prosperon/source/engine/ffi.c

1634 lines
34 KiB
C

#include "ffi.h"
#include "script.h"
#include "anim.h"
#include "debug.h"
#include "debugdraw.h"
#include "font.h"
#include "gameobject.h"
#include "input.h"
#include "level.h"
#include "log.h"
#include "mix.h"
#include "music.h"
#include "2dphysics.h"
#include "sound.h"
#include "sprite.h"
#include "stb_ds.h"
#include "string.h"
#include "tinyspline.h"
#include "window.h"
#include "yugine.h"
#include <assert.h>
#include "resources.h"
#include <sokol/sokol_time.h>
#include "render.h"
#include "model.h"
#include "HandmadeMath.h"
static JSValue globalThis;
#define BYTE_TO_BINARY_PATTERN "%c%c%c%c%c%c%c%c"
#define BYTE_TO_BINARY(byte) \
(byte & 0x80 ? '1' : '0'), \
(byte & 0x40 ? '1' : '0'), \
(byte & 0x20 ? '1' : '0'), \
(byte & 0x10 ? '1' : '0'), \
(byte & 0x08 ? '1' : '0'), \
(byte & 0x04 ? '1' : '0'), \
(byte & 0x02 ? '1' : '0'), \
(byte & 0x01 ? '1' : '0')
void js_setprop_str(JSValue obj, const char *prop, JSValue v)
{
JS_SetPropertyStr(js, obj, prop, v);
// JS_FreeValue(js,v);
}
void js_setprop_num(JSValue obj, uint32_t i, JSValue v)
{
JS_SetPropertyUint32(js, obj, i, v);
// JS_FreeValue(js,v);
}
JSValue js_getpropstr(JSValue v, const char *str)
{
JSValue p = JS_GetPropertyStr(js,v,str);
JS_FreeValue(js,p);
return p;
}
JSValue js_getpropidx(JSValue v, uint32_t i)
{
JSValue p = JS_GetPropertyUint32(js,v,i);
JS_FreeValue(js,p);
return p;
}
uint64_t js2uint64(JSValue v)
{
int64_t i;
JS_ToInt64(js, &i, v);
uint64_t n = i;
return n;
}
int js2int(JSValue v) {
int32_t i;
JS_ToInt32(js, &i, v);
return i;
}
JSValue int2js(int i) {
return JS_NewInt64(js, i);
}
JSValue str2js(const char *c) {
return JS_NewString(js, c);
}
JSValue strarr2js(const char **c)
{
JSValue arr = JS_NewArray(js);
for (int i = 0; i < arrlen(c); i++)
js_setprop_num(arr,i,JS_NewString(js, c[i]));
return arr;
}
double js2number(JSValue v) {
double g;
JS_ToFloat64(js, &g, v);
return g;
}
int js2bool(JSValue v) {
return JS_ToBool(js, v);
}
JSValue bool2js(int b)
{
return JS_NewBool(js,b);
}
JSValue float2js(double g) {
return JS_NewFloat64(js, g);
}
JSValue num2js(double g) {
return float2js(g);
}
struct gameobject *js2go(JSValue v) {
return id2go(js2int(v));
}
struct sprite *js2sprite(JSValue v) { return id2sprite(js2int(v)); }
void *js2ptr(JSValue v) {
void *p;
JS_ToInt64(js, &p, v);
return p;
}
JSValue ptr2js(void *ptr) {
return JS_NewInt64(js, (long)ptr);
}
struct timer *js2timer(JSValue v) {
return id2timer(js2int(v));
}
double js_get_prop_number(JSValue v, const char *p) {
double num;
JS_ToFloat64(js, &num, js_getpropstr(v,p));
return num;
}
struct glrect js2glrect(JSValue v) {
struct glrect rect;
rect.s0 = js_get_prop_number(v, "s0");
rect.s1 = js_get_prop_number(v, "s1");
rect.t0 = js_get_prop_number(v, "t0");
rect.t1 = js_get_prop_number(v, "t1");
return rect;
}
JSValue js_arridx(JSValue v, int idx) {
return js_getpropidx( v, idx);
}
int js_arrlen(JSValue v) {
int len;
JS_ToInt32(js, &len, js_getpropstr( v, "length"));
return len;
}
struct rgba js2color(JSValue v) {
JSValue c[4];
for (int i = 0; i < 4; i++)
c[i] = js_arridx(v,i);
float a = JS_IsUndefined(c[3]) ? 1.0 : js2number(c[3]);
struct rgba color = {
.r = js2number(c[0])*RGBA_MAX,
.g = js2number(c[1])*RGBA_MAX,
.b = js2number(c[2])*RGBA_MAX,
.a = a*RGBA_MAX,
};
for (int i = 0; i < 4; i++)
JS_FreeValue(js,c[i]);
return color;
}
struct boundingbox js2bb(JSValue v)
{
struct boundingbox bb;
bb.t = js2number(js_getpropstr(v,"t"));
bb.b = js2number(js_getpropstr(v,"b"));
bb.r = js2number(js_getpropstr(v,"r"));
bb.l = js2number(js_getpropstr(v,"l"));
return bb;
}
HMM_Vec2 js2hmmv2(JSValue v)
{
HMM_Vec2 v2;
v2.X = js2number(js_getpropidx(v,0));
v2.Y = js2number(js_getpropidx(v,1));
return v2;
}
cpVect js2vec2(JSValue v) {
cpVect vect;
vect.x = js2number(js_getpropidx(v,0));
vect.y = js2number(js_getpropidx(v,1));
return vect;
}
cpBitmask js2bitmask(JSValue v) {
cpBitmask mask = 0;
int len = js_arrlen(v);
for (int i = 0; i < len; i++) {
int val = JS_ToBool(js, js_getpropidx( v, i));
if (!val) continue;
mask |= 1 << i;
}
return mask;
}
