#include "jsffi.h" #include "script.h" #include "debugdraw.h" #include "font.h" #include "gameobject.h" #include "input.h" #include "log.h" #include "dsp.h" #include "music.h" #include "2dphysics.h" #include "datastream.h" #include "sound.h" #include "sprite.h" #include "stb_ds.h" #include "string.h" #include "window.h" #include "spline.h" #include "yugine.h" #include "particle.h" #include #include "resources.h" #include #include #include #include #include #include #include #include #include "nota.h" #include "render.h" #include "model.h" #include "HandmadeMath.h" #if (defined(_WIN32) || defined(__WIN32__)) #include #define mkdir(x,y) _mkdir(x) #endif #define countof(x) (sizeof(x)/sizeof((x)[0])) static JSValue globalThis; static JSClassID js_ptr_id; static JSClassDef js_ptr_class = { "POINTER" }; JSValue str2js(const char *c) { if (!c) return JS_UNDEFINED; return JS_NewString(js, c); } 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) #define GETFN(ID, ENTRY, TYPE) JSC_CCALL(ID##_##ENTRY, return TYPE##2js(js2##ID (this)->ENTRY)) #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); \ ) \ #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 } } } } #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) { \ 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; \ } \ \ JSValue js_##ID##_get_##ENTRY (JSContext *js, JSValue this) { \ return TYPE##2js(js2##ID (this)->ENTRY); \ } \ /* 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); } \ #define QJSCLASS(TYPE)\ static JSClassID js_##TYPE##_id;\ static void js_##TYPE##_finalizer(JSRuntime *rt, JSValue val){\ TYPE *n = JS_GetOpaque(val, js_##TYPE##_id);\ YughSpam("Freeing " #TYPE " at %p", n); \ TYPE##_free(n);}\ static JSClassDef js_##TYPE##_class = {\ #TYPE,\ .finalizer = js_##TYPE##_finalizer,\ };\ static TYPE *js2##TYPE (JSValue val) { return JS_GetOpaque(val,js_##TYPE##_id); }\ static JSValue TYPE##2js(TYPE *n) { \ JSValue j = JS_NewObjectClass(js,js_##TYPE##_id);\ YughSpam("Created " #TYPE " at %p", n); \ JS_SetOpaque(j,n);\ return j; }\ #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); \ QJSCLASS(gameobject) QJSCLASS(emitter) QJSCLASS(dsp_node) QJSCLASS(texture) QJSCLASS(sprite) QJSCLASS(warp_gravity) QJSCLASS(warp_damp) QJSCLASS(material) QJSCLASS(mesh) QJSCLASS(window) QJSCLASS(drawmodel) /* 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; } #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 js2boolean(JSValue v) { return JS_ToBool(js, v); } JSValue boolean2js(int b) { return JS_NewBool(js,b); } 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; } JSValue gos2ref(gameobject **go) { JSValue array = JS_NewArray(js); for (int i = 0; i < arrlen(go); i++) js_setprop_num(array,i,JS_DupValue(js,go[i]->ref)); return array; } void js_setprop_str(JSValue obj, const char *prop, JSValue v) { JS_SetPropertyStr(js, obj, prop, v); } JSValue js_getpropstr(JSValue v, const char *str) { JSValue p = JS_GetPropertyStr(js,v,str); JS_FreeValue(js,p); return p; } static inline cpBody *js2body(JSValue v) { return js2gameobject(v)->body; } JSValue strarr2js(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; } JSValue number2js(double g) { return JS_NewFloat64(js,g); } double js2number(JSValue v) { double g; JS_ToFloat64(js, &g, v); return g; } void *js2ptr(JSValue v) { return JS_GetOpaque(v,js_ptr_id); } JSValue ptr2js(void *ptr) { JSValue obj = JS_NewObjectClass(js, js_ptr_id); JS_SetOpaque(obj, ptr); return obj; } int js_arrlen(JSValue v) { int len; JS_ToInt32(js, &len, js_getpropstr( v, "length")); return len; } char *js_do_nota_decode(JSValue *tmp, char *nota) { int type = nota_type(nota); JSValue ret2; long long n; double d; int b; char *str; switch(type) { case