js_setprop_str(obj, "y", JS_NewFloat64(js, rect.y)); js_setprop_str(obj, "w", JS_NewFloat64(js, rect.w)); js_setprop_str(obj, "h", JS_NewFloat64(js, rect.h)); return obj; } JSValue bb2js(struct boundingbox bb) { JSValue obj = JS_NewObject(js); js_setprop_str(obj,"t", JS_NewFloat64(js,bb.t)); js_setprop_str(obj,"b", JS_NewFloat64(js,bb.b)); js_setprop_str(obj,"r", JS_NewFloat64(js,bb.r)); js_setprop_str(obj,"l", JS_NewFloat64(js,bb.l)); return obj; } 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_getpropidx( 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_setprop_num(psample, 0, float2js(samples[i].x)); js_setprop_num(psample, 1, float2js(samples[i].y)); js_setprop_num(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_setprop_num(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 = fabsf(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; } JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); const char *str = NULL; const char *str2 = NULL; const void *d1 = NULL; const void *d2 = NULL; JSValue ret = JS_NULL; switch (cmd) { case 0: str = JS_ToCString(js, argv[1]); ret = JS_NewInt64(js, script_dofile(str)); break; 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)); break; case 12: str = JS_ToCString(js, argv[2]); sprite_loadtex(id2sprite(js2int(argv[1])), str, js2glrect(argv[3])); break; case 13: str = JS_ToCString(js, argv[1]); str2 = JS_ToCString(js, argv[2]); play_song(str, str2); break; case 14: str = JS_ToCString(js, argv[1]); play_oneshot(make_sound(str)); break; case 15: music_stop(); break; case 16: // dbg_color = js2color(argv[1]); break; case 17: // trigger_color = js2color(argv[1]); 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: ret = JS_NewBool(js, shape_get_sensor(js2ptr(argv[1]))); break; case 22: shape_enabled(js2ptr(argv[1]), JS_ToBool(js, argv[2])); break; case 23: ret = JS_NewBool(js, shape_is_enabled(js2ptr(argv[1]))); break; 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: ret = JS_NewFloat64(js, js2timer(argv[1])->interval); break; case 30: sprite_setanim(id2sprite(js2int(argv[1])), js2ptr(argv[2]), js2int(argv[3])); break; case 31: free(js2ptr(argv[1])); break; case 32: ret = JS_NewFloat64(js, js2timer(argv[1])->remain_time); break; case 33: ret = JS_NewBool(js, js2timer(argv[1])->on); break; case 34: ret = JS_NewBool(js, js2timer(argv[1])->repeat); break; case 35: js2timer(argv[1])->repeat = JS_ToBool(js, argv[2]); break; case 36: id2go(js2int(argv[1]))->scale = js2number(argv[2]); gameobject_apply(id2go(js2int(argv[1]))); cpSpaceReindexShapesForBody(space, id2go(js2int(argv[1]))->body); break; case 37: if (!id2sprite(js2int(argv[1]))) break; id2sprite(js2int(argv[1]))->pos = js2hmmv2(argv[2]); break; case 38: str = JS_ToCString(js, argv[1]); d1 = slurp_text(str,NULL); ret = JS_NewString(js, d1); break; case 39: str = JS_ToCString(js, argv[1]); str2 = JS_ToCString(js, argv[2]); ret = JS_NewInt64(js, slurp_write(str, str2)); break; 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: ret = bitmask2js(id2go(js2int(argv[1]))->filter.categories); break; case 43: ret = bitmask2js(id2go(js2int(argv[1]))->filter.mask); break; case 44: ret = JS_NewInt64(js, pos2gameobject(js2vec2(argv[1]))); break; case 45: ret = vec2js(mouse_pos); break; case 46: set_mouse_mode(js2int(argv[1])); break; case 47: draw_grid(js2number(argv[1]), js2number(argv[2]), js2color(argv[3])); break; case 48: ret = JS_NewInt64(js, mainwin.width); break; case 49: ret = JS_NewInt64(js, mainwin.height); break; case 50: ret = JS_NewBool(js, action_down(js2int(argv[1]))); break; case 51: draw_cppoint(js2vec2(argv[1]), js2number(argv[2]), js2color(argv[3])); break; case 52: ret = ints2js(phys2d_query_box(js2vec2(argv[1]), js2vec2(argv[2]))); break; case 53: draw_box(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3])); break; case 54: gameobject_apply(js2go(argv[1])); break; case 55: js2go(argv[1])->flipx = JS_ToBool(js, argv[2]) ? -1 : 1; break; case 56: js2go(argv[1])->flipy = JS_ToBool(js, argv[2]) ? -1 : 1; break; case 57: ret = JS_NewBool(js, js2go(argv[1])->flipx == -1 ? 1 : 0); break; case 58: ret = JS_NewBool(js, js2go(argv[1])->flipy == -1 ? 