cpVect *cpvecarr = NULL;
/* Must be freed */
cpVect *js2cpvec2arr(JSValue v) {
if (cpvecarr)
arrfree(cpvecarr);
int n = js_arrlen(v);
for (int i = 0; i < n; i++)
arrput(cpvecarr, js2vec2(js_getpropidx( v, i)));
return cpvecarr;
}
JSValue bitmask2js(cpBitmask mask) {
JSValue arr = JS_NewArray(js);
for (int i = 0; i < 11; i++)
js_setprop_num(arr,i,JS_NewBool(js,mask & 1 << i));
return arr;
}
void vec2float(cpVect v, float *f) {
f[0] = v.x;
f[1] = v.y;
}
JSValue vec2js(cpVect v) {
JSValue array = JS_NewArray(js);
js_setprop_num(array,0,JS_NewFloat64(js,v.x));
js_setprop_num(array,1,JS_NewFloat64(js,v.y));
return array;
}
JSValue v22js(HMM_Vec2 v)
{
cpVect c = { v.X, v.Y };
return vec2js(c);
}
JSValue vecarr2js(cpVect *points, int n) {
JSValue array = JS_NewArray(js);
for (int i = 0; i < n; i++)
js_setprop_num(array,i,vec2js(points[i]));
return array;
}
JSValue duk_ui_text(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const unsigned char *s = JS_ToCString(js, argv[0]);
HMM_Vec2 pos = js2hmmv2(argv[1]);
float size = js2number(argv[2]);
struct rgba c = js2color(argv[3]);
int wrap = js2int(argv[4]);
int cursor = js2int(argv[5]);
JSValue ret = JS_NewInt64(js, renderText(s, pos, size, c, wrap, cursor, 1.0));
JS_FreeCString(js, s);
return ret;
}
JSValue duk_gui_img(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const char *img = JS_ToCString(js, argv[0]);
gui_draw_img(img, js2hmmv2(argv[1]), js2hmmv2(argv[2]), js2number(argv[3]), js2bool(argv[4]), js2hmmv2(argv[5]), 1.0, js2color(argv[6]));
JS_FreeCString(js, img);
return JS_NULL;
}
struct rect js2rect(JSValue v) {
struct rect rect;
rect.x = js2number(js_getpropstr(v, "x"));
rect.y = js2number(js_getpropstr(v, "y"));
rect.w = js2number(js_getpropstr(v, "w"));
rect.h = js2number(js_getpropstr(v, "h"));
return rect;
}
JSValue rect2js(struct rect rect) {
JSValue obj = JS_NewObject(js);
js_setprop_str(obj, "x", JS_NewFloat64(js, rect.x));
js_setprop_str(obj, "y", JS_NewFloat64(js, rect.y));
js_setprop_str(obj, "w", JS_NewFloat64(js, rect.w));
js_setprop_str(obj, "h", JS_NewFloat64(js, rect.h));
return obj;
}
JSValue bb2js(struct boundingbox bb)
{
JSValue obj = JS_NewObject(js);
js_setprop_str(obj,"t", JS_NewFloat64(js,bb.t));
js_setprop_str(obj,"b", JS_NewFloat64(js,bb.b));
js_setprop_str(obj,"r", JS_NewFloat64(js,bb.r));
js_setprop_str(obj,"l", JS_NewFloat64(js,bb.l));
return obj;
}
JSValue duk_spline_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
static_assert(sizeof(tsReal) * 2 == sizeof(cpVect));
tsBSpline spline;
int d = js2int(argv[2]); /* dimensions */
int degrees = js2int(argv[1]);
int type = js2int(argv[3]);
JSValue ctrl_pts = argv[4];
int n = js_arrlen(ctrl_pts);
size_t nsamples = js2int(argv[5]);
cpVect points[n];
tsStatus status;
ts_bspline_new(n, d, degrees, type, &spline, &status);
if (status.code)
YughCritical("Spline creation error %d: %s", status.code, status.message);
for (int i = 0; i < n; i++)
points[i] = js2vec2(js_getpropidx( ctrl_pts, i));
ts_bspline_set_control_points(&spline, (tsReal *)points, &status);
if (status.code)
YughCritical("Spline creation error %d: %s", status.code, status.message);
cpVect samples[nsamples];
size_t rsamples;
/* TODO: This does not work with Clang/GCC due to UB */
ts_bspline_sample(&spline, nsamples, (tsReal **)&samples, &rsamples, &status);
if (status.code)
YughCritical("Spline creation error %d: %s", status.code, status.message);
JSValue arr = JS_NewArray(js);
for (int i = 0; i < nsamples; i++) {
JSValue psample = JS_NewArray(js);
js_setprop_num(psample, 0, float2js(samples[i].x));
js_setprop_num(psample, 1, float2js(samples[i].y));
js_setprop_num(arr, i, psample);
}
ts_bspline_free(&spline);
return arr;
}
JSValue ints2js(int *ints) {
JSValue arr = JS_NewArray(js);
for (int i = 0; i < arrlen(ints); i++)
js_setprop_num(arr,i,int2js(ints[i]));
return arr;
}
int vec_between(cpVect p, cpVect a, cpVect b) {
cpVect n;
n.x = b.x - a.x;
n.y = b.y - a.y;
n = cpvnormalize(n);
return (cpvdot(n, cpvsub(p, a)) > 0 && cpvdot(cpvneg(n), cpvsub(p, b)) > 0);
}
/* Determines between which two points in 'segs' point 'p' falls.
