#include "jsffi.h" #include "script.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 "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" #include "par/par_streamlines.h" #include "par/par_shapes.h" #include "sokol_glue.h" #include #include "gui.h" #if (defined(_WIN32) || defined(__WIN32__)) #include #define mkdir(x,y) _mkdir(x) #endif static JSValue globalThis; static JSClassID js_ptr_id; static JSClassDef js_ptr_class = { "POINTER" }; static JSValue JSUNDEF; JSValue str2js(const char *c, ...) { if (!c) return JS_UNDEFINED; char *result = NULL; va_list args; va_start(args, c); va_list args2; va_copy(args2,args); char buf[1+vsnprintf(NULL, 0, c, args)]; va_end(args); vsnprintf(buf, sizeof buf, c, args2); va_end(args2); return JS_NewString(js, buf); } const char *js2str(JSValue v) { return JS_ToCString(js, v); } char *js2strdup(JSValue v) { char *str = JS_ToCString(js, v); char *ret = strdup(str); JS_FreeCString(js, str); return ret; } void sg_buffer_free(sg_buffer *b) { sg_destroy_buffer(*b); free(b); } void cpShape_free(cpShape *s) { if (cpSpaceContainsShape(space, s)) cpSpaceRemoveShape(space, s); cpShapeFree(s); } void cpConstraint_free(cpConstraint *c) { if (cpSpaceContainsConstraint(space, c)) cpSpaceRemoveConstraint(space, c); cpConstraintFree(c); } void jsfreestr(const char *s) { JS_FreeCString(js, s); } QJSCLASS(gameobject) QJSCLASS(transform) QJSCLASS(emitter) QJSCLASS(dsp_node) QJSCLASS(texture) QJSCLASS(font) QJSCLASS(warp_gravity) QJSCLASS(warp_damp) QJSCLASS(window) QJSCLASS(sg_buffer) QJSCLASS(datastream) QJSCLASS(cpShape) QJSCLASS(cpConstraint) static JSValue js_circle2d; static JSValue js_poly2d; static JSValue js_seg2d; static JSValue js_pin; static JSValue js_motor; static JSValue js_ratchet; static JSValue js_slide; static JSValue js_pivot; static JSValue js_gear; static JSValue js_rotary; static JSValue js_damped_rotary; static JSValue js_damped_spring; static JSValue js_groove; #define DSP_PROTO(TYPE) \ static JSValue TYPE##_proto; \ static TYPE *js2##TYPE (JSValue v) { \ dsp_node *node = js2dsp_node(v); \ return node->data; \ } \ DSP_PROTO(bitcrush) DSP_PROTO(delay) DSP_PROTO(sound) DSP_PROTO(compressor) DSP_PROTO(phasor) DSP_PROTO(adsr) #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; } 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; } void js_setpropstr(JSValue v, const char *str, JSValue p) { JS_SetPropertyStr(js, v, str, 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); if (isnan(g)) g = 0; return g; } uint64_t js2uint64(JSValue v) { uint64_t g; JS_ToIndex(js, &g, v); return g; } JSValue angle2js(double g) { return number2js(g*HMM_RadToTurn); } double js2angle(JSValue v) { double n = js2number(v); return n * HMM_TurnToRad; } 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) { if (JS_IsUndefined(v)) return 0; 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; } JSValue quat2js(HMM_Quat q) { JSValue arr = JS_NewArray(js); js_setprop_num(arr, 0, number2js(q.x)); js_setprop_num(arr,1,number2js(q.y)); js_setprop_num(arr,2,number2js(q.z)); js_setprop_num(arr,3,number2js(q.w)); return arr; } HMM_Vec4 js2vec4(JSValue v) { HMM_Vec4 v4; for (int i = 0; i < 4; i++) v4.e[i] = js2number(js_getpropidx(v,i)); return v4; } HMM_Quat js2quat(JSValue v) { return js2vec4(v).quat; } JSValue vec42js(HMM_Vec4 v) { JSValue array = JS_NewArray(js); for (int i = 0; i < 4; i++) js_setprop_num(array,i,number2js(v.e[i])); return array; } cpBitmask js2bitmask(JSValue v) { cpBitmask a; JS_ToUint32(js, &a, v); return a; } JSValue bitmask2js(cpBitmask mask) { return JS_NewUint32(js, 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_Vec3 *js2cpvec3arr(JSValue v) { HMM_Vec3 *arr = NULL; int n = js_arrlen(v); arrsetlen(arr,n); for (int i = 0; i < n; i++) arr[i] = js2vec3(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 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) { if (!js) return 0; #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; } 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) }; sg_bindings js2bind(JSValue v) { sg_bindings bind = {0}; JSValue attrib = js_getpropstr(v, "attrib"); for (int i = 0; i < js_arrlen(attrib); i++) bind.vertex_buffers[i] = *js2sg_buffer(js_getpropidx(attrib,i)); JSValue index = js_getpropstr(v, "index"); if (!JS_IsUndefined(index)) bind.index_buffer = *js2sg_buffer(index); JSValue imgs = js_getpropstr(v, "images"); for (int i = 0; i < js_arrlen(imgs); i++) { bind.fs.images[i] = js2texture(js_getpropidx(imgs, i))->id; bind.fs.samplers[i] = std_sampler; } JSValue ssbo = js_getpropstr(v, "ssbo"); for (int i = 0; i < js_arrlen(ssbo); i++) { bind.vs.storage_buffers[i] = *js2sg_buffer(js_getpropidx(ssbo,i)); } return bind; } 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, 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_CCALL(emitter_emit, emitter_emit(js2emitter(self), js2number(argv[0]), js2transform(argv[1]))) JSC_CCALL(emitter_step, emitter_step(js2emitter(self), js2number(argv[0]), js2transform(argv[1]))) JSC_CCALL(emitter_draw, emitter_draw(js2emitter(self)); return number2js(arrlen(js2emitter(self)->verts)); ) JSC_CCALL(render_flushtext, return number2js(text_flush()); ) JSC_CCALL(render_glue_pass, sg_begin_pass(&(sg_pass){ .swapchain = sglue_swapchain(), .action = (sg_pass_action){ .colors[0] = { .load_action = SG_LOADACTION_CLEAR, .clear_value = (sg_color){0,0,0,1} } } }); ) // Set the portion of the window to be rendered to JSC_CCALL(render_viewport, sg_apply_viewportf(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), 0)) JSC_CCALL(render_commit, sg_commit()) JSC_CCALL(render_end_pass, sg_end_pass()) JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1))) HMM_Mat4 transform2view(transform *t) { HMM_Vec3 look = HMM_AddV3(t->pos, transform_direction(t, vFWD)); return HMM_LookAt_LH(t->pos, look, vUP); } HMM_Mat4 camera2projection(JSValue cam) { int ortho = js2boolean(js_getpropstr(cam, "ortho")); float near = js2number(js_getpropstr(cam, "near")); float far = js2number(js_getpropstr(cam, "far")); float fov = js2number(js_getpropstr(cam, "fov"))*HMM_DegToRad; HMM_Vec2 size = js2vec2(js_getpropstr(cam,"size")); if (ortho) return HMM_Orthographic_Metal( -size.x/2, size.x/2, #ifdef SOKOL_GLCORE //flipping orthographic Y if opengl size.y/2, -size.y/2, #else -size.y/2, size.y/2, #endif near, far ); else return HMM_Perspective_Metal(fov, size.x/size.y, near, far); } JSC_CCALL(render_camera_screen2world, HMM_Mat4 view = transform2view(js2transform(js_getpropstr(argv[0], "transform"))); view = HMM_InvGeneralM4(view); HMM_Vec4 p = js2vec4(argv[1]); return vec42js(HMM_MulM4V4(view, p)); ) JSC_CCALL(render_set_camera, JSValue cam = argv[0]; globalview.p = camera2projection(argv[0]); globalview.v = transform2view(js2transform(js_getpropstr(cam, "transform"))); globalview.vp = HMM_MulM4(globalview.p, globalview.v); ) sg_shader_uniform_block_desc js2uniform_block(JSValue v) { sg_shader_uniform_block_desc