NOTA_BLOB: break; case NOTA_TEXT: nota = nota_read_text(&str, nota); *tmp = str2js(str); /* TODO: Avoid malloc and free here */ free(str); break; case NOTA_ARR: nota = nota_read_array(&n, nota); *tmp = JS_NewArray(js); for (int i = 0; i < n; i++) { nota = js_do_nota_decode(&ret2, nota); JS_SetPropertyInt64(js, *tmp, i, ret2); } break; case NOTA_REC: nota = nota_read_record(&n, nota); *tmp = JS_NewObject(js); for (int i = 0; i < n; i++) { nota = nota_read_text(&str, nota); nota = js_do_nota_decode(&ret2, nota); JS_SetPropertyStr(js, *tmp, str, ret2); free(str); } break; case NOTA_INT: nota = nota_read_int(&n, nota); *tmp = number2js(n); break; case NOTA_SYM: nota = nota_read_sym(&b, nota); if (b == NOTA_NULL) *tmp = JS_UNDEFINED; else *tmp = boolean2js(b); break; default: case NOTA_FLOAT: nota = nota_read_float(&d, nota); *tmp = number2js(d); break; } return nota; } char *js_do_nota_encode(JSValue v, char *nota) { int tag = JS_VALUE_GET_TAG(v); char *str = NULL; 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: str = js2str(v); nota = nota_write_text(str, nota); JS_FreeCString(js, str); return nota; case JS_TAG_BOOL: 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); case JS_TAG_OBJECT: if (JS_IsArray(js, v)) { int n = js_arrlen(v); nota = nota_write_array(n, nota); for (int i = 0; i < n; i++) nota = js_do_nota_encode(js_getpropidx(v, i), nota); return nota; } n = JS_GetOwnPropertyNames(js, &ptab, &plen, v, JS_GPN_ENUM_ONLY | JS_GPN_STRING_MASK); nota = nota_write_record(plen, nota); for (int i = 0; i < plen; i++) { val = JS_GetProperty(js,v,ptab[i].atom); str = JS_AtomToCString(js, ptab[i].atom); JS_FreeAtom(js, ptab[i].atom); nota = nota_write_text(str, nota); JS_FreeCString(js, str); nota = js_do_nota_encode(val, nota); JS_FreeValue(js,val); } js_free(js, ptab); return nota; default: return nota; } return nota; } struct rgba js2color(JSValue v) { JSValue c[4]; for (int i = 0; i < 4; i++) c[i] = js_getpropidx(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; } JSValue color2js(struct rgba color) { JSValue arr = JS_NewArray(js); 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; } 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; } cpVect js2cvec2(JSValue v) { return js2vec2(v).cp; } JSValue cvec22js(cpVect v) { return vec22js((HMM_Vec2)v); } HMM_Vec2 js2vec2(JSValue v) { 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; } 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; } cpBitmask js2bitmask(JSValue v) { cpBitmask mask = 0; int len = js_arrlen(v); for (int i = 0; i < len; i++) { int val = js2boolean(js_getpropidx( v, i)); if (!val) continue; mask |= 1 << i; } return mask; } HMM_Vec2 *js2cpvec2arr(JSValue v) { HMM_Vec2 *arr = NULL; int n = js_arrlen(v); arrsetlen(arr,n); for (int i = 0; i < n; i++) arr[i] = js2vec2(js_getpropidx( v, i)); return arr; } 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); return arr; } JSValue bitmask2js(cpBitmask mask) { JSValue arr = JS_NewArray(js); for (int i = 0; i < 11; i++) js_setprop_num(arr,i,boolean2js(mask & 1 << i)); return arr; } JSValue vecarr2js(HMM_Vec2 *points, int n) { JSValue array = JS_NewArray(js); for (int i = 0; i < n; i++) js_setprop_num(array,i,vec22js(points[i])); return array; } 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; } 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", 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)); return obj; } JSValue bb2js(struct boundingbox bb) { JSValue obj = JS_NewObject(js); 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)); return obj; } JSValue ints2js(int *ints) { JSValue arr = JS_NewArray(js); for (int i = 0; i < arrlen(ints); i++) js_setprop_num(arr,i, number2js(ints[i])); return