#include "jsffi.h" #include "script.h" #include "anim.h" #include "timer.h" #include "debug.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 #include "resources.h" #include #include "render.h" #include "model.h" #include "HandmadeMath.h" static JSValue globalThis; static JSClassID js_ptr_id; static JSClassDef js_ptr_class = { "POINTER" }; #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);\ 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);\ JS_SetOpaque(j,n);\ return j; }\ QJSCLASS(dsp_node) QJSCLASS(gameobject) #define QJSCLASSPREP(TYPE) \ JS_NewClassID(&js_##TYPE##_id);\ JS_NewClass(JS_GetRuntime(js), js_##TYPE##_id, &js_##TYPE##_class);\ #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); } JSValue jstzone() { time_t t = time(NULL); time_t local_t = mktime(localtime(&t)); double diff = difftime(t, local_t); return num2js(diff/3600); } int js2bool(JSValue v) { return JS_ToBool(js, v); } JSValue bool2js(int b) { return JS_NewBool(js,b); } JSValue jsdst() { time_t t = time(NULL); return bool2js(localtime(&t)->tm_isdst); } JSValue jscurtime() { time_t t; time(&t); JSValue jst = num2js(t); return jst; } void js_setprop_num(JSValue obj, uint32_t i, JSValue v) { JS_SetPropertyUint32(js, obj, i, v); } 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; } 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); } const char *js2str(JSValue v) { return JS_ToCString(js, v); } 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; } double js2number(JSValue v) { double g; JS_ToFloat64(js, &g, v); return g; } JSValue float2js(double g) { return JS_NewFloat64(js, g);} JSValue num2js(double g) { return float2js(g); } struct sprite *js2sprite(JSValue v) { return id2sprite(js2int(v)); } 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; } 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; } JSValue color2js(struct rgba color) { JSValue arr = JS_NewArray(js); js_setprop_num(arr,0,JS_NewFloat64(js,(double)color.r/255)); js_setprop_num(arr,1,JS_NewFloat64(js,(double)color.g/255)); js_setprop_num(arr,2,JS_NewFloat64(js,(double)color.b/255)); js_setprop_num(arr,3,JS_NewFloat64(js,(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; } HMM_Vec2 js2vec2(JSValue v) { HMM_Vec2 v2; v2.X = js2number(js_getpropidx(v,0)); v2.Y = js2number(js_getpropidx(v,1)); return v2; } 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; } /* Does not need to be freed by returning; but not reentrant */ 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); // arrsetcap(arr,n); // memcpy(arr,buf,s); return arr; } 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(HMM_Vec2 v, float *f) { f[0] = v.x; f[1] = v.y; } JSValue vec2js(HMM_Vec2 v) { JSValue array = JS_NewArray(js); js_setprop_num(array,0,num2js(v.x)); js_setprop_num(array,1,num2js(v.y)); return array; } JSValue vecarr2js(HMM_Vec2 *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 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 = 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; } 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; } JSValue duk_gui_img(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { 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, js2bool(argv[4]), js2vec2(argv[5]), 1.0, js2color(argv[6])); JS_FreeCString(js, img); return JS_UNDEFINED; } 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) { int cmd = js2int(argv[0]); /* 0: catmull-rom 1: bezier */ int type = js2int(argv[1]); int d = js2int(argv[2]); /* dimensions: 1d, 2d, 3d ...