1 : 0); break; case 59: ret = JS_NewInt64(js, point2segindex(js2vec2(argv[1]), js2cpvec2arr(argv[2]), js2number(argv[3]))); break; case 60: if (!id2sprite(js2int(argv[1]))) break; 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: ret = JS_NewFloat64(js, deltaT); break; case 64: str = JS_ToCString(js, argv[1]); ret = vec2js(tex_get_dimensions(texture_pullfromfile(str))); break; case 65: str = JS_ToCString(js, argv[1]); ret = JS_NewBool(js, fexists(str)); break; case 66: ret = strarr2js(ls(",")); break; 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: ret = vec2js(world2go(js2go(argv[1]), js2vec2(argv[2]))); break; case 71: ret = vec2js(go2world(js2go(argv[1]), js2vec2(argv[2]))); break; case 72: ret = vec2js(cpSpaceGetGravity(space)); break; case 73: cpSpaceSetDamping(space, js2number(argv[1])); break; case 74: ret = JS_NewFloat64(js, cpSpaceGetDamping(space)); break; case 75: js2go(argv[1])->layer = js2int(argv[2]); break; case 76: set_cat_mask(js2int(argv[1]), js2bitmask(argv[2])); break; case 77: break; case 78: break; case 79: ret = JS_NewBool(js, phys_stepping()); break; case 80: ret = ints2js(phys2d_query_shape(js2ptr(argv[1]))); break; case 81: draw_arrow(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3]), js2int(argv[4])); break; case 82: gameobject_draw_debug(js2int(argv[1])); break; case 83: draw_edge(js2cpvec2arr(argv[1]), js_arrlen(argv[1]), js2color(argv[2]), js2number(argv[3]), 0, 0, js2color(argv[2]), 10); break; case 84: ret = JS_NewString(js, consolelog); break; case 85: ret = vec2js(cpvproject(js2vec2(argv[1]), js2vec2(argv[2]))); break; case 86: ret = ints2js(phys2d_query_box_points(js2vec2(argv[1]), js2vec2(argv[2]), js2cpvec2arr(argv[3]), js2int(argv[4]))); break; case 87: str = JS_ToCString(js, argv[1]); // mini_music_play(str); break; case 88: // mini_music_pause(); break; case 89: // mini_music_stop(); break; case 90: str = JS_ToCString(js, argv[1]); window_set_icon(str); break; case 91: str = JS_ToCString(js, argv[1]); log_print(str); break; case 92: logLevel = js2int(argv[1]); break; case 93: ret = int2js(logLevel); break; case 94: str = JS_ToCString(js, argv[1]); texture_pullfromfile(str)->opts.mips = js2bool(argv[2]); texture_sync(str); break; case 95: str = JS_ToCString(js, argv[1]); texture_pullfromfile(str)->opts.sprite = js2bool(argv[2]); texture_sync(str); break; case 96: id2sprite(js2int(argv[1]))->color = js2color(argv[2]); break; case 97: eye = HMM_AddV3(eye, (HMM_Vec3){0, 0.01, 0}); break; case 98: eye = HMM_AddV3(eye, (HMM_Vec3){0, -0.01, 0}); break; case 99: eye = HMM_AddV3(eye, (HMM_Vec3){-0.01, 0, 0}); break; case 100: eye = HMM_AddV3(eye, (HMM_Vec3){0.01, 0,0}); break; case 101: eye = HMM_AddV3(eye, (HMM_Vec3){0,0,-0.01}); break; case 102: eye = HMM_AddV3(eye,(HMM_Vec3){0,0,0.01}); break; case 103: ret = num2js(js2go(argv[1])->scale); break; case 104: ret = bool2js(js2go(argv[1])->flipx == -1 ? 1 : 0); break; case 105: ret = bool2js(js2go(argv[1])->flipy == -1 ? 1 : 0); break; case 106: js2go(argv[1])->e = js2number(argv[2]); break; case 107: ret = num2js(js2go(argv[1])->e); break; case 108: js2go(argv[1])->f = js2number(argv[2]); break; case 109: ret = num2js(js2go(argv[1])->f); break; case 110: ret = num2js(js2go(argv[1])->e); break; case 111: ret = v22js(js2sprite(argv[1])->pos); break; case 112: ret = num2js(((struct phys2d_edge*)js2ptr(argv[1]))->thickness); break; case 113: js2go(argv[1])->ref = JS_DupValue(js,argv[2]); break; case 114: ret = bool2js(js2sprite(argv[1])->enabled); break; case 115: draw_circle(js2vec2(argv[1]), js2number(argv[2]), js2number(argv[2]), js2color(argv[3]), -1); break; case 116: ret = str2js(tex_get_path(js2sprite(argv[1])->tex)); break; case 117: str = JS_ToCString(js, argv[1]); ret = script_runfile(str); break; case 118: str = JS_ToCString(js,argv[1]); ret = bb2js(text_bb(str, js2number(argv[2]), js2number(argv[3]), 1.0)); break; case 119: str = JS_ToCString(js, argv[1]); ret = JS_NewInt64(js, file_mod_secs(str)); break; case 120: ret = str2js(engine_info()); break; case 121: ret = num2js(get_timescale()); break; case 122: break; case 123: str = JS_ToCString(js, argv[1]); str2 = JS_ToCString(js, argv[3]); script_eval_w_env(str, argv[2], str2); break; case 124: str = JS_ToCString(js, argv[1]); pack_engine(str); break; case 125: mainwin.width = js2int(argv[1]); break; case 126: mainwin.height = js2int(argv[1]); break; case 127: ret = JS_NewInt64(js, stm_now()); break; case 128: YughWarn("%g",stm_ms(9737310)); ret = JS_NewFloat64(js, stm_ns(js2uint64(argv[1]))); break; case 