arr; } int vec_between(HMM_Vec2 p, HMM_Vec2 a, HMM_Vec2 b) { HMM_Vec2 n; n.x = b.x - a.x; n.y = b.y - a.y; n = HMM_NormV2(n); return HMM_DotV2(n, HMM_SubV2(p,a)) > 0 && HMM_DotV2(HMM_MulV2F(n, -1), HMM_SubV2(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(HMM_Vec2 p, HMM_Vec2 *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 && HMM_DistV2(p,segs[0]) < slop) { shortest = dist; best = i; } else if (i == arrlen(segs) - 2 && HMM_DistV2(p,arrlast(segs)) < slop) { shortest = dist; best = arrlen(segs); } } } if (best == 1) { HMM_Vec2 n; n.x = segs[1].x - segs[0].x; n.y = segs[1].y - segs[0].y; n = HMM_NormV2(n); if (HMM_DotV2(n, HMM_SubV2(p,segs[0])) < 0 ){ if (HMM_DistV2(p, segs[0]) >= slop) best = -1; else best = 0; } } if (best == arrlen(segs) - 1) { HMM_Vec2 n; n.x = segs[best - 1].x - segs[best].x; n.y = segs[best - 1].y - segs[best - 1].y; n = HMM_NormV2(n); if (HMM_DotV2(n, HMM_SubV2(p, segs[best])) < 0) { if (HMM_DistV2(p, segs[best]) >= slop) best = -1; else best = arrlen(segs); } } return best; } void gameobject_add_shape_collider(gameobject *go, JSValue fn, struct phys2d_shape *shape) { struct shape_cb shapecb; shapecb.shape = shape; shapecb.cbs.begin = fn; arrpush(go->shape_cbs, shapecb); } circle2d *js2circle2d(JSValue v) { return js2ptr(v); } 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)) 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), }; struct phys2d_poly *js2poly2d(JSValue v) { return js2ptr(v); } JSC_CCALL(poly2d_setverts, struct phys2d_poly *p = js2poly2d(argv[0]); HMM_Vec2 *v = js2cpvec2arr(argv[1]); phys2d_poly_setverts(p,v); arrfree(v); ) static const JSCFunctionListEntry js_poly2d_funcs[] = { MIST_FUNC_DEF(poly2d, setverts, 2), }; 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) 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), }; JSC_GETSET(warp_damp, damp, vec3) static const JSCFunctionListEntry js_warp_damp_funcs [] = { CGETSET_ADD(warp_damp, damp) }; JSC_CCALL(drawmodel_draw, draw_drawmodel(js2drawmodel(this))) JSC_SCALL(drawmodel_path, js2drawmodel(this)->model = GetExistingModel(str)) static const JSCFunctionListEntry js_drawmodel_funcs[] = { MIST_FUNC_DEF(drawmodel, draw, 0), MIST_FUNC_DEF(drawmodel, path, 1) }; 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]))) JSValue js_os_cwd(JSContext *js, JSValue this, int argc, JSValue *argv) { char cwd[PATH_MAX]; #ifndef __EMSCRIPTEN__ getcwd(cwd, sizeof(cwd)); #else cwd[0] = '.'; cwd[1] = 0; #endif return str2js(cwd); } JSC_SCALL(os_env, ret = str2js(getenv(str))) 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; } 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)) JSC_SCALL(os_capture, capture_screen(js2number(argv[1]), js2number(argv[2]), js2number(argv[4]), js2number(argv[5]), str)) JSC_CCALL(os_sprite, if (js2boolean(argv[0])) return JS_GetClassProto(js,js_sprite_id); 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)); YughInfo("Made texture with %s", str); JS_SetPropertyStr(js, ret, "path", JS_DupValue(js,argv[0])); ) static const JSCFunctionListEntry js_os_funcs[] = { MIST_FUNC_DEF(os,sprite,1), MIST_FUNC_DEF(os, cwd, 0), MIST_FUNC_DEF(os, env, 1), 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), }; 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, int n = js_arrlen(argv[0]); HMM_Vec2 points[n]; for (int i = 0; i < n; i++) points[i] = js2vec2(js_getpropidx(argv[0], i)); draw_poly(points, n, js2color(argv[1])); ) JSC_CCALL(render_line, void *v1 = js2cpvec2arr(argv[0]); draw_edge(v1, js_arrlen(argv[0]), js2color(argv[1]), js2number(argv[2]), 0, js2color(argv[1]), 10); ) 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();) JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1))) JSC_CCALL(render_world2screen, return