desc = {0}; int slot = js2number(js_getpropstr(v, "slot")); desc.size = js2number(js_getpropstr(v, "size")); desc.layout = SG_UNIFORMLAYOUT_STD140; JSValue uniforms = js_getpropstr(v, "uniforms"); for (int j = 0; j < js_arrlen(uniforms); j++) { JSValue uniform = js_getpropidx(uniforms, j); desc.uniforms[j].name = js2strdup(js_getpropstr(v, "struct_name")); desc.uniforms[j].array_count = js2number(js_getpropstr(uniform, "array_count")); desc.uniforms[j].type = SG_UNIFORMTYPE_FLOAT4; } return desc; } sg_shader js2shader(JSValue v) { sg_shader_desc desc = {0}; JSValue prog = v; desc.label = js2strdup(js_getpropstr(v, "name")); JSValue vs = js_getpropstr(prog, "vs"); JSValue fs = js_getpropstr(prog, "fs"); char *vsf = js2str(js_getpropstr(vs, "code")); char *fsf = js2str(js_getpropstr(fs, "code")); desc.vs.source = vsf; desc.fs.source = fsf; char *vsmain = js2str(js_getpropstr(vs, "entry_point")); char *fsmain = js2str(js_getpropstr(fs, "entry_point")); desc.vs.entry = vsmain; desc.fs.entry = fsmain; desc.vs.d3d11_target = "vs_4_0"; desc.fs.d3d11_target = "ps_4_0"; JSValue attrs = js_getpropstr(vs, "inputs"); int atin = js_arrlen(attrs); for (int i = 0; i < atin; i++) { JSValue u = js_getpropidx(attrs, i); int slot = js2number(js_getpropstr(u, "slot")); desc.attrs[slot].sem_name = js2strdup(js_getpropstr(u,"sem_name")); desc.attrs[slot].sem_index = js2number(js_getpropstr(u, "sem_index")); } JSValue vsu = js_getpropstr(vs, "uniform_blocks"); for (int i = 0; i < js_arrlen(vsu); i++) desc.vs.uniform_blocks[i] = js2uniform_block(js_getpropidx(vsu, i)); JSValue fsu = js_getpropstr(fs, "uniform_blocks"); for (int i = 0; i < js_arrlen(fsu); i++) desc.fs.uniform_blocks[i] = js2uniform_block(js_getpropidx(fsu, i)); JSValue imgs = js_getpropstr(fs, "images"); for (int i = 0; i < js_arrlen(imgs); i++) { JSValue u = js_getpropidx(imgs, i); int slot = js2number(js_getpropstr(u, "slot")); desc.fs.images[i].used = true; desc.fs.images[i].multisampled = js2boolean(js_getpropstr(u, "multisampled")); desc.fs.images[i].image_type = SG_IMAGETYPE_2D; desc.fs.images[i].sample_type = SG_IMAGESAMPLETYPE_FLOAT; } JSValue samps = js_getpropstr(fs, "samplers"); for (int i = 0; i < js_arrlen(samps); i++) { JSValue sampler = js_getpropidx(samps, i); desc.fs.samplers[0].used = true; desc.fs.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING; } JSValue pairs = js_getpropstr(fs, "image_sampler_pairs"); for (int i = 0; i < js_arrlen(pairs); i++) { JSValue pair = js_getpropidx(pairs, i); desc.fs.image_sampler_pairs[0].used = true; desc.fs.image_sampler_pairs[0].image_slot = js2number(js_getpropstr(pair, "slot")); desc.fs.image_sampler_pairs[0].sampler_slot = 0; desc.fs.image_sampler_pairs[0].glsl_name = js2strdup(js_getpropstr(pair, "name")); } JSValue ssbos = js_getpropstr(vs, "storage_buffers"); for (int i = 0; i < js_arrlen(ssbos); i++) { desc.vs.storage_buffers[i].used = true; desc.vs.storage_buffers[i].readonly = true; } sg_shader sh = sg_make_shader(&desc); jsfreestr(vsf); jsfreestr(fsf); jsfreestr(vsmain); jsfreestr(fsmain); return sh; } sg_vertex_layout_state js2layout(JSValue v) { sg_vertex_layout_state st = {0}; JSValue inputs = js_getpropstr(js_getpropstr(v, "vs"), "inputs"); for (int i = 0; i < js_arrlen(inputs); i++) { JSValue attr = js_getpropidx(inputs, i); int slot = js2number(js_getpropstr(attr, "slot")); int mat = js2number(js_getpropstr(attr, "mat")); st.attrs[slot].format = mat2type(mat); st.attrs[slot].buffer_index = slot; } return st; } JSC_CCALL(render_pipeline, sg_pipeline_desc p = {0}; p.shader = js2shader(argv[0]); p.layout = js2layout(argv[0]); p.cull_mode = js2number(js_getpropstr(argv[0], "cull")); p.primitive_type = js2number(js_getpropstr(argv[0], "primitive")); //p.face_winding = js2number(js_getpropstr(argv[0], "face")); p.face_winding = 1; if (js2boolean(js_getpropstr(argv[0], "indexed"))) p.index_type = SG_INDEXTYPE_UINT16; if (js2boolean(js_getpropstr(argv[0], "blend"))) p.colors[0].blend = blend_trans; int depth = js2boolean(js_getpropstr(argv[0], "depth")); if (depth) { p.depth.write_enabled = true; p.depth.compare = SG_COMPAREFUNC_LESS; } sg_pipeline pipe = sg_make_pipeline(&p); return number2js(pipe.id); ) JSC_CCALL(render_setuniv, HMM_Vec4 f = {0}; f.x = js2number(argv[2]); sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(f)); ) JSC_CCALL(render_setuniv2, HMM_Vec4 v; v.xy = js2vec2(argv[2]); sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(v.e)); ) JSC_CCALL(render_setuniv3, HMM_Vec4 f = {0}; f.xyz = js2vec3(argv[2]); sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(f.e)); ) JSC_CCALL(render_setuniv4, HMM_Vec4 v = {0}; if (JS_IsArray(js, argv[2])) { for (int i = 0; i < js_arrlen(argv[2]); i++) v.e[i] = js2number(js_getpropidx(argv[2], i)); } else v.x = js2number(argv[2]); sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(v.e)); ) JSC_CCALL(render_setuniproj, sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(globalview.p)); ) JSC_CCALL(render_setuniview, sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(globalview.v)); ) JSC_CCALL(render_setunivp, sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(globalview.vp)); ) JSC_CCALL(render_setunim4, HMM_Mat4 m = MAT1; if (JS_IsArray(js, argv[2])) { JSValue arr = argv[2]; int n = js_arrlen(arr); if (n == 1) m = transform2mat(*js2transform(js_getpropidx(arr,0))); else { for (int i = 0; i < n; i++) { HMM_Mat4 p = transform2mat(*js2transform(js_getpropidx(arr, i))); m = HMM_MulM4(p,m); } } } else if (!JS_IsUndefined(argv[2])) m = transform2mat(*js2transform(argv[2])); sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(m.e)); ); JSC_CCALL(render_spdraw, sg_bindings bind = js2bind(argv[0]); sg_apply_bindings(&bind); int p = js2number(js_getpropstr(argv[0], "count")); int n = js2number(js_getpropstr(argv[0], "inst")); sg_draw(0,p,n); ) JSC_CCALL(render_setpipeline, sg_pipeline p = {0}; p.id = js2number(argv[0]); sg_apply_pipeline(p); ) JSC_CCALL(render_text_ssbo, return sg_buffer2js(&text_ssbo)) JSC_CCALL(render_screencolor, texture *t = calloc(sizeof(*t), 1); t->id = screencolor; return texture2js(&screencolor) ) JSC_CCALL(render_imgui_new, gui_newframe(js2number(argv[0]),js2number(argv[1]),js2number(argv[2])); ) JSC_CCALL(render_gfx_gui, gfx_gui()) JSC_CCALL(render_imgui_end, gui_endframe()) JSC_CCALL(render_imgui_init, return gui_init(js)) static const JSCFunctionListEntry js_render_funcs[] = { MIST_FUNC_DEF(render, flushtext, 0), MIST_FUNC_DEF(render, camera_screen2world, 2), MIST_FUNC_DEF(render, viewport, 4), MIST_FUNC_DEF(render, end_pass, 0), MIST_FUNC_DEF(render, commit, 0), MIST_FUNC_DEF(render, glue_pass, 0), MIST_FUNC_DEF(render, text_size, 3), MIST_FUNC_DEF(render, text_ssbo, 0), MIST_FUNC_DEF(render, set_camera, 1), MIST_FUNC_DEF(render, pipeline, 1), MIST_FUNC_DEF(render, setuniv3, 2), MIST_FUNC_DEF(render, setuniv, 2), MIST_FUNC_DEF(render, spdraw, 1), MIST_FUNC_DEF(render, setuniproj, 