129: ret = JS_NewFloat64(js, stm_us(js2uint64(argv[1]))); break; case 130: ret = JS_NewFloat64(js, stm_ms(js2uint64(argv[1]))); break; case 131: gif_rec_start(js2int(argv[1]), js2int(argv[2]), js2int(argv[3]), js2int(argv[4])); break; case 132: str = JS_ToCString(js, argv[1]); gif_rec_end(str); break; case 133: ret = JS_NewFloat64(js, appTime); break; case 134: str = JS_ToCString(js,argv[1]); app_name(str); break; case 135: ret = float2js(cam_zoom()); break; case 136: ret = v22js(world2screen(js2hmmv2(argv[1]))); break; case 137: ret = v22js(screen2world(js2hmmv2(argv[1]))); break; case 138: str = JS_ToCString(js, argv[1]); ret = JS_NewInt64(js, jso_file(str)); break; case 139: str = JS_ToCString(js,argv[1]); ret = JS_NewInt64(js, gif_nframes(str)); break; case 140: sg_apply_scissor_rectf(js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), js2number(argv[4]), 0); break; case 141: text_flush(&hudproj); break; } if (str) JS_FreeCString(js, str); if (str2) JS_FreeCString(js, str2); if (d1) free(d1); if (d2) free(d2); if (!JS_IsNull(ret)) { return ret; } 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; case 8: register_gamepad(c); break; case 9: stacktrace_callee = c; break; case 10: register_draw(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_pause(); 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; case 10: editor_mode = js2bool(argv[1]); break; } return JS_NULL; } JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { return JS_NewInt64(js, MakeGameobject()); } 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]); cpBodySetType(go->body, go->bodytype); gameobject_apply(go); 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: go->mass = js2number(argv[2]); if (go->bodytype == CP_BODY_TYPE_DYNAMIC) cpBodySetMass(go->body, go->mass); 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; case 13: cpBodySetMoment(go->body, js2number(argv[2])); 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) { JSValue sprite = JS_NewObject(js); js_setprop_str(sprite,"id",JS_NewInt64(js, make_sprite(js2int(argv[0])))); return 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_setprop_str(boxval, "id", ptr2js(box)); js_setprop_str(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]); 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; } 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; case 2: return num2js(circle->radius); case 3: return vec2js(circle->offset); } 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_setprop_str(polyval, "id", ptr2js(poly)); js_setprop_str(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_getpropidx(argv[1],i)); phys2d_edgeaddvert(edge); phys2d_edge_setvert(edge, i, points[i]); } JSValue edgeval = JS_NewObject(js); js_setprop_str(edgeval, "id", ptr2js(edge)); js_setprop_str(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_setprop_num(arr, 0, vecarr2js(inflate_out, n)); js_setprop_num(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_getpropidx( 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)); JSValue e = JS_Call(js, prop, globalThis, 1, &vv); JS_FreeValue(js,e); JS_FreeValue(js,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 = JS_DupValue(js, argv[0]); c->obj = globalThis; int id = timer_make(secs, call_callee, c, 1, js2bool(argv[2])); return JS_NewInt64(js, id); } JSValue duk_cmd_points(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int n = js_arrlen(argv[1]); cpVect points[n]; for (int i = 0; i < n; i++) points[i] = js2vec2(js_arridx(argv[1], i)); int cmd = js2int(argv[0]); switch(cmd) { case 0: draw_poly(points, n, js2color(argv[2])); break; } return JS_NULL; } #define DUK_FUNC(NAME, ARGS) JS_SetPropertyStr(js, globalThis, #NAME, JS_NewCFunction(js, duk_##NAME, #NAME, ARGS)); void ffi_load() { globalThis = JS_GetGlobalObject(js); DUK_FUNC(yughlog, 4) DUK_FUNC(make_gameobject, 0) DUK_FUNC(set_body, 3) DUK_FUNC(q_body, 2) DUK_FUNC(sys_cmd, 1) DUK_FUNC(make_sprite, 1) DUK_FUNC(make_anim2d, 3) DUK_FUNC(spline_cmd, 6) DUK_FUNC(make_box2d, 3) DUK_FUNC(cmd_box2d, 6) DUK_FUNC(make_circle2d, 1) 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_points, 5); DUK_FUNC(cmd, 6) DUK_FUNC(register, 3) DUK_FUNC(register_collide, 6) DUK_FUNC(ui_text, 8) DUK_FUNC(gui_img, 10) DUK_FUNC(inflate_cpv, 3) DUK_FUNC(anim, 2) JS_FreeValue(js,globalThis); }