vec22js(world2screen(js2vec2(argv[0])))) JSC_CCALL(render_screen2world, return vec22js(screen2world(js2vec2(argv[0])))) static const JSCFunctionListEntry js_render_funcs[] = { MIST_FUNC_DEF(render,world2screen,1), MIST_FUNC_DEF(render,screen2world,1), 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), 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), MIST_FUNC_DEF(render, commit, 0), MIST_FUNC_DEF(render, text_size, 3) }; 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)) 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]); gui_draw_img(img, t, js2boolean(argv[4]), js2vec2(argv[5]), 1.0, js2color(argv[6])); JS_FreeCString(js, img); ) JSC_SCALL(gui_font_set, font_set(str)) static const JSCFunctionListEntry js_gui_funcs[] = { MIST_FUNC_DEF(gui, flush, 0), MIST_FUNC_DEF(gui, scissor, 4), MIST_FUNC_DEF(gui, text, 6), MIST_FUNC_DEF(gui, img, 7), MIST_FUNC_DEF(gui, font_set,1) }; 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) }; JSValue js_vector_dot(JSContext *js, JSValue this, int argc, JSValue *argv) { return number2js(HMM_DotV2(js2vec2(argv[0]), js2vec2(argv[1]))) ; }; 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); ) static const JSCFunctionListEntry js_vector_funcs[] = { MIST_FUNC_DEF(vector,dot,2), MIST_FUNC_DEF(vector,project,2), MIST_FUNC_DEF(vector, inflate, 2) }; JSC_CCALL(game_engine_start, engine_start(argv[0],argv[1])) JSValue js_game_object_count(JSContext *js, JSValue this) { return number2js(go_count()); } static const JSCFunctionListEntry js_game_funcs[] = { MIST_FUNC_DEF(game, engine_start, 2), MIST_FUNC_DEF(game, object_count, 0) }; 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()); } JSC_CCALL(input_mouse_mode, set_mouse_mode(js2number(argv[0]))) JSC_CCALL(input_mouse_cursor, sapp_set_mouse_cursor(js2number(argv[0]))) JSC_SCALL(input_cursor_img, cursor_img(str)) 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), MIST_FUNC_DEF(input, cursor_img, 1) }; JSC_CCALL(prosperon_emitters_step, emitters_step(js2number(argv[0]))) JSC_CCALL(prosperon_phys2d_step, phys2d_update(js2number(argv[0]))) JSC_CCALL(prosperon_window_render, openglRender(&mainwin, js2gameobject(argv[0]), js2number(argv[1]))) static const JSCFunctionListEntry js_prosperon_funcs[] = { MIST_FUNC_DEF(prosperon, emitters_step, 1), MIST_FUNC_DEF(prosperon, phys2d_step, 1), MIST_FUNC_DEF(prosperon, window_render, 0) }; JSC_CCALL(time_now, struct timeval ct; gettimeofday(&ct, NULL); return number2js((double)ct.tv_sec+(double)(ct.tv_usec/1000000.0)); ) JSValue js_time_computer_dst(JSContext *js, JSValue this) { time_t t = time(NULL); 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) }; JSC_SCALL(console_print, log_print(str)) JSValue js_console_rec(JSContext *js, JSValue this, int argc, JSValue *argv) { int level = js2number(argv[0]); const char *msg = JS_ToCString(js, argv[1]); const char *file = JS_ToCString(js, argv[2]); int line = js2number(argv[3]); mYughLog(LOG_SCRIPT, level, line, file, msg); JS_FreeCString(js, msg); JS_FreeCString(js, file); return JS_UNDEFINED; } 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) }; JSC_CCALL(profile_now, return number2js(stm_now())) static const JSCFunctionListEntry js_profile_funcs[] = { MIST_FUNC_DEF(profile,now,0), }; 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))) 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; } 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; } JSValue js_io_slurpwrite(JSContext *js, JSValue this, int argc, JSValue *argv) { char *f = js2str(argv[0]); size_t len; const char *data; JSValue ret; if (JS_IsString(argv[1])) { data = JS_ToCStringLen(js, &len, argv[1]); ret = number2js(slurp_write(data, f, len)); JS_FreeCString(js,data); } else { data = JS_GetArrayBuffer(js, &len, argv[1]); ret = number2js(slurp_write(data, f, len)); } return ret; } JSValue js_io_chmod(JSContext *js, JSValue this, int argc, JSValue *argv) { char *f = js2str(argv[0]); int mod = js2number(argv[1]); chmod(f, mod); return JS_UNDEFINED; } JSC_SCALL(io_save_qoa, save_qoa(str)) JSC_SCALL(io_pack_engine, pack_engine(str)) static const JSCFunctionListEntry js_io_funcs[] = { 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), MIST_FUNC_DEF(io, save_qoa,1), MIST_FUNC_DEF(io, pack_engine, 1), }; JSC_CCALL(debug_draw_gameobject, gameobject_draw_debug(js2gameobject(argv[0]));) static const JSCFunctionListEntry js_debug_funcs[] = { MIST_FUNC_DEF(debug, draw_gameobject, 1) }; JSC_CCALL(physics_sgscale, js2gameobject(argv[0])->scale.xy = js2vec2(argv[1]); gameobject_apply(js2gameobject(argv[0])); cpSpaceReindexShapesForBody(space, js2gameobject(argv[0])->body); ) JSC_CCALL(physics_set_cat_mask, set_cat_mask(js2number(argv[0]), js2bitmask(argv[1]))) 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]))) static const JSCFunctionListEntry js_physics_funcs[] = { MIST_FUNC_DEF(physics, sgscale, 2), 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), 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) }; 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), MIST_FUNC_DEF(emitter, start, 0), MIST_FUNC_DEF(emitter, stop, 0), MIST_FUNC_DEF(emitter, emit, 1), CGETSET_ADD(emitter, texture), }; JSC_GETSET(dsp_node, pass, boolean) JSC_GETSET(dsp_node, off, boolean) JSC_GETSET(dsp_node, gain, number) JSC_GETSET(dsp_node, pan, number) JSC_CCALL(dsp_node_plugin, plugin_node(js2dsp_node(this), js2dsp_node(argv[0]))) JSC_CCALL(dsp_node_unplug, unplug_node(js2dsp_node(this))) 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), MIST_FUNC_DEF(dsp_node, plugin, 1), MIST_FUNC_DEF(dsp_node, unplug, 0), }; JSC_GETSET(sound, loop, boolean) JSC_GETSET(sound, timescale, number) JSC_GETSET(sound, frame, number) JSC_GETSET_HOOK(sound, hook) JSC_CCALL(sound_frames, return number2js(js2sound(this)->data->frames)) static const JSCFunctionListEntry js_sound_funcs[] = { CGETSET_ADD(sound, loop), CGETSET_ADD(sound, timescale), CGETSET_ADD(sound, frame), CGETSET_ADD(sound, hook), MIST_FUNC_DEF(sound, frames, 0), }; 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) { window *w = js2window(this); if (!w->start) w->size = js2vec2(v); return JS_UNDEFINED; } 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)); } static JSValue js_window_set_title(JSContext *js, JSValue this, JSValue v) { 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; } JSC_CCALL(window_get_title, return str2js(js2window(this)->title)) JSC_CCALL(window_set_icon, window_seticon(&mainwin, js2texture(argv[0]))) 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), MIST_FUNC_DEF(window, set_icon, 1) }; 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) 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) JSC_GETSET_APPLY(gameobject, mass, number) JSC_GETSET_APPLY(gameobject, phys, number) JSC_GETSET_APPLY(gameobject, layer, number) JSC_GETSET(gameobject, scale, vec3) 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) 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])))) static const JSCFunctionListEntry js_gameobject_funcs[] = { CGETSET_ADD(gameobject, friction), CGETSET_ADD(gameobject, elasticity), CGETSET_ADD(gameobject,mass), CGETSET_ADD(gameobject,damping), 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), 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), }; 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])))) JSC_SCALL(dspsound_source, ret = dsp_node2js(dsp_source(str)); 