2), MIST_FUNC_DEF(render, setuniview, 2), MIST_FUNC_DEF(render, setunivp, 2), MIST_FUNC_DEF(render, setunim4, 3), MIST_FUNC_DEF(render, setuniv2, 2), MIST_FUNC_DEF(render, setuniv4, 2), MIST_FUNC_DEF(render, setpipeline, 1), MIST_FUNC_DEF(render, screencolor, 0), MIST_FUNC_DEF(render, imgui_new, 3), MIST_FUNC_DEF(render, gfx_gui, 0), MIST_FUNC_DEF(render, imgui_end, 0), MIST_FUNC_DEF(render, imgui_init, 0), }; JSC_CCALL(gui_scissor, sg_apply_scissor_rect(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_font_set, font_set(js2font(argv[0]))) static const JSCFunctionListEntry js_gui_funcs[] = { MIST_FUNC_DEF(gui, scissor, 4), MIST_FUNC_DEF(gui, text, 6), 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 self, 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])))) /* Given a series of points p, computes a new series with them expanded on either side by d */ HMM_Vec2 *inflatepoints(HMM_Vec2 *p, float d, int n) { if (d == 0) { HMM_Vec2 *ret = NULL; arraddn(ret,n); for (int i = 0; i < n; i++) ret[i] = p[i]; return ret; } parsl_position par_v[n]; uint16_t spine_lens[] = {n}; for (int i = 0; i < n; i++) { par_v[i].x = p[i].x; par_v[i].y = p[i].y; }; parsl_context *par_ctx = parsl_create_context((parsl_config){ .thickness = d, .flags= PARSL_FLAG_ANNOTATIONS, .u_mode = PAR_U_MODE_DISTANCE }); parsl_mesh *mesh = parsl_mesh_from_lines(par_ctx, (parsl_spine_list){ .num_vertices = n, .num_spines = 1, .vertices = par_v, .spine_lengths = spine_lens, .closed = 0, }); HMM_Vec2 *ret = NULL; arraddn(ret,mesh->num_vertices); for (int i = 0; i < mesh->num_vertices; i++) { ret[i].x = mesh->positions[i].x; ret[i].y = mesh->positions[i].y; }; return ret; } 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], js2number(argv[2]), js2number(argv[3]))) static const JSCFunctionListEntry js_game_funcs[] = { MIST_FUNC_DEF(game, engine_start, 4), }; JSC_CCALL(input_show_keyboard, sapp_show_keyboard(js2boolean(argv[0]))) JSValue js_input_keyboard_shown(JSContext *js, JSValue self) { 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_phys2d_step, phys2d_update(js2number(argv[0]))) JSC_CCALL(prosperon_window_render, openglRender(js2vec2(argv[0]))) JSC_CCALL(prosperon_guid, uint8_t bytes[16]; for (int i = 0; i < 16; i++) bytes[i] = rand()%256; char uuid[37]; snprintf(uuid, 37, "%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x", bytes[0], bytes[1], bytes[2], bytes[3], bytes[4], bytes[5], bytes[6], bytes[7], bytes[8], bytes[9], bytes[10], bytes[11], bytes[12], bytes[13], bytes[14], bytes[15]); return str2js(uuid); ) static const JSCFunctionListEntry js_prosperon_funcs[] = { MIST_FUNC_DEF(prosperon, phys2d_step, 1), MIST_FUNC_DEF(prosperon, window_render, 1), MIST_FUNC_DEF(prosperon, guid, 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 self) { time_t t = time(NULL); return boolean2js(localtime(&t)->tm_isdst); } JSValue js_time_computer_zone(JSContext *js, JSValue self) { 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 self, 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_GETSET_GLOBAL(CHANNELS, number) JSC_GETSET_GLOBAL(BUF_FRAMES, number) JSC_GETSET_GLOBAL(SAMPLERATE, number) static const JSCFunctionListEntry js_audio_funcs[] = { CGETSET_ADD_NAME(global, CHANNELS, channels), CGETSET_ADD_NAME(global, BUF_FRAMES, buffer_frames), CGETSET_ADD_NAME(global, SAMPLERATE, samplerate), }; 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 self, int argc, JSValue *argv) { char *f = js2str(argv[0]); size_t len; unsigned char *d = slurp_file(f,&len); if (!d) { JS_FreeCString(js,f); return JS_UNDEFINED; } JSValue ret = JS_NewArrayBufferCopy(js,d,len); JS_FreeCString(js,f); free(d); return ret; } JSValue js_io_slurp(JSContext *js, JSValue self, 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 self, int argc, JSValue *argv) { char *f = js2str(argv[0]); size_t len; JSValue ret; if (JS_IsString(argv[1])) { char *data = JS_ToCStringLen(js, &len, argv[1]); ret = number2js(slurp_write(data, f, len)); JS_FreeCString(js,data); } else { unsigned char *data = JS_GetArrayBuffer(js, &len, argv[1]); ret = number2js(slurp_write(data, f, len)); } return ret; } JSValue js_io_chmod(JSContext *js, JSValue self, 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_start, pack_start(str)) JSC_SCALL(io_pack_add, pack_add(str)) JSC_CCALL(io_pack_end, pack_end()) JSC_SCALL(io_mod, #ifndef __EMSCRIPTEN__ ret = number2js(file_mod_secs(str)); #endif ) 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_start, 1), MIST_FUNC_DEF(io, pack_add, 1), MIST_FUNC_DEF(io, pack_end, 0), MIST_FUNC_DEF(io, mod,1) }; 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())) void bb_query_fn(cpShape *shape, JSValue *cb) { JSValue go = JS_DupValue(js,shape2go(shape)->ref); script_call_sym(*cb, 1, &go); JS_FreeValue(js, go); } JSC_CCALL(physics_box_query, HMM_Vec2 pos = js2vec2(argv[0]); HMM_Vec2 wh = js2vec2(argv[1]); cpBB bbox; bbox.l = pos.x-wh.x/2; bbox.r = pos.x+wh.x/2; bbox.t = pos.y+wh.y/2; bbox.b = pos.y-wh.y/2; cpSpaceBBQuery(space, bbox, CP_SHAPE_FILTER_ALL, bb_query_fn, &argv[3]); return ret; ) static void ray_query_fn(cpShape *shape, float t, cpVect n, float a, JSValue *cb) { JSValue argv[3] = { JS_DupValue(js, shape2go(shape)->ref), vec22js((HMM_Vec2)n), number2js(a) }; script_call_sym(*cb, 3, argv); for (int i = 0; i < 3; i++) JS_FreeValue(js, argv[i]); } JSC_CCALL(physics_ray_query, cpSpaceSegmentQuery(space, js2vec2(argv[0]).cp, js2vec2(argv[1]).cp, js2number(argv[2]), CP_SHAPE_FILTER_ALL, ray_query_fn, &argv[3]); ); static void point_query_fn(cpShape *shape, float dist, cpVect point, JSValue *cb) { JSValue argv[3] = { JS_DupValue(js,cpShape2js(shape)), vec22js((HMM_Vec2)point), number2js(dist) }; script_call_sym(*cb, 3, argv); for (int i = 0; i < 3; i++) JS_FreeValue(js, argv[i]); } JSC_CCALL(physics_point_query, cpSpacePointQuery(space, js2vec2(argv[0]).cp, js2number(argv[1]), CP_SHAPE_FILTER_ALL, point_query_fn, &argv[2]); ); JSValue pointinfo2js(cpPointQueryInfo info) { JSValue o = JS_NewObject(js); js_setpropstr(o, "distance", number2js(info.distance)); js_setpropstr(o, "point", vec22js((HMM_Vec2)info.point)); js_setpropstr(o, "entity", JS_DupValue(js, shape2go(info.shape)->ref)); return o; } JSC_CCALL(physics_point_query_nearest, cpPointQueryInfo info; cpShape *sh = cpSpacePointQueryNearest(space, js2vec2(argv[0]).cp, js2number(argv[1]), CP_SHAPE_FILTER_ALL, &info); if (!sh) return JS_UNDEFINED; return pointinfo2js(info); ) void space_shape_fn(cpShape *shape, JSValue *fn) { JSValue v = *(JSValue*)cpShapeGetUserData(shape); script_call_sym(*fn, 1, &v); } JSC_CCALL(physics_eachshape, JSValue fn = argv[0]; cpSpaceEachShape(space, space_shape_fn, &fn); ) void space_body_fn(cpBody *body, JSValue *fn) { JSValue v = body2go(body)->ref; script_call_sym(*fn, 1, &v); } JSC_CCALL(physics_eachbody, JSValue fn = argv[0]; cpSpaceEachBody(space, space_body_fn, &fn); ) void space_constraint_fn(cpConstraint *c, JSValue *fn) { JSValue v = *(JSValue*)cpConstraintGetUserData(c); script_call_sym(*fn, 1, &v); } JSC_CCALL(physics_eachconstraint, JSValue fn = argv[0]; cpSpaceEachConstraint(space, space_constraint_fn, &fn); ) #define SPACE_GETSET(ENTRY, CPENTRY, TYPE) \ JSC_CCALL(physics_get_##ENTRY, return TYPE##2js(cpSpaceGet##CPENTRY (space))) \ JSValue js_physics_set_##ENTRY (JS_SETSIG) { \ cpSpaceSet##CPENTRY(space, js2##TYPE(val)); return JS_UNDEFINED; \ } \ SPACE_GETSET(iterations, Iterations, number) SPACE_GETSET(idle_speed, IdleSpeedThreshold, number) SPACE_GETSET(collision_slop, CollisionSlop, number) SPACE_GETSET(sleep_time, SleepTimeThreshold, number) SPACE_GETSET(collision_bias, CollisionBias, number) SPACE_GETSET(collision_persistence, CollisionPersistence, number) static const JSCFunctionListEntry js_physics_funcs[] = { MIST_FUNC_DEF(physics, point_query, 3), MIST_FUNC_DEF(physics, point_query_nearest, 2), MIST_FUNC_DEF(physics, ray_query, 4), MIST_FUNC_DEF(physics, box_query, 2), 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, eachbody, 1), MIST_FUNC_DEF(physics, eachshape, 1), MIST_FUNC_DEF(physics, eachconstraint, 1), CGETSET_ADD(physics, iterations), CGETSET_ADD(physics, idle_speed), CGETSET_ADD(physics, sleep_time), CGETSET_ADD(physics, collision_slop), CGETSET_ADD(physics, collision_bias), CGETSET_ADD(physics, collision_persistence), }; 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, 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, emit, 1), MIST_FUNC_DEF(emitter, step, 1), MIST_FUNC_DEF(emitter, draw, 1) }; JSC_GETSET(transform, pos, vec3) JSC_GETSET(transform, scale, vec3) JSC_GETSET(transform, rotation, quat) JSC_CCALL(transform_move, transform_move(js2transform(self), js2vec3(argv[0])); ) JSC_CCALL(transform_lookat, HMM_Vec3 point = js2vec3(argv[0]); transform *go = js2transform(self); HMM_Mat4 m = HMM_LookAt_LH(go->pos, point, vUP); go->rotation = HMM_M4ToQ_LH(m); ) JSC_CCALL(transform_rotate, HMM_Vec3 axis = js2vec3(argv[0]); transform *t = js2transform(self); HMM_Quat rot = HMM_QFromAxisAngle_LH(axis, js2angle(argv[1])); t->rotation = HMM_MulQ(t->rotation,rot); ) JSC_CCALL(transform_angle, HMM_Vec3 axis = js2vec3(argv[0]); transform *t = js2transform(self); if (axis.x) return angle2js(HMM_Q_Roll(t->rotation)); if (axis.y) return angle2js(HMM_Q_Pitch(t->rotation)); if (axis.z) return angle2js(HMM_Q_Yaw(t->rotation)); return angle2js(0); ) JSC_CCALL(transform_direction, transform *t = js2transform(self); return vec32js(HMM_QVRot(js2vec3(argv[0]), t->rotation)); ) static const JSCFunctionListEntry js_transform_funcs[] = { CGETSET_ADD(transform, pos), CGETSET_ADD(transform, scale), CGETSET_ADD(transform, rotation), MIST_FUNC_DEF(transform, move, 1), MIST_FUNC_DEF(transform, rotate, 2), MIST_FUNC_DEF(transform, angle, 1), MIST_FUNC_DEF(transform, lookat, 1), MIST_FUNC_DEF(transform, direction, 1), }; 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(self), js2dsp_node(argv[0]))) JSC_CCALL(dsp_node_unplug, unplug_node(js2dsp_node(self))) 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_CCALL(sound_frames, return number2js(js2sound(self)->data->frames)) static const JSCFunctionListEntry js_sound_funcs[] = { CGETSET_ADD(sound, loop), CGETSET_ADD(sound, timescale), CGETSET_ADD(sound, frame), MIST_FUNC_DEF(sound, frames, 0), }; static JSValue js_window_get_fullscreen(JSContext *js, JSValue self) { return boolean2js(js2window(self)->fullscreen); } static JSValue js_window_set_fullscreen(JSContext *js, JSValue self, JSValue v) { window_setfullscreen(js2window(self), js2boolean(v)); return JS_UNDEFINED; } static JSValue js_window_set_title(JSContext *js, JSValue self, JSValue v) { window *w = js2window(self); 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(self)->title)) JSC_CCALL(window_set_icon, window_seticon(&mainwin, js2texture(argv[0]))) JSC_GETSET(window, vsync, boolean) JSC_GETSET(window, enable_clipboard, boolean) JSC_GETSET(window, enable_dragndrop, boolean) JSC_GETSET(window, high_dpi, boolean) JSC_GETSET(window, sample_count, number) static const JSCFunctionListEntry js_window_funcs[] = { CGETSET_ADD(window, fullscreen), CGETSET_ADD(window, title), CGETSET_ADD(window, vsync), CGETSET_ADD(window, enable_clipboard), CGETSET_ADD(window, enable_dragndrop), CGETSET_ADD(window, high_dpi), CGETSET_ADD(window, sample_count), MIST_FUNC_DEF(window, set_icon, 1) }; JSValue js_gameobject_set_pos(JSContext *js, JSValue self, JSValue val) { cpBody *b = js2gameobject(self)->body; cpBodySetPosition(b, js2cvec2(val)); if (cpBodyGetType(b) == CP_BODY_TYPE_STATIC) cpSpaceReindexShapesForBody(space, b); gameobject_apply(js2gameobject(self)); return JS_UNDEFINED; } JSValue js_gameobject_get_pos(JSContext *js, JSValue self) { return cvec22js(cpBodyGetPosition(js2gameobject(self)->body)); } JSValue js_gameobject_set_angle (JSContext *js, JSValue self, JSValue val) { cpBodySetAngle(js2gameobject(self)->body, js2angle(val)); return JS_UNDEFINED; } JSValue js_gameobject_get_angle (JSContext *js, JSValue self) { return angle2js(cpBodyGetAngle(js2gameobject(self)->body)); } JSC_GETSET_BODY(velocity, Velocity, cvec2) JSValue js_gameobject_set_angularvelocity (JSContext *js, JSValue self, JSValue val) { cpBodySetAngularVelocity(js2gameobject(self)->body, js2angle(val)); return JS_UNDEFINED;} JSValue js_gameobject_get_angularvelocity (JSContext *js, JSValue self) { return angle2js(cpBodyGetAngularVelocity(js2gameobject(self)->body)); } JSC_GETSET_BODY(moi, Moment, number) JSC_GETSET_BODY(torque, Torque, number) JSC_CCALL(gameobject_impulse, cpBodyApplyImpulseAtWorldPoint(js2gameobject(self)->body, js2vec2(argv[0]).cp, cpBodyGetPosition(js2gameobject(self)->body))) JSC_CCALL(gameobject_force, cpBodyApplyForceAtWorldPoint(js2gameobject(self)->body, js2vec2(argv[0]).cp, cpBodyGetPosition(js2gameobject(self)->body))) JSC_CCALL(gameobject_force_local, cpBodyApplyForceAtLocalPoint(js2gameobject(self)->body, js2vec2(argv[0]).cp, js2vec2(argv[1]).cp)) JSC_GETSET_BODY(mass, Mass, number) JSC_GETSET_BODY(phys, Type, number) JSC_GETSET_APPLY(gameobject, layer, number) JSC_GETSET(gameobject, damping, number) JSC_GETSET(gameobject, timescale, number) JSC_GETSET(gameobject, maxvelocity, number) JSC_GETSET(gameobject, maxangularvelocity, number) JSC_GETSET(gameobject, warp_mask, bitmask) JSC_CCALL(gameobject_sleeping, return boolean2js(cpBodyIsSleeping(js2gameobject(self)->body))) JSC_CCALL(gameobject_sleep, cpBodySleep(js2gameobject(self)->body)) JSC_CCALL(gameobject_wake, cpBodyActivate(js2gameobject(self)->body)) void body_shape_fn(cpBody *body, cpShape *shape, JSValue *fn) { JSValue v = *(JSValue*)cpShapeGetUserData(shape); script_call_sym(*fn, 1, &v); } JSC_CCALL(gameobject_eachshape, gameobject *g = js2gameobject(self); cpBodyEachShape(g->body, body_shape_fn, &argv[0]); ) void body_constraint_fn(cpBody *body, cpConstraint *c, JSValue *fn) { JSValue v = *(JSValue*)cpConstraintGetUserData(c); script_call_sym(*fn, 