prosperon/source/engine/mrbffi.c
2023-01-09 21:35:05 +00:00

625 lines
14 KiB
C

#include "mrbffi.h"
#include "s7.h"
#include "font.h"
#include "script.h"
#include "string.h"
#include "window.h"
#include "editor.h"
#include "engine.h"
#include "log.h"
#include "input.h"
#include "gameobject.h"
#include "openglrender.h"
#include "2dphysics.h"
#include "sprite.h"
#include "anim.h"
#include "yugine.h"
#include "s7.h"
#include "nuke.h"
cpVect s7tovec2(s7_scheme *sc, s7_pointer s7vec) {
cpVect ret;
ret.x = s7_real(s7_vector_ref(sc, s7vec, 0));
ret.y = s7_real(s7_vector_ref(sc, s7vec, 1));
return ret;
}
extern s7_scheme *s7;
/* FFI */
s7_pointer s7_ui_label(s7_scheme *sc, s7_pointer args) {
if (s7_is_string(s7_car(args))) {
nuke_label(s7_string(s7_car(args)));
return s7_make_boolean(sc, 1);
}
return s7_wrong_type_arg_error(sc, "ui_label", 1, args, "Should be a string.");
}
s7_pointer s7_ui_btn(s7_scheme *sc, s7_pointer args) {
return s7_make_boolean(sc, nuke_btn(s7_string(s7_car(args))));
}
s7_pointer s7_ui_nel(s7_scheme *sc, s7_pointer args) {
nuke_nel(s7_integer(s7_cadr(args)));
return s7_make_boolean(sc, 1);
}
s7_pointer s7_ui_prop(s7_scheme *sc, s7_pointer args) {
float val = s7_real(s7_cadr(args));
nuke_prop_float(s7_string(s7_car(args)), (float)s7_real(s7_caddr(args)), &val, s7_real(s7_cadddr(args)), s7_real(s7_car(s7_cddddr(args))), s7_real(s7_car(s7_cdr(s7_cddddr(args)))));
return s7_make_real(sc, val);
}
s7_pointer s7_ui_text(s7_scheme *sc, s7_pointer args) {
const char *s = s7_string(s7_car(args));
int len = s7_integer(s7_cadr(args));
char str[len+1];
strncpy(str,s,len);
nuke_edit_str(str);
return s7_make_string(sc, str);
}
s7_pointer s7_gui_text(s7_scheme *sc, s7_pointer args) {
const char *s = s7_string(s7_car(args));
cpVect pos = s7tovec2(sc, s7_cadr(args));
float fpos[2] = {pos.x, pos.y};
float size = s7_real(s7_caddr(args));
const float white[3] = {1.f, 1.f, 1.f};
renderText(s, fpos, size, white, 1800);
return s7_car(args);
}
s7_pointer s7_gui_img(s7_scheme *sc, s7_pointer args) {
const char *img = s7_string(s7_car(args));
cpVect pos = s7tovec2(sc, s7_cadr(args));
gui_draw_img(img, pos.x, pos.y);
return args;
}
s7_pointer s7_settings_cmd(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
double val = s7_real(s7_cadr(args));
switch(cmd) {
case 0: // render fps
renderMS = val;
break;
case 1:
updateMS = val;
break;
case 2:
physMS = val;
break;
case 3:
debug_draw_phys(val);
break;
case 4:
set_timescale(val);
break;
case 5:
add_zoom(val);
break;
}
return args;
}
s7_pointer s7_log(s7_scheme *sc, s7_pointer args) {
int lvl = s7_integer(s7_car(args));
const char *msg = s7_string(s7_cadr(args));
const char *file = s7_string(s7_caddr(args));
int line = s7_integer(s7_cadddr(args));
mYughLog(1, lvl, line, file, msg);
return args;
}
/* Call like (ui_rendertext "string" (xpos ypos) size) */
s7_pointer s7_ui_rendertext(s7_scheme *sc, s7_pointer args) {
const char *s = s7_string(s7_car(args));
s7_pointer s7pos = s7_cadr(args);
cpVect cpos = s7tovec2(sc, s7_cadr(args));