0 indicates 'p' comes before the first point.
arrlen(segs) indicates it comes after the last point.
*/
int point2segindex(cpVect p, cpVect *segs, double slop) {
float shortest = slop < 0 ? INFINITY : slop;
int best = -1;
for (int i = 0; i < arrlen(segs) - 1; i++) {
float a = (segs[i + 1].y - segs[i].y) / (segs[i + 1].x - segs[i].x);
float c = segs[i].y - (a * segs[i].x);
float b = -1;
float dist = fabsf(a * p.x + b * p.y + c) / sqrt(pow(a, 2) + 1);
if (dist > shortest) continue;
int between = vec_between(p, segs[i], segs[i + 1]);
if (between) {
shortest = dist;
best = i + 1;
} else {
if (i == 0 && cpvdist(p, segs[0]) < slop) {
shortest = dist;
best = i;
} else if (i == arrlen(segs) - 2 && cpvdist(p, arrlast(segs)) < slop) {
shortest = dist;
best = arrlen(segs);
}
}
}
if (best == 1) {
cpVect n;
n.x = segs[1].x - segs[0].x;
n.y = segs[1].y - segs[0].y;
n = cpvnormalize(n);
if (cpvdot(n, cpvsub(p, segs[0])) < 0) {
if (cpvdist(p, segs[0]) >= slop)
best = -1;
else
best = 0;
}
}
if (best == arrlen(segs) - 1) {
cpVect n;
n.x = segs[best - 1].x - segs[best].x;
n.y = segs[best - 1].y - segs[best - 1].y;
n = cpvnormalize(n);
if (cpvdot(n, cpvsub(p, segs[best])) < 0) {
if (cpvdist(p, segs[best]) >= slop)
best = -1;
else
best = arrlen(segs);
}
}
return best;
}
JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
const char *str = NULL;
const char *str2 = NULL;
const void *d1 = NULL;
const void *d2 = NULL;
JSValue ret = JS_NULL;
switch (cmd) {
case 0:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, script_dofile(str));
break;
case 1:
YughWarn("Do not set pawns here anymore; Do it entirely in script.");
// set_pawn(js2ptrduk_get_heapptr(duk, 1));
break;
case 2:
gameobject_delete(js2int(argv[1]));
break;
case 3:
set_timescale(js2number(argv[1]));
break;
case 4:
debug_draw_phys(JS_ToBool(js, argv[1]));
break;
case 5:
// renderMS = js2number(argv[1]);
break;
case 6:
// updateMS = js2number(argv[1]);
break;
case 7:
physMS = js2number(argv[1]);
break;
case 8:
phys2d_set_gravity(js2vec2(argv[1]));
break;
case 9:
sprite_delete(js2int(argv[1]));
break;
case 10:
YughWarn("Pawns are handled in script only now.");
break;
case 11:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, file_mod_secs(str));
break;
case 12:
str = JS_ToCString(js, argv[2]);
sprite_loadtex(id2sprite(js2int(argv[1])), str, js2glrect(argv[3]));
break;
case 13:
str = JS_ToCString(js, argv[1]);
str2 = JS_ToCString(js, argv[2]);
play_song(str, str2);
break;
case 14:
str = JS_ToCString(js, argv[1]);
play_oneshot(make_sound(str));
break;
case 15:
music_stop();
break;
case 16:
// dbg_color = js2color(argv[1]);
break;
case 17:
// trigger_color = js2color(argv[1]);
break;
case 18:
shape_set_sensor(js2ptr(argv[1]), JS_ToBool(js, argv[2]));
break;
case 19:
// mini_master(js2number(argv[1]));
break;
case 20:
sprite_enabled(js2int(argv[1]), JS_ToBool(js, argv[2]));
break;
case 21:
ret = JS_NewBool(js, shape_get_sensor(js2ptr(argv[1])));
break;
case 22:
shape_enabled(js2ptr(argv[1]), JS_ToBool(js, argv[2]));
break;
case 23:
ret = JS_NewBool(js, shape_is_enabled(js2ptr(argv[1])));
break;
case 24:
timer_pause(js2timer(argv[1]));
break;
case 25:
timer_stop(js2timer(argv[1]));
break;
case 26:
timer_start(js2timer(argv[1]));
break;
case 27:
timer_remove(js2int(argv[1]));
break;
case 28:
timerr_settime(js2timer(argv[1]), js2number(argv[2]));
break;
case 29:
ret = JS_NewFloat64(js, js2timer(argv[1])->interval);
break;
case 30:
sprite_setanim(id2sprite(js2int(argv[1])), js2ptr(argv[2]), js2int(argv[3]));
break;
case 31:
free(js2ptr(argv[1]));
break;
case 32:
ret = JS_NewFloat64(js, js2timer(argv[1])->remain_time);
break;
case 33:
ret = JS_NewBool(js, js2timer(argv[1])->on);
break;
case 34:
ret = JS_NewBool(js, js2timer(argv[1])->repeat);
break;
case 35:
js2timer(argv[1])->repeat = JS_ToBool(js, argv[2]);
break;
case 36:
id2go(js2int(argv[1]))->scale = js2number(argv[2]);
gameobject_apply(id2go(js2int(argv[1])));
cpSpaceReindexShapesForBody(space, id2go(js2int(argv[1]))->body);
break;
case 37:
if (!id2sprite(js2int(argv[1]))) break;
id2sprite(js2int(argv[1]))->pos = js2hmmv2(argv[2]);
break;
case 38:
str = JS_ToCString(js, argv[1]);
d1 = slurp_text(str,NULL);
ret = JS_NewString(js, d1);
break;
case 39:
str = JS_ToCString(js, argv[1]);
str2 = JS_ToCString(js, argv[2]);
ret = JS_NewInt64(js, slurp_write(str, str2));
break;
case 40:
id2go(js2int(argv[1]))->filter.categories = js2bitmask(argv[2]);
gameobject_apply(id2go(js2int(argv[1])));
break;
case 41:
id2go(js2int(argv[1]))->filter.mask = js2bitmask(argv[2]);
gameobject_apply(id2go(js2int(argv[1])));
break;
case 42:
ret = bitmask2js(id2go(js2int(argv[1]))->filter.categories);
break;
case 43:
ret = bitmask2js(id2go(js2int(argv[1]))->filter.mask);
break;
case 44:
ret = JS_NewInt64(js, pos2gameobject(js2vec2(argv[1])));
break;
case 45:
ret = vec2js(mouse_pos);
break;
case 46:
set_mouse_mode(js2int(argv[1]));
break;
case 47:
draw_grid(js2number(argv[1]), js2number(argv[2]), js2color(argv[3]));
break;
case 48:
ret = JS_NewInt64(js, mainwin.width);
break;
case 49:
ret = JS_NewInt64(js, mainwin.height);
break;
case 50:
ret = JS_NewBool(js, action_down(js2int(argv[1])));
break;
case 51:
draw_cppoint(js2vec2(argv[1]), js2number(argv[2]), js2color(argv[3]));
break;
case 52:
ret = ints2js(phys2d_query_box(js2vec2(argv[1]), js2vec2(argv[2])));
break;
case 53:
draw_box(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3]));
break;
case 54:
gameobject_apply(js2go(argv[1]));
break;
case 55:
js2go(argv[1])->flipx = JS_ToBool(js, argv[2]) ? -1 : 1;
break;
case 56:
js2go(argv[1])->flipy = JS_ToBool(js, argv[2]) ? -1 : 1;
break;
case 57:
ret = JS_NewBool(js, js2go(argv[1])->flipx == -1 ? 1 : 0);
break;
case 58:
ret = JS_NewBool(js, js2go(argv[1])->flipy == -1 ? 1 : 0);
break;
case 59:
ret = JS_NewInt64(js, point2segindex(js2vec2(argv[1]), js2cpvec2arr(argv[2]), js2number(argv[3])));
break;
case 60:
if (!id2sprite(js2int(argv[1]))) break;
id2sprite(js2int(argv[1]))->layer = js2int(argv[2]);
break;
case 61:
set_cam_body(id2body(js2int(argv[1])));
break;
case 62:
add_zoom(js2number(argv[1]));
break;
case 63:
ret = JS_NewFloat64(js, deltaT);
break;
case 64:
str = JS_ToCString(js, argv[1]);
ret = vec2js(tex_get_dimensions(texture_pullfromfile(str)));
break;
case 65:
str = JS_ToCString(js, argv[1]);
ret = JS_NewBool(js, fexists(str));
break;
case 66:
ret = strarr2js(ls(","));
break;
case 67:
opengl_rendermode(LIT);
break;
case 68:
opengl_rendermode(WIREFRAME);
break;
case 69:
gameobject_set_sensor(js2int(argv[1]), JS_ToBool(js, argv[2]));
break;
case 70:
ret = vec2js(world2go(js2go(argv[1]), js2vec2(argv[2])));
break;
case 71:
ret = vec2js(go2world(js2go(argv[1]), js2vec2(argv[2])));
break;
case 72:
ret = vec2js(cpSpaceGetGravity(space));
break;
case 73:
cpSpaceSetDamping(space, js2number(argv[1]));
break;
case 74:
ret = JS_NewFloat64(js, cpSpaceGetDamping(space));
break;
case 75:
js2go(argv[1])->layer = js2int(argv[2]);
break;
case 76:
set_cat_mask(js2int(argv[1]), js2bitmask(argv[2]));
break;
case 77:
break;
case 78:
break;
case 79:
ret = JS_NewBool(js, phys_stepping());
break;
case 80:
ret = ints2js(phys2d_query_shape(js2ptr(argv[1])));
break;
case 81:
draw_arrow(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3]), js2int(argv[4]));
break;
case 82:
gameobject_draw_debug(js2int(argv[1]));
break;
case 83:
draw_edge(js2cpvec2arr(argv[1]), js_arrlen(argv[1]), js2color(argv[2]), js2number(argv[3]), 0, 0, js2color(argv[2]), 10);
break;
case 84:
ret = JS_NewString(js, consolelog);
break;
case 85:
ret = vec2js(cpvproject(js2vec2(argv[1]), js2vec2(argv[2])));
break;
case 86:
ret = ints2js(phys2d_query_box_points(js2vec2(argv[1]), js2vec2(argv[2]), js2cpvec2arr(argv[3]), js2int(argv[4])));
break;
case 87:
str = JS_ToCString(js, argv[1]);
// mini_music_play(str);
break;
case 88:
// mini_music_pause();
break;
case 89:
// mini_music_stop();
break;
case 90:
str = JS_ToCString(js, argv[1]);
window_set_icon(str);
break;
case 91:
str = JS_ToCString(js, argv[1]);
log_print(str);
break;
case 92:
logLevel = js2int(argv[1]);
break;
case 93:
ret = int2js(logLevel);
break;
case 94:
str = JS_ToCString(js, argv[1]);
texture_pullfromfile(str)->opts.mips = js2bool(argv[2]);
texture_sync(str);
break;
case 95:
str = JS_ToCString(js, argv[1]);
texture_pullfromfile(str)->opts.sprite = js2bool(argv[2]);
texture_sync(str);
break;
case 96:
id2sprite(js2int(argv[1]))->color = js2color(argv[2]);
break;
case 97:
eye = HMM_AddV3(eye, (HMM_Vec3){0, 0.01, 0});
break;
case 98:
eye = HMM_AddV3(eye, (HMM_Vec3){0, -0.01, 0});
break;
case 99:
eye = HMM_AddV3(eye, (HMM_Vec3){-0.01, 0, 0});
break;
case 100:
eye = HMM_AddV3(eye, (HMM_Vec3){0.01, 0,0});
break;
case 101:
eye = HMM_AddV3(eye, (HMM_Vec3){0,0,-0.01});
break;
case 102:
eye = HMM_AddV3(eye,(HMM_Vec3){0,0,0.01});
break;
case 103:
ret = num2js(js2go(argv[1])->scale);
break;
case 104:
ret = bool2js(js2go(argv[1])->flipx == -1 ? 1 : 0);
break;
case 105:
ret = bool2js(js2go(argv[1])->flipy == -1 ? 1 : 0);
break;
case 106:
js2go(argv[1])->e = js2number(argv[2]);
break;
case 107:
ret = num2js(js2go(argv[1])->e);
break;
case 108:
js2go(argv[1])->f = js2number(argv[2]);
break;
case 109:
ret = num2js(js2go(argv[1])->f);
break;
case 110:
ret = num2js(js2go(argv[1])->e);
break;
case 111:
ret = v22js(js2sprite(argv[1])->pos);
break;
case 112:
ret = num2js(((struct phys2d_edge*)js2ptr(argv[1]))->thickness);
break;
case 113:
js2go(argv[1])->ref = JS_DupValue(js,argv[2]);
break;
case 114:
ret = bool2js(js2sprite(argv[1])->enabled);
break;
case 115:
draw_circle(js2vec2(argv[1]), js2number(argv[2]), js2number(argv[2]), js2color(argv[3]), -1);
break;
case 116:
ret = str2js(tex_get_path(js2sprite(argv[1])->tex));
break;
case 117:
str = JS_ToCString(js, argv[1]);
ret = script_runfile(str);
break;
case 118:
str = JS_ToCString(js,argv[1]);
ret = bb2js(text_bb(str, js2number(argv[2]), js2number(argv[3]), 1.0));
break;
case 119:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, file_mod_secs(str));
break;
case 120:
ret = str2js(engine_info());
break;
case 121:
ret = num2js(get_timescale());
break;
case 122:
break;
case 123:
str = JS_ToCString(js, argv[1]);
str2 = JS_ToCString(js, argv[3]);
script_eval_w_env(str, argv[2], str2);
break;
case 124:
str = JS_ToCString(js, argv[1]);
pack_engine(str);
break;
case 125:
mainwin.width = js2int(argv[1]);
break;
case 126:
mainwin.height = js2int(argv[1]);
break;
case 127:
ret = JS_NewInt64(js, stm_now());
break;
case 128:
YughWarn("%g",stm_ms(9737310));
ret = JS_NewFloat64(js, stm_ns(js2uint64(argv[1])));
break;
case 129:
ret = JS_NewFloat64(js, stm_us(js2uint64(argv[1])));
break;
case 130:
ret = JS_NewFloat64(js, stm_ms(js2uint64(argv[1])));
break;
case 131:
gif_rec_start(js2int(argv[1]), js2int(argv[2]), js2int(argv[3]), js2int(argv[4]));
break;
case 132:
str = JS_ToCString(js, argv[1]);
gif_rec_end(str);
break;
case 133:
ret = JS_NewFloat64(js, appTime);
break;
case 134:
str = JS_ToCString(js,argv[1]);
app_name(str);
break;
case 135:
ret = float2js(cam_zoom());
break;
case 136:
ret = v22js(world2screen(js2hmmv2(argv[1])));
break;
case 137:
ret = v22js(screen2world(js2hmmv2(argv[1])));
break;
case 138:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, jso_file(str));
break;
case 139:
str = JS_ToCString(js,argv[1]);
ret = JS_NewInt64(js, gif_nframes(str));
break;
case 140:
sg_apply_scissor_rectf(js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), js2number(argv[4]), 0);
break;
case 141:
text_flush(&hudproj);
break;
}
if (str)
JS_FreeCString(js, str);
if (str2)
JS_FreeCString(js, str2);
if (d1) free(d1);
if (d2) free(d2);
if (!JS_IsNull(ret)) {
return ret;
}
return JS_NULL;
}
JSValue duk_register(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct callee c;
c.fn = argv[1];
c.obj = argv[2];
switch (cmd) {
case 0:
register_update(c);
break;
case 1:
register_physics(c);
break;
case 2:
register_gui(c);
break;
case 3:
register_nk_gui(c);
break;
case 4:
// unregister_obj(obj);
break;
case 5:
// unregister_gui(c);
break;
case 6:
register_debug(c);
break;
case 7:
register_pawn(c);
break;
case 8:
register_gamepad(c);
break;
case 9:
stacktrace_callee = c;
break;
case 10:
register_draw(c);
break;
}
return JS_NULL;
}
void gameobject_add_shape_collider(int go, struct callee c, struct phys2d_shape *shape) {
struct shape_cb shapecb;
shapecb.shape = shape;
shapecb.cbs.begin = c;
arrpush(id2go(go)->shape_cbs, shapecb);
}
JSValue duk_register_collide(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
int go = js2int(argv[3]);
struct callee c;
c.fn = argv[1];
c.obj = argv[2];
switch (cmd) {
case 0:
id2go(go)->cbs.begin = c;
break;
case 1:
gameobject_add_shape_collider(go, c, js2ptr(argv[4]));
break;
case 2:
phys2d_rm_go_handlers(go);
break;
case 3:
id2go(go)->cbs.separate = c;
break;
}
return JS_NULL;
}
JSValue duk_sys_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
switch (cmd) {
case 0:
quit();
break;
case 1:
sim_start();
cpSpaceReindexStatic(space);
break;
case 2:
sim_pause();
break;
case 3:
sim_pause();
break;
case 4:
sim_step();
break;
case 5:
return JS_NewBool(js, sim_playing());
case 6:
return JS_NewBool(js, sim_paused());
case 7:
return JS_NewInt64(js, MakeGameobject());
case 8:
return JS_NewInt64(js, frame_fps());
case 9: /* Clear the level out */
new_level();
break;
case 10:
editor_mode = js2bool(argv[1]);
break;
}
return JS_NULL;
}
JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
return JS_NewInt64(js, MakeGameobject());
}
JSValue duk_yughlog(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
const char *s = JS_ToCString(js, argv[1]);
const char *f = JS_ToCString(js, argv[2]);
int line = js2int(argv[3]);
mYughLog(1, cmd, line, f, s);
JS_FreeCString(js, s);
JS_FreeCString(js, f);
return JS_NULL;
}
JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
int id = js2int(argv[1]);
struct gameobject *go = get_gameobject_from_id(id);
if (!go) return JS_NULL;
/* TODO: Possible that reindexing shapes only needs done for static shapes? */
switch (cmd) {
case 0:
gameobject_setangle(go, js2number(argv[2]));
break;
case 1:
go->bodytype = js2int(argv[2]);
cpBodySetType(go->body, go->bodytype);
gameobject_apply(go);
break;
case 2:
cpBodySetPosition(go->body, js2vec2(argv[2]));
break;
case 3:
gameobject_move(go, js2vec2(argv[2]));
break;
case 4:
cpBodyApplyImpulseAtWorldPoint(go->body, js2vec2(argv[2]), cpBodyGetPosition(go->body));
return JS_NULL;
case 5:
go->flipx = JS_ToBool(js, argv[2]);
break;
case 6:
go->flipy = JS_ToBool(js, argv[2]);
break;
case 7:
go->mass = js2number(argv[2]);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC)