1, &v); } JSC_CCALL(gameobject_eachconstraint, gameobject *g = js2gameobject(self); JSValue fn = argv[0]; cpBodyEachConstraint(g->body, body_constraint_fn, &fn); ) void body_arbiter_fn(cpBody *body, cpArbiter *arb, JSValue *fn) { JSValue v = arb2js(arb); script_call_sym(*fn, 1, &v); } JSC_CCALL(gameobject_eacharbiter, gameobject *g = js2gameobject(self); JSValue fn = argv[0]; cpBodyEachArbiter(g->body, body_arbiter_fn, &fn); ) JSC_CCALL(gameobject_transform, return JS_DupValue(js, transform2js(js2gameobject(self)->t)); ) static const JSCFunctionListEntry js_gameobject_funcs[] = { CGETSET_ADD(gameobject, pos), CGETSET_ADD(gameobject, angle), CGETSET_ADD(gameobject,mass), CGETSET_ADD(gameobject,damping), CGETSET_ADD(gameobject,timescale), CGETSET_ADD(gameobject,maxvelocity), CGETSET_ADD(gameobject,maxangularvelocity), CGETSET_ADD(gameobject,layer), CGETSET_ADD(gameobject,warp_mask), 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, eachshape, 1), MIST_FUNC_DEF(gameobject, eachconstraint, 1), MIST_FUNC_DEF(gameobject, eacharbiter, 1), MIST_FUNC_DEF(gameobject, sleep, 0), MIST_FUNC_DEF(gameobject, sleeping, 0), MIST_FUNC_DEF(gameobject, wake, 0), MIST_FUNC_DEF(gameobject, transform, 0), }; #define CC_GETSET(CPTYPE, CP, ENTRY, CPENTRY, TYPE) \ JSC_CCALL(CP##_get_##ENTRY, return TYPE##2js(CP##Get##CPENTRY (js2##CPTYPE(self)))) \ JSValue js_##CP##_set_##ENTRY (JSContext *js, JSValue self, JSValue val) { \ CP##Set##CPENTRY (js2##CPTYPE(self), js2##TYPE (val)); \ return JS_UNDEFINED; \ } \ #define CNST_GETSET(ENTRY,CPENTRY,TYPE) CC_GETSET(cpConstraint, cpConstraint, ENTRY, CPENTRY, TYPE) CNST_GETSET(max_force, MaxForce, number) CNST_GETSET(max_bias, MaxBias, number) CNST_GETSET(error_bias, ErrorBias, number) CNST_GETSET(collide_bodies, CollideBodies, boolean) JSC_CCALL(cpConstraint_broken, return boolean2js(cpSpaceContainsConstraint(space, js2cpConstraint(self)))) JSC_CCALL(cpConstraint_break, if (cpSpaceContainsConstraint(space, js2cpConstraint(self))) cpSpaceRemoveConstraint(space, js2cpConstraint(self)); ) JSC_CCALL(cpConstraint_bodyA, cpBody *b = cpConstraintGetBodyA(js2cpConstraint(self)); gameobject *go = body2go(b); return JS_DupValue(js,gameobject2js(go)); ) JSC_CCALL(cpConstraint_bodyB, cpBody *b = cpConstraintGetBodyB(js2cpConstraint(self)); gameobject *go = body2go(b); return JS_DupValue(js,gameobject2js(go)); ) static const JSCFunctionListEntry js_cpConstraint_funcs[] = { MIST_FUNC_DEF(cpConstraint, bodyA, 0), MIST_FUNC_DEF(cpConstraint, bodyB, 0), CGETSET_ADD(cpConstraint, max_force), CGETSET_ADD(cpConstraint, max_bias), CGETSET_ADD(cpConstraint, error_bias), CGETSET_ADD(cpConstraint, collide_bodies), MIST_FUNC_DEF(cpConstraint, broken, 0), MIST_FUNC_DEF(cpConstraint, break, 0) }; JSValue prep_constraint(cpConstraint *c) { JSValue ret = cpConstraint2js(c); JSValue *cb = malloc(sizeof(JSValue)); *cb = ret; cpConstraintSetUserData(c, cb); return ret; } CC_GETSET(cpConstraint, cpPinJoint, distance, Dist, number) CC_GETSET(cpConstraint, cpPinJoint, anchor_a, AnchorA, cvec2) CC_GETSET(cpConstraint, cpPinJoint, anchor_b, AnchorB, cvec2) static const JSCFunctionListEntry js_pin_funcs[] = { CGETSET_ADD(cpPinJoint, distance), CGETSET_ADD(cpPinJoint, anchor_a), CGETSET_ADD(cpPinJoint, anchor_b) }; JSC_CCALL(joint_pin, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_pin); ret = prep_constraint(cpSpaceAddConstraint(space, cpPinJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, cpvzero,cpvzero))); JS_SetPrototype(js, ret, js_pin); ) CC_GETSET(cpConstraint, cpPivotJoint, anchor_a, AnchorA, cvec2) CC_GETSET(cpConstraint, cpPivotJoint, anchor_b, AnchorB, cvec2) static const JSCFunctionListEntry js_pivot_funcs[] = { CGETSET_ADD(cpPivotJoint, anchor_a), CGETSET_ADD(cpPivotJoint, anchor_b) }; JSC_CCALL(joint_pivot, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_pivot); ret = prep_constraint(cpSpaceAddConstraint(space, cpPivotJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body,js2vec2(argv[2]).cp))); JS_SetPrototype(js, ret, js_pivot); ) CC_GETSET(cpConstraint, cpGearJoint, phase, Phase, angle) CC_GETSET(cpConstraint, cpGearJoint, ratio, Ratio, number) static const JSCFunctionListEntry js_gear_funcs[] = { CGETSET_ADD(cpGearJoint, phase), CGETSET_ADD(cpGearJoint, ratio) }; JSC_CCALL(joint_gear, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_gear); ret = prep_constraint(cpSpaceAddConstraint(space, cpGearJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3])))); JS_SetPrototype(js, ret, js_gear); ) CC_GETSET(cpConstraint, cpRotaryLimitJoint, min, Min, number) CC_GETSET(cpConstraint, cpRotaryLimitJoint, max, Max, number) static const JSCFunctionListEntry js_rotary_funcs[] = { CGETSET_ADD(cpRotaryLimitJoint, min), CGETSET_ADD(cpRotaryLimitJoint, max) }; JSC_CCALL(joint_rotary, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_rotary); ret = prep_constraint(cpSpaceAddConstraint(space, cpRotaryLimitJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3])))); JS_SetPrototype(js, ret, js_rotary); ) CC_GETSET(cpConstraint, cpDampedRotarySpring, rest_angle, RestAngle, number) CC_GETSET(cpConstraint, cpDampedRotarySpring, stiffness, Stiffness, number) CC_GETSET(cpConstraint, cpDampedRotarySpring, damping, Damping, number) static const JSCFunctionListEntry js_damped_rotary_funcs[] = { CGETSET_ADD(cpDampedRotarySpring, rest_angle), CGETSET_ADD(cpDampedRotarySpring, stiffness), CGETSET_ADD(cpDampedRotarySpring, damping) }; JSC_CCALL(joint_damped_rotary, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_damped_rotary); ret = prep_constraint(cpSpaceAddConstraint(space, cpDampedRotarySpringNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2number(argv[2]), js2number(argv[3]), js2number(argv[4])))); JS_SetPrototype(js, ret, js_damped_rotary); ) CC_GETSET(cpConstraint, cpDampedSpring, anchor_a, AnchorA, cvec2) CC_GETSET(cpConstraint, cpDampedSpring, anchor_b, AnchorB, cvec2) CC_GETSET(cpConstraint, cpDampedSpring, rest_length, RestLength, number) CC_GETSET(cpConstraint, cpDampedSpring, stiffness, Stiffness, number) CC_GETSET(cpConstraint, cpDampedSpring, damping, Damping, number) static const JSCFunctionListEntry js_damped_spring_funcs[] = { CGETSET_ADD(cpDampedSpring, anchor_a), CGETSET_ADD(cpDampedSpring, anchor_b), CGETSET_ADD(cpDampedSpring, rest_length), CGETSET_ADD(cpDampedSpring, stiffness), CGETSET_ADD(cpDampedSpring, damping) }; JSC_CCALL(joint_damped_spring, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_damped_spring); ret = prep_constraint(cpSpaceAddConstraint(space, 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])))); JS_SetPrototype(js, ret, js_damped_spring); ) CC_GETSET(cpConstraint, cpGrooveJoint, groove_a, GrooveA, cvec2) CC_GETSET(cpConstraint, cpGrooveJoint, groove_b, GrooveB, cvec2) CC_GETSET(cpConstraint, cpGrooveJoint, anchor_b, AnchorB, cvec2) static const JSCFunctionListEntry