*/ HMM_Vec2 *points = js2cpvec2arr(argv[3]); float param = js2number(argv[4]); HMM_Vec2 *samples = NULL; switch(type) { case 0: samples = catmull_rom_ma_v2(points, param); break; case 1: samples = bezier_cb_ma_v2(points, param); break; } arrfree(points); if (!samples) return JS_UNDEFINED; JSValue arr = vecarr2js(samples, arrlen(samples)); arrfree(samples); 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(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; } JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); const char *str = NULL; const char *str2 = NULL; void *d1 = NULL; void *d2 = NULL; void *v1 = NULL; gameobject **ids = NULL; int *intids = NULL; gameobject *go = NULL; JSValue ret = JS_UNDEFINED; 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_free(js2gameobject(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]).cp); 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]); ret = ptr2js(dsp_source(str)); ((sound*)((dsp_node*)js2ptr(ret))->data)->hook = argv[2]; break; case 15: gameobject_draw_debug(js2gameobject(argv[1])); 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: 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: js2gameobject(argv[1])->scale.XY = js2vec2(argv[2]); gameobject_apply(js2gameobject(argv[1])); cpSpaceReindexShapesForBody(space, js2gameobject(argv[1])->body); break; case 37: if (!id2sprite(js2int(argv[1]))) break; id2sprite(js2int(argv[1]))->t.pos = js2vec2(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: js2gameobject(argv[1])->filter.categories = js2bitmask(argv[2]); gameobject_apply(js2gameobject(argv[1])); break; case 41: js2gameobject(argv[1])->filter.mask = js2bitmask(argv[2]); gameobject_apply(js2gameobject(argv[1])); break; case 42: ret = bitmask2js(js2gameobject(argv[1])->filter.categories); break; case 43: ret = bitmask2js(js2gameobject(argv[1])->filter.mask); break; case 44: go = pos2gameobject(js2vec2(argv[1]), js2number(argv[2])); ret = go ? JS_DupValue(js,go->ref) : JS_UNDEFINED; 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: ids = phys2d_query_box(js2vec2(argv[1]), js2vec2(argv[2])); ret = gos2ref(ids); arrfree(ids); break; case 53: draw_box(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3])); break; case 54: gameobject_apply(js2gameobject(argv[1])); break; case 55: break; // js2gameobject(argv[1])->flipx = JS_ToBool(js, argv[2]) ? -1 : 1; case 56: // js2gameobject(argv[1])->flipy = JS_ToBool(js, argv[2]) ? -1 : 1; break; case 57: // ret = JS_NewBool(js, js2gameobject(argv[1])->flipx == -1 ? 1 : 0); break; case 58: // ret = JS_NewBool(js, js2gameobject(argv[1])->flipy == -1 ? 1 : 0); break; case 59: v1 = js2cpvec2arr(argv[2]); ret = JS_NewInt64(js, point2segindex(js2vec2(argv[1]), v1, js2number(argv[3]))); break; case 60: break; case 61: set_cam_body(js2gameobject(argv[1])->body); break; case 62: add_zoom(js2number(argv[1])); break; case 63: set_cam_body(NULL); 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: break; case 70: ret = vec2js(world2go(js2gameobject(argv[1]), js2vec2(argv[2]))); break; case 71: ret = vec2js(go2world(js2gameobject(argv[1]), js2vec2(argv[2]))); break; case 72: ret = vec2js((HMM_Vec2)cpSpaceGetGravity(space)); break; case 73: cpSpaceSetDamping(space, js2number(argv[1])); break; case 74: ret = JS_NewFloat64(js, cpSpaceGetDamping(space)); break; case 75: js2gameobject(argv[1])->layer = js2int(argv[2]); break; case 76: set_cat_mask(js2int(argv[1]), js2bitmask(argv[2])); break; case 77: ret = int2js(js2gameobject(argv[1])->layer); break; case 78: break; case 79: ret = JS_NewBool(js, phys_stepping()); break; case 80: ids = phys2d_query_shape(js2ptr(argv[1])); ret = gos2ref(ids); arrfree(ids); break; case 81: break; case 82: gameobject_draw_debug(js2gameobject(argv[1])); break; case 83: v1 = js2cpvec2arr(argv[1]); draw_edge(v1, js_arrlen(argv[1]), js2color(argv[2]), js2number(argv[3]), 0, js2color(argv[2]), 10); break; case 84: ret = consolelog ? JS_NewString(js, consolelog) : JS_NewString(js,""); break; case 85: ret = vec2js(HMM_ProjV2(js2vec2(argv[1]), js2vec2(argv[2]))); break; case 86: v1 = js2cpvec2arr(argv[3]); intids = phys2d_query_box_points(js2vec2(argv[1]), js2vec2(argv[2]), v1, js2int(argv[4])); ret = ints2js(intids); arrfree(intids); break; case 87: // str = JS_ToCString(js, argv[1]); // mini_music_play(str); break; case 88: ret = num2js(HMM_DotV2(js2vec2(argv[1]), js2vec2(argv[2]))); 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 = vec2js(js2gameobject(argv[1])->scale.XY); break; case 104: // ret = bool2js(js2gameobject(argv[1])->flipx == -1 ? 