cpBodySetMass(go->body, go->mass);
break;
case 8:
cpBodySetAngularVelocity(go->body, js2number(argv[2]));
return JS_NULL;
case 9:
cpBodySetVelocity(go->body, js2vec2(argv[2]));
return JS_NULL;
case 10:
go->e = fmax(js2number(argv[2]), 0);
break;
case 11:
go->f = fmax(js2number(argv[2]), 0);
break;
case 12:
cpBodyApplyForceAtWorldPoint(go->body, js2vec2(argv[2]), cpBodyGetPosition(go->body));
return JS_NULL;
case 13:
cpBodySetMoment(go->body, js2number(argv[2]));
return JS_NULL;
}
cpSpaceReindexShapesForBody(space, go->body);
return JS_NULL;
}
JSValue duk_q_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int q = js2int(argv[0]);
struct gameobject *go = get_gameobject_from_id(js2int(argv[1]));
if (!go) return JS_NULL;
switch (q) {
case 0:
return JS_NewInt64(js, cpBodyGetType(go->body));
case 1:
return vec2js(cpBodyGetPosition(go->body));
case 2:
return JS_NewFloat64(js, cpBodyGetAngle(go->body));
case 3:
return vec2js(cpBodyGetVelocity(go->body));
case 4:
return JS_NewFloat64(js, cpBodyGetAngularVelocity(go->body));
case 5:
return JS_NewFloat64(js, cpBodyGetMass(go->body));
case 6:
return JS_NewFloat64(js, cpBodyGetMoment(go->body));
case 7:
return JS_NewBool(js, phys2d_in_air(go->body));
}
return JS_NULL;
}
JSValue duk_make_sprite(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
JSValue sprite = JS_NewObject(js);
js_setprop_str(sprite,"id",JS_NewInt64(js, make_sprite(js2int(argv[0]))));
return sprite;
}
/* Make anim from texture */
JSValue duk_make_anim2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const char *path = JS_ToCString(js, argv[0]);
int frames = js2int(argv[1]);
int fps = js2int(argv[2]);
struct TexAnim *anim = anim2d_from_tex(path, frames, fps);
JS_FreeCString(js, path);
return ptr2js(anim);
}
JSValue duk_make_box2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int go = js2int(argv[0]);
cpVect size = js2vec2(argv[1]);
cpVect offset = js2vec2(argv[2]);
struct phys2d_box *box = Make2DBox(go);
box->w = size.x;
box->h = size.y;
box->offset[0] = offset.x;
box->offset[1] = offset.y;
phys2d_applybox(box);
JSValue boxval = JS_NewObject(js);
js_setprop_str(boxval, "id", ptr2js(box));
js_setprop_str(boxval, "shape", ptr2js(&box->shape));
return boxval;
}
JSValue duk_cmd_box2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct phys2d_box *box = js2ptr(argv[1]);
cpVect arg;
if (!box) return JS_NULL;
switch (cmd) {
case 0:
arg = js2vec2(argv[2]);
box->w = arg.x;
box->h = arg.y;
break;
case 1:
arg = js2vec2(argv[2]);
box->offset[0] = arg.x;
box->offset[1] = arg.y;
break;
case 2:
box->rotation = js2number(argv[2]);
break;
}
phys2d_applybox(box);
return JS_NULL;
}
JSValue duk_make_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int go = js2int(argv[0]);
struct phys2d_circle *circle = Make2DCircle(go);
JSValue circleval = JS_NewObject(js);
js_setprop_str(circleval, "id", ptr2js(circle));
js_setprop_str(circleval, "shape", ptr2js(&circle->shape));
return circleval;
}
JSValue duk_cmd_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct phys2d_circle *circle = js2ptr(argv[1]);
if (!circle) return JS_NULL;
switch (cmd) {
case 0:
circle->radius = js2number(argv[2]);
break;
case 1:
circle->offset = js2vec2(argv[2]);
break;
case 2:
return num2js(circle->radius);
case 3:
return vec2js(circle->offset);
}
phys2d_applycircle(circle);
return JS_NULL;
}
JSValue duk_make_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int go = js2int(argv[0]);
struct phys2d_poly *poly = Make2DPoly(go);
phys2d_poly_setverts(poly, js2cpvec2arr(argv[1]));
JSValue polyval = JS_NewObject(js);
js_setprop_str(polyval, "id", ptr2js(poly));
js_setprop_str(polyval, "shape", ptr2js(&poly->shape));