js_groove_funcs[] = { CGETSET_ADD(cpGrooveJoint, groove_a), CGETSET_ADD(cpGrooveJoint, groove_b), CGETSET_ADD(cpGrooveJoint, anchor_b) }; JSC_CCALL(joint_groove, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_groove); ret = prep_constraint(cpSpaceAddConstraint(space, cpGrooveJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp))); JS_SetPrototype(js, ret, js_groove); ) CC_GETSET(cpConstraint, cpSlideJoint, anchor_a, AnchorA, cvec2) CC_GETSET(cpConstraint, cpSlideJoint, anchor_b, AnchorB, cvec2) CC_GETSET(cpConstraint, cpSlideJoint, min, Min, number) CC_GETSET(cpConstraint, cpSlideJoint, max, Max, number) static const JSCFunctionListEntry js_slide_funcs[] = { CGETSET_ADD(cpSlideJoint, anchor_a), CGETSET_ADD(cpSlideJoint, anchor_b), CGETSET_ADD(cpSlideJoint, min), CGETSET_ADD(cpSlideJoint, max) }; JSC_CCALL(joint_slide, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_slide); ret = prep_constraint(cpSpaceAddConstraint(space, cpSlideJointNew(js2gameobject(argv[0])->body, js2gameobject(argv[1])->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp, js2number(argv[4]), js2number(argv[5])))); JS_SetPrototype(js, ret, js_slide); ) CC_GETSET(cpConstraint, cpRatchetJoint, angle, Angle, angle) CC_GETSET(cpConstraint, cpRatchetJoint, phase, Phase, angle) CC_GETSET(cpConstraint, cpRatchetJoint, ratchet, Ratchet, number) static const JSCFunctionListEntry js_ratchet_funcs[] = { CGETSET_ADD(cpRatchetJoint, angle), CGETSET_ADD(cpRatchetJoint, phase), CGETSET_ADD(cpRatchetJoint, ratchet) }; JSC_CCALL(joint_ratchet, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_ratchet); ret = prep_constraint(cpSpaceAddConstraint(space, cpRatchetJointNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2]), js2number(argv[3])))); JS_SetPrototype(js, ret, js_ratchet); ) CC_GETSET(cpConstraint, cpSimpleMotor, rate, Rate, angle) static const JSCFunctionListEntry js_motor_funcs[] = { CGETSET_ADD(cpSimpleMotor, rate) }; JSC_CCALL(joint_motor, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_motor); ret = prep_constraint(cpSpaceAddConstraint(space, cpSimpleMotorNew(js2body(argv[0]), js2body(argv[1]), js2number(argv[2])))); JS_SetPrototype(js, ret, js_motor); ) 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])))) static JSValue dspnum; JSC_CCALL(dspsound_limiter, ret = dsp_node2js(dsp_limiter(js2number(argv[0]))); JS_SetPrototype(js, ret, dspnum); ) static const JSCFunctionListEntry js_compressor_funcs[] = { }; JSC_CCALL(dspsound_compressor, return dsp_node2js(dsp_compressor())) JSC_GETSET(bitcrush, sr, number) JSC_GETSET(bitcrush, depth, number) static const JSCFunctionListEntry js_bitcrush_funcs[] = { CGETSET_ADD(bitcrush, sr), CGETSET_ADD(bitcrush, depth) }; JSC_CCALL(dspsound_crush, ret = dsp_node2js(dsp_bitcrush(js2number(argv[0]), js2number(argv[1]))); JS_SetPrototype(js, ret, bitcrush_proto); ) static const JSCFunctionListEntry js_adsr_funcs[] = { }; static const JSCFunctionListEntry js_phasor_funcs[] = { }; 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_GETSET(delay, ms_delay, number) JSC_GETSET(delay, decay, number) static const JSCFunctionListEntry js_delay_funcs[] = { CGETSET_ADD(delay, ms_delay), CGETSET_ADD(delay, decay), }; JSC_CCALL(dspsound_delay, ret = dsp_node2js(dsp_delay(js2number(argv[0]), js2number(argv[1]))); JS_SetPrototype(js, ret, delay_proto); ) 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_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, midi, 2), MIST_FUNC_DEF(dspsound, mod, 1) }; JSC_CCALL(datastream_time, return number2js(plm_get_time(js2datastream(self)->plm)); ) JSC_CCALL(datastream_advance_frames, ds_advanceframes(js2datastream(self), js2number(argv[0]))) JSC_CCALL(datastream_seek, ds_seek(js2datastream(self), js2number(argv[0]))) JSC_CCALL(datastream_advance, ds_advance(js2datastream(self), js2number(argv[0]))) JSC_CCALL(datastream_duration, return number2js(ds_length(js2datastream(self)))) JSC_CCALL(datastream_framerate, return number2js(plm_get_framerate(js2datastream(self)->plm))) static const JSCFunctionListEntry js_datastream_funcs[] = { MIST_FUNC_DEF(datastream, time, 0), MIST_FUNC_DEF(datastream, advance_frames, 1), MIST_FUNC_DEF(datastream, seek, 1), MIST_FUNC_DEF(datastream, advance, 1), MIST_FUNC_DEF(datastream, duration, 0), MIST_FUNC_DEF(datastream, framerate, 0), }; JSC_GET(texture, width, number) JSC_GET(texture, height, number) JSC_GET(texture, frames, number) JSC_GET(texture, delays, ints) JSC_SCALL(texture_save, texture_save(js2texture(self), str)); JSC_CCALL(texture_blit, texture *tex = js2texture(self); texture_blit(js2texture(self), js2texture(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), js2number(argv[4]))) static const JSCFunctionListEntry js_texture_funcs[] = { MIST_GET(texture, width), MIST_GET(texture, height), MIST_GET(texture, frames), MIST_GET(texture, delays), MIST_FUNC_DEF(texture, save, 1), MIST_FUNC_DEF(texture, blit, 5) }; JSC_GETSET(font, linegap, number) JSC_GET(font, height, number) static const JSCFunctionListEntry js_font_funcs[] = { CGETSET_ADD(font, linegap), MIST_GET(font, height), }; const char *STRTEST = "TEST STRING"; JSC_CCALL(performance_barecall,) JSC_CCALL(performance_unpack_num, int i = js2number(argv[0])) JSC_CCALL(performance_unpack_array, void *v = js2cpvec2arr(argv[0]); arrfree(v); ) 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 self, 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, (unsigned char*)nota, e-nota); } JSValue js_nota_decode(JSContext *js, JSValue self, int argc, JSValue *argv) { if (argc < 1) return JS_UNDEFINED; size_t len; unsigned char *nota = JS_GetArrayBuffer(js, &len, argv[0]); JSValue ret; js_do_nota_decode(&ret, (char*)nota); return ret; } static const JSCFunctionListEntry js_nota_funcs[] = { MIST_FUNC_DEF(nota, encode, 1), MIST_FUNC_DEF(nota, decode, 1) }; JSValue js_os_cwd(JSContext *js, JSValue self, 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 self, int argc, JSValue *argv) { #ifdef __linux__ return str2js("linux"); #elif defined(_WIN32) || defined(_WIN64) return str2js("windows"); #elif defined(IOS) return str2js("ios"); #elif defined(__APPLE__) return str2js("macos"); #elif defined(__EMSCRIPTEN__) return str2js("web"); #endif return JS_UNDEFINED; } JSC_CCALL(os_quit, quit();) JSC_CCALL(os_exit, exit(js2number(argv[0]));) JSC_CCALL(os_reindex_static, cpSpaceReindexStatic(space)); JSC_CCALL(os_gc, script_gc()); JSC_SSCALL(os_eval, ret = script_eval(str, str2)) JSC_CCALL(os_make_body, gameobject *g = MakeGameobject(); g->t = js2transform(argv[0]); ret = gameobject2js(g); g->ref = ret; return ret; ) #define CP_GETSET(ENTRY, CPENTRY, TYPE) \ JSC_CCALL(cpShape_get_##ENTRY, return TYPE##2js(cpShapeGet##CPENTRY (js2cpShape(self)))) \ JSValue js_cpShape_set_##ENTRY (JSContext *js, JSValue self, JSValue val) { \ cpShapeSet##CPENTRY (js2cpShape(self), js2##TYPE (val)); return JS_UNDEFINED; \ } \ CP_GETSET(sensor, Sensor, boolean) CP_GETSET(friction, Friction, number) CP_GETSET(elasticity, Elasticity, number) CP_GETSET(mass, Mass, number) JSC_CCALL(cpShape_area, return