#include "mrbffi.h" #include "s7.h" #include "font.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 "yugine.h" #include "s7.h" #include "nuke.h" cpVect s7tovec2(s7_scheme *sc, s7_pointer s7vec) { cpVect ret; ret.x = s7_vector_ref(sc, s7vec, 0); ret.y = s7_vector_ref(sc, s7vec, 1); return ret; } extern s7_scheme *s7; /* FFI */ s7_pointer s7_ui_label(s7_scheme *sc, s7_pointer args) { if (s7_is_string(s7_car(args))) { nuke_label(s7_string(s7_car(args))); return s7_make_boolean(sc, 1); } return s7_wrong_type_arg_error(sc, "ui_label", 1, args, "Should be a string."); } s7_pointer s7_ui_btn(s7_scheme *sc, s7_pointer args) { return s7_make_boolean(sc, nuke_btn(s7_string(s7_car(args)))); } s7_pointer s7_ui_nel(s7_scheme *sc, s7_pointer args) { nuke_nel(s7_integer(s7_cadr(args))); return s7_make_boolean(sc, 1); } s7_pointer s7_ui_prop(s7_scheme *sc, s7_pointer args) { float val = s7_real(s7_cadr(args)); nuke_prop_float(s7_string(s7_car(args)), (float)s7_real(s7_caddr(args)), &val, s7_real(s7_cadddr(args)), s7_real(s7_car(s7_cddddr(args))), s7_real(s7_car(s7_cdr(s7_cddddr(args))))); return s7_make_real(sc, val); } s7_pointer s7_ui_text(s7_scheme *sc, s7_pointer args) { const char *s = s7_string(s7_car(args)); int len = s7_integer(s7_cadr(args)); char str[len+1]; strncpy(str,s,len); nuke_edit_str(str); return s7_make_string(sc, str); } s7_pointer s7_gui_text(s7_scheme *sc, s7_pointer args) { const char *s = s7_string(s7_car(args)); s7_pointer s7pos = s7_cadr(args); double pos[2] = { s7_vector_ref(sc, s7pos, 0), s7_vector_ref(sc, s7pos, 1) }; float size = s7_real(s7_caddr(args)); const float white[3] = {1.f, 1.f, 1.f}; renderText(s, pos, size, white, 200); return s7_car(args); } s7_pointer s7_gui_img(s7_scheme *sc, s7_pointer args) { const char *img = s7_string(s7_car(args)); s7_pointer s7pos = s7_cadr(args); double pos[2] = { s7_vector_ref(sc, s7pos, 0), s7_vector_ref(sc, s7pos, 1) }; gui_draw_img(img, pos[0], pos[1]); return args; } s7_pointer s7_settings_cmd(s7_scheme *sc, s7_pointer args) { int cmd = s7_integer(s7_car(args)); double val = s7_real(s7_cadr(args)); switch(cmd) { case 0: // render fps renderMS = val; break; case 1: updateMS = val; break; case 2: physMS = val; break; case 3: debug_draw_phys(val); break; case 4: set_timescale(val); break; case 5: add_zoom(val); break; } return args; } s7_pointer s7_log(s7_scheme *sc, s7_pointer args) { int lvl = s7_integer(s7_car(args)); const char *msg = s7_string(s7_cadr(args)); const char *file = s7_string(s7_caddr(args)); int line = s7_integer(s7_cadddr(args)); mYughLog(1, lvl, line, file, msg); return args; } /* Call like (ui_rendertext "string" (xpos ypos) size) */ s7_pointer s7_ui_rendertext(s7_scheme *sc, s7_pointer args) { const char *s = s7_string(s7_car(args)); s7_pointer s7pos = s7_cadr(args); double pos[2] = { s7_vector_ref(sc, s7pos, 0), s7_vector_ref(sc, s7pos, 1) }; double size = s7_real(s7_caddr(args)); double white[3] = {1.f, 1.f, 1.f}; renderText(s, pos, size, white, 0); return args; } s7_pointer s7_win_cmd(s7_scheme *sc, s7_pointer args) { int win = s7_integer(s7_car(args)); int cmd = s7_integer(s7_cadr(args)); struct window *w = window_i(win); /* 3: return win width 4: return win height */ switch (cmd) { case 0: /* toggle fullscreen */ window_togglefullscreen(w); break; case 1: /* Fullscreen on */ window_makefullscreen(w); break; case 2: /* Fullscreen off */ window_unfullscreen(w); break; case 3: return s7_make_integer(sc, w->width); break; case 4: return s7_make_integer(sc, w->height); break; } return args; } s7_pointer s7_win_make(s7_scheme *sc, s7_pointer args) { const char *title = s7_string(s7_car(args)); int w = s7_integer(s7_cadr(args)); int h = s7_integer(s7_caddr(args)); struct window *win = MakeSDLWindow(title, w, h, 0); return s7_make_integer(sc, win->id); } s7_pointer s7_gen_cmd(s7_scheme *sc, s7_pointer args) { int cmd = s7_integer(s7_car(args)); const char *s = s7_string(s7_cadr(args)); /* Branch table for general commands from scheme */ /* 0 : load level */ /* 1: load prefab */ int response = 0; switch (cmd) { case 0: load_level(s); break; case 1: response = gameobject_makefromprefab(s); break; } return s7_make_integer(sc, response); } s7_pointer s7_sys_cmd(s7_scheme *sc, s7_pointer args) { int cmd = s7_integer(s7_car(args)); switch (cmd) { case 0: quit(); break; case 1: sim_start(); break; case 2: sim_stop(); break; case 3: sim_pause(); break; case 4: sim_step(); break; case 5: return s7_make_boolean(sc, sim_playing()); case 6: return s7_make_boolean(sc, sim_paused()); case 7: return s7_make_integer(sc, MakeGameobject()); } return args; } s7_pointer s7_sound_cmd(s7_scheme *sc, s7_pointer args) { int sound = s7_integer(s7_car(args)); int cmd = s7_integer(s7_cadr(args)); switch (cmd) { case 0: // play break; case 1: // pause break; case 2: // stop break; case 3: // play from beginning break; } return args; } s7_pointer s7_gui_hook(s7_scheme *sc, s7_pointer args) { s7_pointer cb = s7_car(args); script_call_sym(cb); return cb; } s7_pointer s7_register(s7_scheme *sc, s7_pointer args) { int hook = s7_integer(s7_car(args)); s7_pointer sym = s7_cadr(args); /* 0 : update */ /* 1 : gui */ /* 2 : physics */ switch (hook) { case 0: register_update(sym); break; case 1: register_gui(sym); break; case 2: register_physics(sym); break; } return sym; } s7_pointer s7_set_pawn(s7_scheme *sc, s7_pointer args) { s7_pointer pawn = s7_car(args); set_pawn(pawn); return args; } s7_pointer s7_set_body(s7_scheme *sc, s7_pointer args) { int id = s7_integer(s7_car(args)); int cmd = s7_integer(s7_cadr(args)); struct gameobject *go = get_gameobject_from_id(id); switch (cmd) { case 0: gameobject_setangle(go, s7_real(s7_caddr(args))); break; case 1: cpBodySetType(go->body, s7_integer(s7_caddr(args))); break; case 2: cpBodySetPosition(go, s7tovec2(sc, s7_caddr(args))); break; case 3: gameobject_move(go, s7tovec2(sc, s7_caddr(args))); break; } return args; } s7_pointer s7_phys_cmd(s7_scheme *sc, s7_pointer args) { int go = s7_integer(s7_car(args)); int cmd = s7_integer(s7_cadr(args)); s7_pointer env = s7_caddr(args); if (go == -1) return; phys2d_add_handler_type(cmd, get_gameobject_from_id(go), env); } /* Query physics bodies */ s7_pointer s7_phys_q(s7_scheme *sc, s7_pointer args) { struct gameobject * go = get_gameobject_from_id(s7_integer(s7_car(args))); int q = s7_integer(s7_cadr(args)); s7_pointer ret; /* Queries about a body 0: body type of static, dynamic, kinematic 1: body position 2: body rotation */ switch(q) { case 0: return s7_make_integer(sc, cpBodyGetType(go->body)); case 1: ret = s7_make_vector(sc, 2); s7_vector_set(sc, ret, 0, s7_make_real(sc, cpBodyGetPosition(go->body).x)); s7_vector_set(sc, ret, 1, s7_make_real(sc, cpBodyGetPosition(go->body).y)); return ret; case 2: return s7_make_real(sc, cpBodyGetAngle(go->body)); } } s7_pointer s7_phys_set(s7_scheme *sc, s7_pointer args) { int cmd = s7_integer(s7_car(args)); double x = s7_real(s7_cadr(args)); double y = s7_real(s7_caddr(args)); phys2d_set_gravity(x, y); } s7_pointer s7_int_cmd(s7_scheme *sc, s7_pointer args) { int cmd = s7_integer(s7_car(args)); int val = s7_integer(s7_cadr(args)); switch (cmd) { case 0: set_cam_body(get_gameobject_from_id(val)->body); break; } } #define S7_FUNC(NAME, ARGS) s7_define_function(s7, #NAME, s7_ ##NAME, ARGS, 0, 0, "") void ffi_load() { S7_FUNC(ui_label, 1); S7_FUNC(ui_btn, 1); S7_FUNC(ui_nel, 1); S7_FUNC(ui_prop, 6); S7_FUNC(ui_text, 2); S7_FUNC(ui_rendertext, 3); S7_FUNC(gui_text, 4); S7_FUNC(gui_img, 3); S7_FUNC(gen_cmd, 2); S7_FUNC(sys_cmd, 1); S7_FUNC(settings_cmd, 2); S7_FUNC(win_cmd, 2); S7_FUNC(win_make, 3); S7_FUNC(sound_cmd, 2); S7_FUNC(gui_hook, 1); S7_FUNC(register, 2); S7_FUNC(set_pawn, 1); S7_FUNC(set_body, 3); S7_FUNC(phys_cmd, 3); S7_FUNC(phys_q, 2); S7_FUNC(phys_set, 3); S7_FUNC(int_cmd, 2); S7_FUNC(log, 4); }