1 : 0); break; case 105: // ret = bool2js(js2gameobject(argv[1])->flipy == -1 ? 1 : 0); break; case 106: js2gameobject(argv[1])->e = js2number(argv[2]); break; case 107: ret = num2js(js2gameobject(argv[1])->e); break; case 108: js2gameobject(argv[1])->f = js2number(argv[2]); break; case 109: ret = num2js(js2gameobject(argv[1])->f); break; case 110: ret = num2js(js2gameobject(argv[1])->e); break; case 111: ret = vec2js(js2sprite(argv[1])->t.pos); break; case 112: ret = num2js(((struct phys2d_edge*)js2ptr(argv[1]))->thickness); break; case 113: js2gameobject(argv[1])->ref = 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: 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 = vec2js(world2screen(js2vec2(argv[1]))); break; case 137: ret = vec2js(screen2world(js2vec2(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; case 142: str = JS_ToCString(js, argv[1]); console_print(str); break; case 143: str = JS_ToCString(js, argv[1]); system(str); break; case 144: ret = str2js(DATA_PATH); break; case 145: if (js2bool(argv[1])) window_makefullscreen(&mainwin); else window_unfullscreen(&mainwin); break; case 146: log_clear(); break; case 147: YughWarn("EXITING"); exit(js2int(argv[1])); break; case 148: ret = color2js(id2sprite(js2int(argv[1]))->color); break; case 149: ((struct drawmodel *)js2ptr(argv[1]))->model = GetExistingModel(js2str(argv[2])); break; case 150: draw_drawmodel(js2ptr(argv[1])); break; case 151: js2gameobject(argv[1])->maxvelocity = js2number(argv[2]); break; case 152: ret = num2js(js2gameobject(argv[1])->maxvelocity); break; case 153: cpBodySetTorque(js2gameobject(argv[1])->body, js2number(argv[2])); break; case 154: js2gameobject(argv[1])->maxangularvelocity = js2number(argv[2]); break; case 155: ret = num2js(js2gameobject(argv[1])->maxangularvelocity); break; case 156: js2gameobject(argv[1])->damping = js2number(argv[2]); break; case 157: ret = num2js(js2gameobject(argv[1])->damping); break; case 158: break; case 159: ret = vec2js(js2gameobject(argv[1])->gravity); break; case 160: ret = vec2js(mat_t_dir(t_world2go(js2gameobject(argv[1])), js2vec2(argv[2]))); break; case 161: ret = vec2js(mat_t_dir(t_go2world(js2gameobject(argv[1])), js2vec2(argv[2]))); break; case 162: str = JS_ToCString(js, argv[1]); ret = int2js(remove(str)); break; case 163: str = JS_ToCString(js,argv[1]); str2 = JS_ToCString(js,argv[2]); ret = int2js(rename(str, str2)); break; case 164: unplug_node(js2ptr(argv[1])); break; case 165: // ret = bool2js(sound_paused(js2ptr(argv[1]))); break; case 166: str = js2str(argv[1]); str2 = js2str(argv[2]); ret = int2js(cp(str, str2)); break; case 167: js2gameobject(argv[1])->gravity = js2vec2(argv[2]); break; case 168: js2gameobject(argv[1])->timescale = js2number(argv[2]); break; case 169: ret = num2js(js2gameobject(argv[1])->timescale); break; case 170: id2sprite(js2int(argv[1]))->emissive = js2color(argv[2]); break; case 171: ret = num2js(js2gameobject(argv[1])->drawlayer); break; case 172: js2gameobject(argv[1])->drawlayer = js2number(argv[2]); break; case 173: str = js2str(argv[1]); capture_screen(js2number(argv[2]), js2number(argv[3]), js2number(argv[4]), js2number(argv[5]), str); break; case 174: str = js2str(argv[1]); ds_openvideo(str); break; case 175: ret = num2js((js2dsp_node(argv[1]))->gain); break; case 176: js2dsp_node(argv[1])->gain = js2number(argv[2]); break; case 177: plugin_node(js2dsp_node(argv[1]), js2dsp_node(argv[2])); break; case 178: ret = num2js(js2dsp_node(argv[1])->pan); break; case 179: js2dsp_node(argv[1])->pan=js2number(argv[2]); break; case 180: ret = dsp_node2js(masterbus); break; case 181: ret = dsp_node2js(make_node(NULL,NULL,NULL)); break; case 182: str = js2str(argv[1]); ret = dsp_node2js(dsp_source(str)); ((sound*)js2dsp_node(ret)->data)->hook = JS_DupValue(js,argv[2]); break; case 183: js2dsp_node(argv[1])->off = js2bool(argv[2]); break; case 184: js2dsp_node(argv[1])->pass = js2bool(argv[2]); break; case 185: ret = dsp_node2js(dsp_delay(js2number(argv[1]), js2number(argv[2]))); break; case 186: ret = dsp_node2js(dsp_lpf(js2number(argv[1]))); break; case 187: ret = dsp_node2js(dsp_hpf(js2number(argv[1]))); break; case 188: str = js2str(argv[1]); ret = dsp_node2js(dsp_mod(str)); break; case 189: ret = dsp_node2js(dsp_bitcrush(js2number(argv[1]), js2number(argv[2]))); break; case 190: ret = dsp_node2js(dsp_compressor()); break; case 191: ret = dsp_node2js(dsp_limiter(js2number(argv[1]))); break; case 192: ret = dsp_node2js(dsp_noise_gate(js2number(argv[1]))); break; case 193: // node_free(js2ptr(argv[1])); break; case 194: ret = bool2js(((sound*)js2dsp_node(argv[1])->data)->loop); break; case 195: ((sound*)js2dsp_node(argv[1])->data)->loop = js2bool(argv[2]); break; case 196: ret = num2js(((sound*)js2dsp_node(argv[1])->data)->frame); break; case 197: ret = num2js(((sound*)js2dsp_node(argv[1])->data)->data->frames); break; case 198: ret = num2js(SAMPLERATE); break; case 199: ((sound*)js2dsp_node(argv[1])->data)->frame = js2number(argv[2]); break; case 200: ret = dsp_node2js(dsp_pitchshift(js2number(argv[1]))); break; case 201: ret = num2js(((sound*)js2dsp_node(argv[1])->data)->timescale); break; case 202: YughWarn("%g", js2number(argv[2])); ((sound*)js2dsp_node(argv[1])->data)->timescale = js2number(argv[2]); break; case 203: ret = dsp_node2js(dsp_whitenoise()); break; case 204: ret = dsp_node2js(dsp_pinknoise()); break; case 205: ret = dsp_node2js(dsp_rednoise()); break; case 206: str = js2str(argv[1]); str2 = js2str(argv[2]); ret = dsp_node2js(dsp_midi(str, make_soundfont(str2))); break; case 207: ret = dsp_node2js(dsp_fwd_delay(js2number(argv[1]), js2number(argv[2]))); break; case 208: // dag_set(js2gameobject(argv[1]), js2gameobject(argv[2])); break; case 209: break; case 210: ret = jscurtime(); break; case 211: ret = jstzone(); break; case 212: ret = jsdst(); break; case 213: free_drawmodel(js2ptr(argv[1])); break; case 214: ret = int2js(go_count()); break; case 215: ret = vec2js(js2sprite(argv[1])->t.scale); break; case 216: js2sprite(argv[1])->t.scale = js2vec2(argv[2]); break; case 217: ret = num2js(js2sprite(argv[1])->t.angle); break; case 218: js2sprite(argv[1])->t.angle = js2number(argv[2]); break; case 219: js2sprite(argv[1])->drawmode = js2number(argv[2]); break; case 220: ret = num2js(js2sprite(argv[1])->drawmode); break; } if (str) JS_FreeCString(js, str); if (str2) JS_FreeCString(js, str2); if (d1) free(d1); if (d2) free(d2); if (v1) arrfree(v1); if (!JS_IsNull(ret)) { return ret; } return JS_UNDEFINED; } 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_UNDEFINED; } void gameobject_add_shape_collider(gameobject *go, struct callee c, struct phys2d_shape *shape) { struct shape_cb shapecb; shapecb.shape = shape; shapecb.cbs.begin = c; arrpush(go->shape_cbs, shapecb); } JSValue duk_register_collide(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); gameobject *go = js2gameobject(argv[3]); struct callee c; c.fn = argv[1]; c.obj = argv[2]; switch (cmd) { case 0: 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: go->cbs.separate = c; break; } return JS_UNDEFINED; } 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 gameobject2js(MakeGameobject()); case 8: return JS_NewInt64(js, frame_fps()); case 9: /* Clear the level out */ break; case 10: editor_mode = js2bool(argv[1]); break; } return JS_UNDEFINED; } JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { return gameobject2js(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_UNDEFINED; } JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); gameobject *go = js2gameobject(argv[1]); if (!go) return JS_UNDEFINED; /* 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]).cp); break; case 3: break; case 4: cpBodyApplyImpulseAtWorldPoint(go->body, js2vec2(argv[2]).cp, cpBodyGetPosition(go->body)); return JS_UNDEFINED; case 5: break; case 6: 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_UNDEFINED; case 9: cpBodySetVelocity(go->body, js2vec2(argv[2]).cp); return JS_UNDEFINED; 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]).cp, cpBodyGetPosition(go->body)); return JS_UNDEFINED; case 13: cpBodySetMoment(go->body, js2number(argv[2])); return JS_UNDEFINED; case 14: cpBodyApplyForceAtLocalPoint(go->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp); return JS_UNDEFINED; } cpSpaceReindexShapesForBody(space, go->body); return JS_UNDEFINED; } JSValue duk_q_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int q = js2int(argv[0]); gameobject *go = js2gameobject(argv[1]); if (!go) return JS_UNDEFINED; switch (q) { case 0: return JS_NewInt64(js, cpBodyGetType(go->body)); case 1: return vec2js((HMM_Vec2)cpBodyGetPosition(go->body)); case 2: return JS_NewFloat64(js, cpBodyGetAngle(go->body)); case 3: return vec2js((HMM_Vec2)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)); case 8: gameobject_free(go); break; } return JS_UNDEFINED; } 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(js2gameobject(argv[0])))); return sprite; } JSValue duk_make_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { 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; } JSValue duk_make_model(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { 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; } 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_UNDEFINED; 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_UNDEFINED; } JSValue duk_make_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { 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; } JSValue duk_cmd_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); struct phys2d_poly *poly = js2ptr(argv[1]); HMM_Vec2 *v1 = NULL; if (!poly) return JS_UNDEFINED; switch (cmd) { case 0: v1 = js2cpvec2arr(argv[2]); phys2d_poly_setverts(poly, v1); break; } if (v1) arrfree(v1); return JS_UNDEFINED; } JSValue duk_make_edge2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { 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; } 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) { YughError("Attempted to do a cmd on edge %p. Not found.", edge); return JS_UNDEFINED; } HMM_Vec2 *v1 = NULL; switch (cmd) { case 0: v1 = js2cpvec2arr(argv[2]); phys2d_edge_update_verts(edge,v1); break; case 1: edge->thickness = js2number(argv[2]); break; } if (v1) arrfree(v1); return JS_UNDEFINED; } JSValue duk_inflate_cpv(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { HMM_Vec2 *points = js2cpvec2arr(argv[0]); int n = js2int(argv[1]); double d = js2number(argv[2]); HMM_Vec2 *infl = inflatepoints(points,d,n); JSValue arr = vecarr2js(infl,arrlen(infl)); arrfree(infl); arrfree(points); return arr; } JSValue duk_cmd_points(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int n = js_arrlen(argv[1]); HMM_Vec2 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_UNDEFINED; } const char *STRTEST = "TEST STRING"; JSValue duk_profile(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) { int cmd = js2int(argv[0]); switch(cmd) { case 0: break; case 1: js2number(argv[1]); break; case 2: js2cpvec2arr(argv[1]); break; case 3: return num2js(1.0); case 4: js2str(argv[1]); break; case 5: jsfloat2vec(argv[1]); break; case 6: return JS_NewStringLen(js, STRTEST, sizeof(*STRTEST)); } return JS_UNDEFINED; } #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(spline_cmd, 6) DUK_FUNC(make_circle2d, 1) DUK_FUNC(cmd_circle2d, 6) DUK_FUNC(make_poly2d, 1) DUK_FUNC(cmd_poly2d, 6) DUK_FUNC(make_edge2d, 3) DUK_FUNC(cmd_edge2d, 6) DUK_FUNC(make_model,2); 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(profile, 2) JS_FreeValue(js,globalThis); JS_NewClassID(&js_ptr_id); JS_NewClass(JS_GetRuntime(js), js_ptr_id, &js_ptr_class); QJSCLASSPREP(dsp_node); QJSCLASSPREP(gameobject); }