return polyval;
}
JSValue duk_cmd_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct phys2d_poly *poly = js2ptr(argv[1]);
if (!poly) return JS_NULL;
switch (cmd) {
case 0:
phys2d_poly_setverts(poly, js2cpvec2arr(argv[2]));
break;
}
return JS_NULL;
}
JSValue duk_make_edge2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int go = js2int(argv[0]);
struct phys2d_edge *edge = Make2DEdge(go);
int n = js_arrlen(argv[1]);
cpVect points[n];
for (int i = 0; i < n; i++) {
points[i] = js2vec2(js_getpropidx(argv[1],i));
phys2d_edgeaddvert(edge);
phys2d_edge_setvert(edge, i, points[i]);
}
JSValue edgeval = JS_NewObject(js);
js_setprop_str(edgeval, "id", ptr2js(edge));
js_setprop_str(edgeval, "shape", ptr2js(&edge->shape));
return edgeval;
}
JSValue duk_cmd_edge2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct phys2d_edge *edge = js2ptr(argv[1]);
if (!edge) return JS_NULL;
switch (cmd) {
case 0:
phys2d_edge_clearverts(edge);
phys2d_edge_addverts(edge, js2cpvec2arr(argv[2]));
break;
case 1:
edge->thickness = js2number(argv[2]);
break;
}
return JS_NULL;
}
JSValue duk_inflate_cpv(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
cpVect *points = js2cpvec2arr(argv[0]);
int n = js2int(argv[1]);
double d = js2number(argv[2]);
cpVect inflate_out[n];
cpVect inflate_in[n];
inflatepoints(inflate_out, points, d, n);
inflatepoints(inflate_in, points, -d, n);
JSValue arr = JS_NewArray(js);
js_setprop_num(arr, 0, vecarr2js(inflate_out, n));
js_setprop_num(arr, 1, vecarr2js(inflate_in, n));
return arr;
}
/* These are anims for controlling properties on an object */
JSValue duk_anim(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
JSValue prop = argv[0];
int keyframes = js_arrlen(argv[1]);
YughInfo("Processing %d keyframes.", keyframes);
struct anim a = make_anim();
for (int i = 0; i < keyframes; i++) {
struct keyframe k;
cpVect v = js2vec2(js_getpropidx( argv[1], i));
k.time = v.y;
k.val = v.x;
a = anim_add_keyframe(a, k);
}
for (double i = 0; i < 3.0; i = i + 0.1) {
YughInfo("Val is now %f at time %f", anim_val(a, i), i);
JSValue vv = num2js(anim_val(a, i));
JSValue e = JS_Call(js, prop, globalThis, 1, &vv);
JS_FreeValue(js,e);
JS_FreeValue(js,vv);
}
return JS_NULL;
}
JSValue duk_make_timer(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
double secs = js2number(argv[1]);
struct callee *c = malloc(sizeof(*c));
c->fn = JS_DupValue(js, argv[0]);
c->obj = globalThis;
int id = timer_make(secs, call_callee, c, 1, js2bool(argv[2]));
return JS_NewInt64(js, id);
}
JSValue duk_cmd_points(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
{
int n = js_arrlen(argv[1]);
cpVect points[n];
for (int i = 0; i < n; i++)
points[i] = js2vec2(js_arridx(argv[1], i));
int cmd = js2int(argv[0]);
switch(cmd) {
case 0:
draw_poly(points, n, js2color(argv[2]));
break;
}
return JS_NULL;
}
#define DUK_FUNC(NAME, ARGS) JS_SetPropertyStr(js, globalThis, #NAME, JS_NewCFunction(js, duk_##NAME, #NAME, ARGS));
void ffi_load() {
globalThis = JS_GetGlobalObject(js);
DUK_FUNC(yughlog, 4)
DUK_FUNC(make_gameobject, 0)
DUK_FUNC(set_body, 3)
DUK_FUNC(q_body, 2)
DUK_FUNC(sys_cmd, 1)
DUK_FUNC(make_sprite, 1)
DUK_FUNC(make_anim2d, 3)
DUK_FUNC(spline_cmd, 6)
DUK_FUNC(make_box2d, 3)
DUK_FUNC(cmd_box2d, 6)
DUK_FUNC(make_circle2d, 1)
DUK_FUNC(cmd_circle2d, 6)
DUK_FUNC(make_poly2d, 2)
DUK_FUNC(cmd_poly2d, 6)
DUK_FUNC(make_edge2d, 3)
DUK_FUNC(cmd_edge2d, 6)
DUK_FUNC(make_timer, 3)
DUK_FUNC(cmd_points, 5);
DUK_FUNC(cmd, 6)
DUK_FUNC(register, 3)
DUK_FUNC(register_collide, 6)
DUK_FUNC(ui_text, 8)
DUK_FUNC(gui_img, 10)
DUK_FUNC(inflate_cpv, 3)
DUK_FUNC(anim, 2)
JS_FreeValue(js,globalThis);
}