double pos[2] = { cpos.x, cpos.y };
double size = s7_real(s7_caddr(args));
double white[3] = {1.f, 1.f, 1.f};
renderText(s, pos, size, white, 0);
return args;
}
s7_pointer s7_win_cmd(s7_scheme *sc, s7_pointer args) {
int win = s7_integer(s7_car(args));
int cmd = s7_integer(s7_cadr(args));
struct window *w = window_i(win);
/*
3: return win width
4: return win height
*/
switch (cmd) {
case 0: /* toggle fullscreen */
window_togglefullscreen(w);
break;
case 1: /* Fullscreen on */
window_makefullscreen(w);
break;
case 2: /* Fullscreen off */
window_unfullscreen(w);
break;
case 3:
return s7_make_integer(sc, w->width);
break;
case 4:
return s7_make_integer(sc, w->height);
break;
}
return args;
}
s7_pointer s7_win_make(s7_scheme *sc, s7_pointer args) {
const char *title = s7_string(s7_car(args));
int w = s7_integer(s7_cadr(args));
int h = s7_integer(s7_caddr(args));
struct window *win = MakeSDLWindow(title, w, h, 0);
return s7_make_integer(sc, win->id);
}
s7_pointer s7_gen_cmd(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
const char *s = s7_string(s7_cadr(args));
/* Branch table for general commands from scheme */
/* 0 : load level */
/* 1: load prefab */
int response = 0;
switch (cmd) {
case 0:
load_level(s);
break;
case 1:
response = gameobject_makefromprefab(s);
break;
}
return s7_make_integer(sc, response);
}
s7_pointer s7_sys_cmd(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
switch (cmd) {
case 0:
quit();
break;
case 1:
sim_start();
break;
case 2:
sim_stop();
break;
case 3:
sim_pause();
break;
case 4:
sim_step();
break;
case 5:
return s7_make_boolean(sc, sim_playing());
case 6:
return s7_make_boolean(sc, sim_paused());
case 7:
return s7_make_integer(sc, MakeGameobject());
case 8:
return s7_make_integer(sc, frame_fps());
case 9: /* Clear the level out */
new_level();
break;
}
return args;
}
s7_pointer s7_sound_cmd(s7_scheme *sc, s7_pointer args) {
int sound = s7_integer(s7_car(args));
int cmd = s7_integer(s7_cadr(args));
switch (cmd) {
case 0: // play
break;
case 1: // pause
break;
case 2: // stop
break;
case 3: // play from beginning
break;
}
return args;
}
s7_pointer s7_gui_hook(s7_scheme *sc, s7_pointer args) {
s7_pointer cb = s7_car(args);
script_call_sym(cb);
return cb;
}
s7_pointer s7_register(s7_scheme *sc, s7_pointer args) {
int hook = s7_integer(s7_car(args));
s7_pointer sym = s7_cadr(args);
s7_gc_protect(sc, sym);
/* 0 : update */
/* 1 : gui */
/* 2 : physics */
switch (hook) {
case 0:
register_update(sym);
break;
case 1:
register_gui(sym);
break;
case 2:
register_physics(sym);
break;
}
return sym;
}
s7_pointer s7_obregister(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
s7_pointer sym = s7_cadr(args);
s7_pointer env = s7_caddr(args);
s7_gc_protect(sc, sym);
s7_gc_protect(sc, env);
register_obupdate(env, sym);
}
s7_pointer s7_set_pawn(s7_scheme *sc, s7_pointer args) {
s7_pointer pawn = s7_car(args);
s7_gc_protect(sc, pawn);
set_pawn(pawn);
return args;
}
s7_pointer s7_set_body(s7_scheme *sc, s7_pointer args) {