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)) JSC_CCALL(dspsound_plugin_node, plugin_node(js2dsp_node(argv[0]), js2dsp_node(argv[1]));) JSC_CCALL(dspsound_samplerate, return number2js(SAMPLERATE)) JSC_SCALL(dspsound_mod, ret = dsp_node2js(dsp_mod(str))) JSC_SSCALL(dspsound_midi, ret = dsp_node2js(dsp_midi(str, make_soundfont(str2)))) 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) }; JSC_CCALL(pshape_set_sensor, shape_set_sensor(js2ptr(argv[0]), js2boolean(argv[1]))) JSC_CCALL(pshape_get_sensor, shape_get_sensor(js2ptr(argv[0]))) JSC_CCALL(pshape_set_enabled, shape_enabled(js2ptr(argv[0]), js2boolean(argv[1]))) JSC_CCALL(pshape_get_enabled, shape_is_enabled(js2ptr(argv[0]))) 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) }; 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) static const JSCFunctionListEntry js_texture_funcs[] = { MIST_GET(texture, width), MIST_GET(texture, height), MIST_GET(texture, frames), MIST_GET(texture, delays), }; JSValue js_constraint_set_max_force (JSContext *js, JSValue this, JSValue val) { cpConstraintSetMaxForce(js2constraint(this)->c, js2number(val)); return JS_UNDEFINED; } JSValue js_constraint_get_max_force(JSContext *js, JSValue this) { return number2js(cpConstraintGetMaxForce(js2constraint(this)->c)); } JSValue js_constraint_set_collide (JSContext *js, JSValue this, JSValue val) { cpConstraintSetCollideBodies(js2constraint(this)->c, js2boolean(val)); return JS_UNDEFINED; } JSValue js_constraint_get_collide(JSContext *js, JSValue this) { return boolean2js(cpConstraintGetCollideBodies(js2constraint(this)->c)); } static const JSCFunctionListEntry js_constraint_funcs[] = { CGETSET_ADD(constraint, max_force), CGETSET_ADD(constraint, collide), }; 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)) 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), }; 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) }; JSValue js_nota_encode(JSContext *js, JSValue this, int argc, JSValue *argv) { if (argc < 1) return JS_UNDEFINED; JSValue obj = argv[0]; char nota[1024*1024]; // 1MB char *e = js_do_nota_encode(obj, nota); return JS_NewArrayBufferCopy(js, nota, e-nota); } JSValue js_nota_decode(JSContext *js, JSValue this, int argc, JSValue *argv) { if (argc < 1) return JS_UNDEFINED; size_t len; char *nota = JS_GetArrayBuffer(js, &len, argv[0]); JSValue ret; js_do_nota_decode(&ret, nota); return ret; } static const JSCFunctionListEntry js_nota_funcs[] = { MIST_FUNC_DEF(nota, encode, 1), MIST_FUNC_DEF(nota, decode, 1) }; #define DUK_FUNC(NAME, ARGS) JS_SetPropertyStr(js, globalThis, #NAME, JS_NewCFunction(js, duk_##NAME, #NAME, ARGS)); void ffi_load() { globalThis = JS_GetGlobalObject(js); QJSCLASSPREP(ptr); QJSGLOBALCLASS(os); QJSCLASSPREP_FUNCS(gameobject); QJSCLASSPREP_FUNCS(dsp_node); QJSCLASSPREP_FUNCS(emitter); QJSCLASSPREP_FUNCS(warp_gravity); QJSCLASSPREP_FUNCS(warp_damp); QJSCLASSPREP_FUNCS(sprite); QJSCLASSPREP_FUNCS(texture); QJSCLASSPREP_FUNCS(constraint); QJSCLASSPREP_FUNCS(window); QJSCLASSPREP_FUNCS(drawmodel); QJSGLOBALCLASS(nota); QJSGLOBALCLASS(input); QJSGLOBALCLASS(io); QJSGLOBALCLASS(prosperon); QJSGLOBALCLASS(time); QJSGLOBALCLASS(console); QJSGLOBALCLASS(profile); QJSGLOBALCLASS(game); QJSGLOBALCLASS(gui); QJSGLOBALCLASS(debug); QJSGLOBALCLASS(render); QJSGLOBALCLASS(physics); QJSGLOBALCLASS(vector); QJSGLOBALCLASS(spline); QJSGLOBALCLASS(joint); QJSGLOBALCLASS(dspsound); QJSGLOBALCLASS(pshape); QJSGLOBALCLASS(performance); QJSGLOBALCLASS(circle2d); QJSGLOBALCLASS(poly2d); QJSGLOBALCLASS(edge2d); 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)); sound_proto = JS_NewObject(js); 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); JS_FreeValue(js,globalThis); } void ffi_stop() { }