number2js(cpShapeGetArea(js2cpShape(self)))) JSC_CCALL(cpShape_get_surface_velocity, return vec22js((HMM_Vec2)cpShapeGetSurfaceVelocity(js2cpShape(self)))) JSValue js_cpShape_set_surface_velocity(JS_SETSIG) { HMM_Vec2 v = js2vec2(val); cpShapeSetSurfaceVelocity(js2cpShape(self), v.cp); return JS_UNDEFINED; } JSC_CCALL(cpShape_get_mask, return bitmask2js(cpShapeGetFilter(js2cpShape(self)).mask)); JSValue js_cpShape_set_mask (JS_SETSIG) { cpShapeFilter f = cpShapeGetFilter(js2cpShape(self)); f.mask = js2bitmask(val); cpShapeSetFilter(js2cpShape(self), f); return JS_UNDEFINED; } JSC_CCALL(cpShape_get_category, return bitmask2js(cpShapeGetFilter(js2cpShape(self)).categories)) JSValue js_cpShape_set_category (JS_SETSIG) { cpShapeFilter f = cpShapeGetFilter(js2cpShape(self)); f.categories = js2bitmask(val); cpShapeSetFilter(js2cpShape(self), f); return JS_UNDEFINED; } JSC_CCALL(cpShape_body, cpBody *b = cpShapeGetBody(js2cpShape(self)); gameobject *go = body2go(b); return JS_DupValue(js,gameobject2js(go)); ) static void shape_query_fn(cpShape *shape, cpContactPointSet *points, JSValue *cb) { JSValue v = *(JSValue*)cpShapeGetUserData(shape); script_call_sym(*cb, 1, &v); } JSC_CCALL(cpShape_query, cpSpaceShapeQuery(space, js2cpShape(self), shape_query_fn, &argv[0]); ) static const JSCFunctionListEntry js_cpShape_funcs[] = { CGETSET_ADD(cpShape, sensor), CGETSET_ADD(cpShape, friction), CGETSET_ADD(cpShape, elasticity), CGETSET_ADD(cpShape, surface_velocity), CGETSET_ADD(cpShape, mask), CGETSET_ADD(cpShape, category), CGETSET_ADD(cpShape, mass), MIST_FUNC_DEF(cpShape, area, 0), MIST_FUNC_DEF(cpShape, body, 0), MIST_FUNC_DEF(cpShape, query, 1), }; JSValue js_circle2d_set_radius(JSContext *js, JSValue self, JSValue val) { cpCircleShapeSetRadius(js2cpShape(self), js2number(val)); return JS_UNDEFINED; } JSC_CCALL(circle2d_get_radius, return number2js(cpCircleShapeGetRadius(js2cpShape(self)))) JSValue js_circle2d_set_offset(JSContext *js, JSValue self, JSValue val) { cpCircleShapeSetOffset(js2cpShape(self), js2vec2(val).cp); return JS_UNDEFINED; } JSC_CCALL(circle2d_get_offset, return vec22js((HMM_Vec2)cpCircleShapeGetOffset(js2cpShape(self)))) static const JSCFunctionListEntry js_circle2d_funcs[] = { CGETSET_ADD(circle2d, radius), CGETSET_ADD(circle2d, offset) }; JSValue prep_cpshape(cpShape *shape, gameobject *go) { cpSpaceAddShape(space, shape); cpShapeSetFilter(shape, (cpShapeFilter) { .group = (cpGroup)go, .mask = CP_ALL_CATEGORIES, .categories = CP_ALL_CATEGORIES }); cpShapeSetCollisionType(shape, (cpCollisionType)go); JSValue ret = cpShape2js(shape); JSValue *cb = malloc(sizeof(JSValue)); *cb = ret; cpShapeSetUserData(shape, cb); return ret; } JSC_CCALL(os_make_circle2d, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_circle2d); gameobject *go = js2gameobject(argv[0]); cpShape *shape = cpCircleShapeNew(go->body, 10, (cpVect){0,0}); ret = prep_cpshape(shape,go); JS_SetPrototype(js, ret, js_circle2d); return ret; ) JSC_CCALL(poly2d_setverts, cpShape *s = js2cpShape(self); HMM_Vec2 *v = js2cpvec2arr(argv[0]); gameobject *go = shape2go(s); cpTransform t = {0}; t.a = go->t->scale.x; t.b = 0; t.tx = 0; t.c = 0; t.d = go->t->scale.y; t.ty = 0; cpPolyShapeSetVerts(s, arrlen(v), v, t); arrfree(v); ) JSValue js_poly2d_set_radius(JSContext *js, JSValue self, JSValue val) { cpPolyShapeSetRadius(js2cpShape(self), js2number(val)); return JS_UNDEFINED; } JSC_CCALL(poly2d_get_radius, return number2js(cpPolyShapeGetRadius(js2cpShape(self)))) static const JSCFunctionListEntry js_poly2d_funcs[] = { MIST_FUNC_DEF(poly2d, setverts, 2), CGETSET_ADD(poly2d, radius) }; JSC_CCALL(os_make_poly2d, if (JS_IsUndefined(argv[0])) return JS_DupValue(js, js_poly2d); gameobject *go = js2gameobject(argv[0]); cpShape *shape = cpPolyShapeNew(go->body, 0, NULL, (cpTransform){0}, 0); ret = prep_cpshape(shape,go); JS_SetPrototype(js, ret, js_poly2d); return ret; ) JSC_CCALL(seg2d_set_endpoints, cpSegmentShapeSetEndpoints(js2cpShape(self), js2vec2(argv[0]).cp, js2vec2(argv[1]).cp); cpSpaceReindexShape(space, js2cpShape(self)); ) JSValue js_seg2d_set_radius(JSContext *js, JSValue self, JSValue val) { cpSegmentShapeSetRadius(js2cpShape(self), js2number(val)); return JS_UNDEFINED; } JSC_CCALL(seg2d_get_radius, return number2js(cpSegmentShapeGetRadius(js2cpShape(self)))) JSC_CCALL(seg2d_set_neighbors, HMM_Vec2 prev = js2vec2(argv[0]); HMM_Vec2 next = js2vec2(argv[1]); cpSegmentShapeSetNeighbors(js2cpShape(self), prev.cp, next.cp); ) JSC_CCALL(seg2d_a, return cvec22js(cpSegmentShapeGetA(js2cpShape(self)))) JSC_CCALL(seg2d_b, return cvec22js(cpSegmentShapeGetB(js2cpShape(self)))) static const JSCFunctionListEntry js_seg2d_funcs[] = { MIST_FUNC_DEF(seg2d, set_endpoints, 2), CGETSET_ADD(seg2d, radius), MIST_FUNC_DEF(seg2d, set_neighbors, 2), MIST_FUNC_DEF(seg2d, a, 0), MIST_FUNC_DEF(seg2d, b, 0), }; JSC_CCALL(os_make_seg2d, if (JS_IsUndefined(argv[0])) return JS_DupValue(js,js_seg2d); gameobject *go = js2gameobject(argv[0]); cpShape *shape = cpSegmentShapeNew(go->body, (cpVect){0,0}, (cpVect){0,0}, 0); ret = prep_cpshape(shape,go); JS_SetPrototype(js, ret, js_seg2d); return ret; ) JSC_SCALL(os_make_texture, ret = texture2js(texture_from_file(str)); JS_SetPropertyStr(js, ret, "path", JS_DupValue(js,argv[0])); ) JSC_CCALL(os_make_tex_data, ret = texture2js(texture_empty(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]))) ) JSC_CCALL(os_make_font, font *f = MakeFont(js2str(argv[0]), js2number(argv[1])); ret = font2js(f); js_setpropstr(ret, "texture", texture2js(f->texture)); ) JSC_CCALL(os_make_transform, return transform2js(make_transform())) JSC_SCALL(os_system, return number2js(system(str)); ) #define PRIMCHECK(VAR, JS, VAL) \ if (VAR->VAL.id) js_setpropstr(JS, #VAL, sg_buffer2js(&VAR->VAL)); \ JSValue primitive2js(primitive *p) { JSValue v = JS_NewObject(js); PRIMCHECK(p, v, pos) PRIMCHECK(p,v,norm) PRIMCHECK(p,v,uv) PRIMCHECK(p,v,bone) PRIMCHECK(p,v,weight) PRIMCHECK(p,v,color) PRIMCHECK(p,v,index) js_setpropstr(v, "count", number2js(p->idx_count)); return v; } JSValue material2js(material *m) { JSValue v = JS_NewObject(js); if (m->diffuse) js_setpropstr(v, "diffuse", texture2js(m->diffuse)); return v; } JSC_SCALL(os_make_model, model *m = model_make(str); if (arrlen(m->meshes) != 1) return JSUNDEF; mesh *me = m->meshes+0; JSValue v = JS_NewObject(js); js_setpropstr(v, "mesh", primitive2js(me->primitives+0)); js_setpropstr(v, "material", material2js(me->primitives[0].mat)); return v; ) JSC_CCALL(os_make_emitter, emitter *e = make_emitter(); ret = emitter2js(e); js_setpropstr(ret, "buffer", sg_buffer2js(&e->buffer)); ) JSC_CCALL(os_make_buffer, int type = js2number(argv[1]); float *b = malloc(sizeof(float)*js_arrlen(argv[0])); for (int i = 0; i < js_arrlen(argv[0]); i++) b[i] = js2number(js_getpropidx(argv[0],i)); sg_buffer *p = malloc(sizeof(sg_buffer)); switch(type) { case 0: *p = sg_make_buffer(&(sg_buffer_desc){ .size = sizeof(float)*js_arrlen(argv[0]), .data = b }); break; case 1: *p = index_buffer(b, js_arrlen(argv[0])); break; case 2: *p = texcoord_floats(b, js_arrlen(argv[0])); break; } free(b); return sg_buffer2js(p); ) JSC_CCALL(os_make_line_prim, JSValue prim = JS_NewObject(js); HMM_Vec2 *v = js2cpvec2arr(argv[0]); parsl_position par_v[arrlen(v)]; for (int i = 0; i < arrlen(v); i++) { par_v[i].x = v[i].x; par_v[i].y = v[i].y; } parsl_context *par_ctx = parsl_create_context((parsl_config){ .thickness = js2number(argv[1]), .flags= PARSL_FLAG_ANNOTATIONS, .u_mode = js2number(argv[2]) }); uint16_t spine_lens[] = {arrlen(v)}; parsl_mesh *m = parsl_mesh_from_lines(par_ctx, (parsl_spine_list){ .num_vertices = arrlen(v), .num_spines = 1, .vertices = par_v, .spine_lengths = spine_lens, .closed = js2boolean(argv[3]) }); HMM_Vec3 a_pos[m->num_vertices]; for (int i = 0; i < m->num_vertices; i++) { a_pos[i].x = m->positions[i].x; a_pos[i].y = m->positions[i].y; a_pos[i].z = 0; } sg_buffer *pos = malloc(sizeof(*pos)); *pos = sg_make_buffer(&(sg_buffer_desc){ .data = SG_RANGE(a_pos), }); js_setpropstr(prim, "pos", sg_buffer2js(pos)); js_setpropstr(prim, "count", number2js(m->num_triangles*3)); sg_buffer *idx = malloc(sizeof(*idx)); *idx = par_idx_buffer(m->triangle_indices, m->num_triangles*3); js_setpropstr(prim, "index", sg_buffer2js(idx)); float uv[m->num_vertices*2]; for (int i = 0; i < m->num_vertices; i++) { uv[i*2] = m->annotations[i].u_along_curve; uv[i*2+1] = m->annotations[i].v_across_curve; } sg_buffer *buv = malloc(sizeof(*buv)); *buv = texcoord_floats(uv, m->num_vertices*2); js_setpropstr(prim, "uv", sg_buffer2js(buv)); return prim; ) JSValue parmesh2js(par_shapes_mesh *m) { JSValue obj = JS_NewObject(js); sg_buffer *pos = malloc(sizeof(*pos)); *pos = float_buffer(m->points, 3*m->npoints); js_setpropstr(obj, "pos", sg_buffer2js(pos)); if (m->tcoords) { sg_buffer *uv = malloc(sizeof(*uv)); *uv = texcoord_floats(m->tcoords, 2*m->npoints); js_setpropstr(obj, "uv", sg_buffer2js(uv)); } if (m->normals) { sg_buffer *norm = malloc(sizeof(*norm)); *norm = normal_floats(m->normals, 3*m->npoints); js_setpropstr(obj, "norm", sg_buffer2js(norm)); } sg_buffer *index = malloc(sizeof(*index)); *index = sg_make_buffer(&(sg_buffer_desc){ .data = { .ptr = m->triangles, .size = sizeof(*m->triangles)*3*m->ntriangles }, .type = SG_BUFFERTYPE_INDEXBUFFER }); js_setpropstr(obj, "index", sg_buffer2js(index)); js_setpropstr(obj, "count", number2js(3*m->ntriangles)); par_shapes_free_mesh(m); return obj; } JSC_CCALL(os_make_cylinder, return parmesh2js(par_shapes_create_cylinder(js2number(argv[0]), js2number(argv[1]))); ) JSC_CCALL(os_make_cone, return parmesh2js(par_shapes_create_cone(js2number(argv[0]), js2number(argv[1]))); ) JSC_CCALL(os_make_disk, return parmesh2js(par_shapes_create_parametric_disk(js2number(argv[0]), js2number(argv[1]))); ) JSC_CCALL(os_make_torus, return parmesh2js(par_shapes_create_torus(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]))); ) JSC_CCALL(os_make_sphere, return parmesh2js(par_shapes_create_parametric_sphere(js2number(argv[0]), js2number(argv[1]))); ) JSC_CCALL(os_make_klein_bottle, return parmesh2js(par_shapes_create_klein_bottle(js2number(argv[0]), js2number(argv[1]))); ) JSC_CCALL(os_make_trefoil_knot, return parmesh2js(par_shapes_create_trefoil_knot(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]))); ) JSC_CCALL(os_make_hemisphere, return parmesh2js(par_shapes_create_hemisphere(js2number(argv[0]), js2number(argv[1]))); ) JSC_CCALL(os_make_plane, return parmesh2js(par_shapes_create_plane(js2number(argv[0]), js2number(argv[1]))); ) JSC_SCALL(os_make_video, datastream *ds = ds_openvideo(str); ret = datastream2js(ds); texture *t = malloc(sizeof(texture)); t->id = ds->img; js_setpropstr(ret, "texture", texture2js(t)); ) static const JSCFunctionListEntry js_os_funcs[] = { MIST_FUNC_DEF(os, cwd, 0), MIST_FUNC_DEF(os, env, 1), MIST_FUNC_DEF(os, sys, 0), MIST_FUNC_DEF(os, system, 1), MIST_FUNC_DEF(os, quit, 0), MIST_FUNC_DEF(os, exit, 1), MIST_FUNC_DEF(os, reindex_static, 0), MIST_FUNC_DEF(os, gc, 0), MIST_FUNC_DEF(os, eval, 2), MIST_FUNC_DEF(os, make_body, 1), MIST_FUNC_DEF(os, make_circle2d, 2), MIST_FUNC_DEF(os, make_poly2d, 2), MIST_FUNC_DEF(os, make_seg2d, 1), MIST_FUNC_DEF(os, make_texture, 1), MIST_FUNC_DEF(os, make_tex_data, 3), MIST_FUNC_DEF(os, make_font, 2), MIST_FUNC_DEF(os, make_model, 1), MIST_FUNC_DEF(os, make_transform, 0), MIST_FUNC_DEF(os, make_emitter, 0), MIST_FUNC_DEF(os, make_buffer, 1), MIST_FUNC_DEF(os, make_line_prim, 4), MIST_FUNC_DEF(os, make_cylinder, 2), MIST_FUNC_DEF(os, make_cone, 2), MIST_FUNC_DEF(os, make_disk, 2), MIST_FUNC_DEF(os, make_torus, 3), MIST_FUNC_DEF(os, make_sphere, 2), MIST_FUNC_DEF(os, make_klein_bottle, 2), MIST_FUNC_DEF(os, make_trefoil_knot, 3), MIST_FUNC_DEF(os, make_hemisphere, 2), MIST_FUNC_DEF(os, make_plane, 2), MIST_FUNC_DEF(os, make_video, 1), }; #include "steam.h" #define JSSTATIC(NAME, PARENT) \ js_##NAME = JS_NewObject(js); \ JS_SetPropertyFunctionList(js, js_##NAME, js_##NAME##_funcs, countof(js_##NAME##_funcs)); \ JS_SetPrototype(js, js_##NAME, PARENT); \ void ffi_load() { JSUNDEF = JS_UNDEFINED; globalThis = JS_GetGlobalObject(js); QJSCLASSPREP(ptr); QJSCLASSPREP(sg_buffer); QJSGLOBALCLASS(os); QJSCLASSPREP_FUNCS(gameobject); QJSCLASSPREP_FUNCS(transform); QJSCLASSPREP_FUNCS(dsp_node); QJSCLASSPREP_FUNCS(emitter); QJSCLASSPREP_FUNCS(warp_gravity); QJSCLASSPREP_FUNCS(warp_damp); QJSCLASSPREP_FUNCS(texture); QJSCLASSPREP_FUNCS(font); QJSCLASSPREP_FUNCS(cpConstraint); QJSCLASSPREP_FUNCS(window); QJSCLASSPREP_FUNCS(datastream); QJSCLASSPREP_FUNCS(cpShape); QJSGLOBALCLASS(nota); QJSGLOBALCLASS(input); QJSGLOBALCLASS(io); QJSGLOBALCLASS(prosperon); QJSGLOBALCLASS(time); QJSGLOBALCLASS(console); QJSGLOBALCLASS(audio); QJSGLOBALCLASS(profile); QJSGLOBALCLASS(game); QJSGLOBALCLASS(gui); QJSGLOBALCLASS(render); QJSGLOBALCLASS(physics); QJSGLOBALCLASS(vector); QJSGLOBALCLASS(spline); QJSGLOBALCLASS(joint); QJSGLOBALCLASS(dspsound); QJSGLOBALCLASS(performance); QJSGLOBALCLASS(poly2d); 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)); #ifndef NSTEAM JS_SetPropertyStr(js, globalThis, "steam", js_init_steam(js)); #endif PREP_PARENT(bitcrush, dsp_node); PREP_PARENT(delay, dsp_node); PREP_PARENT(sound, dsp_node); PREP_PARENT(compressor, dsp_node); PREP_PARENT(phasor, dsp_node); PREP_PARENT(adsr, dsp_node); JSSTATIC(circle2d, cpShape_proto) JSSTATIC(poly2d, cpShape_proto) JSSTATIC(seg2d, cpShape_proto) JSSTATIC(pin, cpConstraint_proto) JSSTATIC(motor, cpConstraint_proto) JSSTATIC(ratchet, cpConstraint_proto) JSSTATIC(slide, cpConstraint_proto) JSSTATIC(pivot, cpConstraint_proto) JSSTATIC(gear, cpConstraint_proto) JSSTATIC(rotary, cpConstraint_proto) JSSTATIC(damped_rotary, cpConstraint_proto) JSSTATIC(damped_spring, cpConstraint_proto) JSSTATIC(groove, cpConstraint_proto) JS_FreeValue(js,globalThis); }