int id = s7_integer(s7_car(args));
int cmd = s7_integer(s7_cadr(args));
struct gameobject *go = get_gameobject_from_id(id);
switch (cmd) {
case 0:
gameobject_setangle(go, s7_real(s7_caddr(args)));
break;
case 1:
cpBodySetType(go->body, s7_integer(s7_caddr(args)));
break;
case 2:
cpBodySetPosition(go->body, s7tovec2(sc, s7_caddr(args)));
break;
case 3:
gameobject_move(go, s7tovec2(sc, s7_caddr(args)));
break;
case 4:
cpBodyApplyImpulseAtWorldPoint(go->body, s7tovec2(sc, s7_caddr(args)), cpBodyGetPosition(go->body));
break;
case 5:
go->flipx = s7_boolean(sc, s7_caddr(args)) ? -1 : 1;
break;
case 6:
go->flipy = s7_boolean(sc, s7_caddr(args)) ? -1 : 1;
break;
}
return args;
}
s7_pointer s7_phys_cmd(s7_scheme *sc, s7_pointer args) {
int go = s7_integer(s7_car(args));
int cmd = s7_integer(s7_cadr(args));
s7_pointer env = s7_caddr(args);
if (go == -1) return s7_nil(sc);
phys2d_add_handler_type(cmd, get_gameobject_from_id(go), env);
}
/* Query physics bodies */
s7_pointer s7_phys_q(s7_scheme *sc, s7_pointer args) {
struct gameobject * go = get_gameobject_from_id(s7_integer(s7_car(args)));
int q = s7_integer(s7_cadr(args));
s7_pointer ret;
/* Queries about a body
0: body type of static, dynamic, kinematic
1: body position
2: body rotation
*/
switch(q) {
case 0:
return s7_make_integer(sc, cpBodyGetType(go->body));
case 1:
ret = s7_make_vector(sc, 2);
s7_vector_set(sc, ret, 0, s7_make_real(sc, cpBodyGetPosition(go->body).x));
s7_vector_set(sc, ret, 1, s7_make_real(sc, cpBodyGetPosition(go->body).y));
return ret;
case 2:
return s7_make_real(sc, cpBodyGetAngle(go->body));
}
}
s7_pointer s7_phys_set(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
double x = s7_real(s7_cadr(args));
double y = s7_real(s7_caddr(args));
phys2d_set_gravity(x, y);
}
s7_pointer s7_int_cmd(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
int val = s7_integer(s7_cadr(args));
switch (cmd) {
case 0:
set_cam_body(get_gameobject_from_id(val)->body);
break;
}
}
s7_pointer s7_yield(s7_scheme *sc, s7_pointer args) {
/* arg 1: condition
arg 2: function to run
*/
s7_pointer cond = s7_car(args);
s7_pointer func = s7_cadr(args);
}
void timer_s7_call(s7_pointer sym) {
s7_call(s7, sym, s7_nil(s7));
}
s7_pointer s7_timer(s7_scheme *sc, s7_pointer args) {
double delay = s7_real(s7_car(args));
s7_pointer sym = s7_cadr(args);
struct timer *timer = timer_make(delay, timer_s7_call, sym);
timer_start(timer);
return args;
}
s7_pointer s7_timer_cmd(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
int id = s7_integer(s7_cadr(args));
struct timer *t = NULL;
switch (cmd) {
case 0:
timer_pause(t);
break;
case 1:
timer_start(t);
break;
case 2:
timer_stop(t);
break;
}
return args;
}
s7_pointer s7_anim(s7_scheme *sc, s7_pointer args) {
s7_pointer prop = s7_car(args);
s7_pointer keyframes = s7_cadr(args);
YughInfo("Animating property %s.", s7_symbol_name(prop));
struct anim a = make_anim();
for (int i = 0; i < s7_list_length(sc, keyframes); i++) {
struct keyframe k;
s7_pointer kf = s7_list_ref(sc, keyframes, i);
k.time = s7_real(s7_car(kf));
k.val = s7_real(s7_cadr(kf));
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);
s7_symbol_set_value(sc, prop, s7_make_real(sc, anim_val(a, i)));
}
free_anim(a);
}
s7_pointer s7_anim_cmd(s7_scheme *sc, s7_pointer args) {
int cmd = s7_integer(s7_car(args));
int body = s7_integer(s7_cadr(args));
s7_pointer sym = s7_caddr(args);
switch (cmd) {
case 0:
YughInfo("Playing animation called %s.", s7_symbol_name(sym));
break;
}
return args;
}
s7_pointer s7_make_gameobject(s7_scheme *sc, s7_pointer args) {
int g = MakeGameobject();
struct gameobject *go = get_gameobject_from_id(g);
go->scale = s7_real(s7_car(args));
go->bodytype = s7_integer(s7_cadr(args));
go->mass = s7_real(s7_caddr(args));
go->f = s7_real(s7_cadddr(args));
go->e = s7_real(s7_list_ref(sc, args, 4));
go->flipx = s7_boolean(sc, s7_list_ref(sc, args, 5)) ? -1 : 1;
go->flipy = s7_boolean(sc, s7_list_ref(sc, args, 6)) ? -1 : 1;
gameobject_apply(go);
return s7_make_integer(sc, g);
}
s7_pointer s7_make_sprite(s7_scheme *sc, s7_pointer args) {
int go = s7_integer(s7_car(args));
const char *path = s7_string(s7_cadr(args));
cpVect pos = s7tovec2(sc, s7_caddr(args));
struct sprite *sp = make_sprite(get_gameobject_from_id(go));
sprite_loadtex(sp, path);
sp->pos[0] = pos.x;
sp->pos[1] = pos.y;
return args;
}
s7_pointer s7_make_box2d(s7_scheme *sc, s7_pointer args) {
int go = s7_integer(s7_car(args));
cpVect size = s7tovec2(sc, s7_cadr(args));
cpVect offset = s7tovec2(sc, s7_caddr(args));
struct phys2d_box *box = Make2DBox(get_gameobject_from_id(go));
box->w = size.x;
box->h = size.y;
box->offset[0] = offset.x;
box->offset[1] = offset.y;
phys2d_boxinit(box, get_gameobject_from_id(go));
return args;
}
s7_pointer s7_make_circ2d(s7_scheme *sc, s7_pointer args) {
int go = s7_integer(s7_car(args));
double radius = s7_real(s7_cadr(args));
cpVect offset = s7tovec2(sc, s7_caddr(args));
struct phys2d_circle *circle = Make2DCircle(get_gameobject_from_id(go));
circle->radius = radius;
circle->offset[0] = offset.x;
circle->offset[1] = offset.y;
phys2d_circleinit(circle, get_gameobject_from_id(go));
return s7_make_integer(sc, get_gameobject_from_id(go));
}
#define S7_FUNC(NAME, ARGS) s7_define_function(s7, #NAME, s7_ ##NAME, ARGS, 0, 0, "")
void ffi_load() {
S7_FUNC(ui_label, 1);
S7_FUNC(ui_btn, 1);
S7_FUNC(ui_nel, 1);
S7_FUNC(ui_prop, 6);
S7_FUNC(ui_text, 2);
S7_FUNC(ui_rendertext, 3);
S7_FUNC(gui_text, 3);
S7_FUNC(gui_img, 2);
S7_FUNC(gen_cmd, 2);
S7_FUNC(sys_cmd, 1);
S7_FUNC(settings_cmd, 2);
S7_FUNC(win_cmd, 2);
S7_FUNC(win_make, 3);
S7_FUNC(sound_cmd, 2);
S7_FUNC(gui_hook, 1);
S7_FUNC(register, 2);
S7_FUNC(obregister, 3);
S7_FUNC(set_pawn, 1);
S7_FUNC(set_body, 3);
S7_FUNC(phys_cmd, 3);
S7_FUNC(phys_q, 2);
S7_FUNC(phys_set, 3);
S7_FUNC(int_cmd, 2);
S7_FUNC(log, 4);
S7_FUNC(yield, 2);
S7_FUNC(timer, 2);
S7_FUNC(timer_cmd, 2);
S7_FUNC(anim, 2);
S7_FUNC(anim_cmd, 3);
S7_FUNC(make_gameobject, 7);
S7_FUNC(make_sprite, 3);
S7_FUNC(make_box2d, 3);
S7_FUNC(make_circ2d, 3);
}