prosperon/source/engine/jsffi.c
2024-01-01 13:44:43 +00:00

1935 lines
43 KiB
C

#include "jsffi.h"
#include "script.h"
#include "anim.h"
#include "timer.h"
#include "debug.h"
#include "debugdraw.h"
#include "font.h"
#include "gameobject.h"
#include "input.h"
#include "log.h"
#include "dsp.h"
#include "music.h"
#include "2dphysics.h"
#include "datastream.h"
#include "sound.h"
#include "sprite.h"
#include "stb_ds.h"
#include "string.h"
#include "window.h"
#include "spline.h"
#include "yugine.h"
#include <assert.h>
#include "resources.h"
#include <sokol/sokol_time.h>
#include "render.h"
#include "model.h"
#include "HandmadeMath.h"
static JSValue globalThis;
static JSClassID js_ptr_id;
static JSClassDef js_ptr_class = { "POINTER" };
#define QJSCLASS(TYPE)\
static JSClassID js_ ## TYPE ## _id;\
static void js_##TYPE##_finalizer(JSRuntime *rt, JSValue val){\
TYPE *n = JS_GetOpaque(val, js_##TYPE##_id);\
TYPE##_free(n);}\
static JSClassDef js_##TYPE##_class = {\
#TYPE,\
.finalizer = js_##TYPE##_finalizer,\
};\
static TYPE *js2##TYPE (JSValue val) { return JS_GetOpaque(val,js_##TYPE##_id); }\
static JSValue TYPE##2js(TYPE *n) { \
JSValue j = JS_NewObjectClass(js,js_##TYPE##_id);\
JS_SetOpaque(j,n);\
return j; }\
QJSCLASS(dsp_node)
QJSCLASS(gameobject)
#define QJSCLASSPREP(TYPE) \
JS_NewClassID(&js_##TYPE##_id);\
JS_NewClass(JS_GetRuntime(js), js_##TYPE##_id, &js_##TYPE##_class);\
#define BYTE_TO_BINARY_PATTERN "%c%c%c%c%c%c%c%c"
#define BYTE_TO_BINARY(byte) \
(byte & 0x80 ? '1' : '0'), \
(byte & 0x40 ? '1' : '0'), \
(byte & 0x20 ? '1' : '0'), \
(byte & 0x10 ? '1' : '0'), \
(byte & 0x08 ? '1' : '0'), \
(byte & 0x04 ? '1' : '0'), \
(byte & 0x02 ? '1' : '0'), \
(byte & 0x01 ? '1' : '0')
void js_setprop_str(JSValue obj, const char *prop, JSValue v) { JS_SetPropertyStr(js, obj, prop, v); }
JSValue jstzone()
{
time_t t = time(NULL);
time_t local_t = mktime(localtime(&t));
double diff = difftime(t, local_t);
return num2js(diff/3600);
}
int js2bool(JSValue v) { return JS_ToBool(js, v); }
JSValue bool2js(int b) { return JS_NewBool(js,b); }
JSValue jsdst()
{
time_t t = time(NULL);
return bool2js(localtime(&t)->tm_isdst);
}
JSValue jscurtime()
{
time_t t;
time(&t);
JSValue jst = num2js(t);
return jst;
}
void js_setprop_num(JSValue obj, uint32_t i, JSValue v) { JS_SetPropertyUint32(js, obj, i, v); }
JSValue gos2ref(gameobject **go)
{
JSValue array = JS_NewArray(js);
for (int i = 0; i < arrlen(go); i++)
js_setprop_num(array,i,JS_DupValue(js,go[i]->ref));
return array;
}
JSValue js_getpropstr(JSValue v, const char *str)
{
JSValue p = JS_GetPropertyStr(js,v,str);
JS_FreeValue(js,p);
return p;
}
JSValue js_getpropidx(JSValue v, uint32_t i)
{
JSValue p = JS_GetPropertyUint32(js,v,i);
JS_FreeValue(js,p);
return p;
}
static inline cpBody *js2body(JSValue v) { return js2gameobject(v)->body; }
uint64_t js2uint64(JSValue v)
{
int64_t i;
JS_ToInt64(js, &i, v);
uint64_t n = i;
return n;
}
int js2int(JSValue v) {
int32_t i;
JS_ToInt32(js, &i, v);
return i;
}
JSValue int2js(int i) { return JS_NewInt64(js, i); }
JSValue str2js(const char *c) { return JS_NewString(js, c); }
const char *js2str(JSValue v) { return JS_ToCString(js, v); }
JSValue strarr2js(char **c)
{
JSValue arr = JS_NewArray(js);
for (int i = 0; i < arrlen(c); i++)
js_setprop_num(arr,i,JS_NewString(js, c[i]));
return arr;
}
double js2number(JSValue v) {
double g;
JS_ToFloat64(js, &g, v);
return g;
}
JSValue float2js(double g) { return JS_NewFloat64(js, g);}
JSValue num2js(double g) { return float2js(g); }
struct sprite *js2sprite(JSValue v) { return id2sprite(js2int(v)); }
void *js2ptr(JSValue v) { return JS_GetOpaque(v,js_ptr_id); }
JSValue ptr2js(void *ptr) {
JSValue obj = JS_NewObjectClass(js, js_ptr_id);
JS_SetOpaque(obj, ptr);
return obj;
}
struct timer *js2timer(JSValue v) { return id2timer(js2int(v)); }
double js_get_prop_number(JSValue v, const char *p) {
double num;
JS_ToFloat64(js, &num, js_getpropstr(v,p));
return num;
}
struct glrect js2glrect(JSValue v) {
struct glrect rect;
rect.s0 = js_get_prop_number(v, "s0");
rect.s1 = js_get_prop_number(v, "s1");
rect.t0 = js_get_prop_number(v, "t0");
rect.t1 = js_get_prop_number(v, "t1");
return rect;
}
JSValue js_arridx(JSValue v, int idx) { return js_getpropidx(v, idx); }
int js_arrlen(JSValue v) {
int len;
JS_ToInt32(js, &len, js_getpropstr( v, "length"));
return len;
}
struct rgba js2color(JSValue v) {
JSValue c[4];
for (int i = 0; i < 4; i++)
c[i] = js_arridx(v,i);
float a = JS_IsUndefined(c[3]) ? 1.0 : js2number(c[3]);
struct rgba color = {
.r = js2number(c[0])*RGBA_MAX,
.g = js2number(c[1])*RGBA_MAX,
.b = js2number(c[2])*RGBA_MAX,
.a = a*RGBA_MAX,
};
for (int i = 0; i < 4; i++)
JS_FreeValue(js,c[i]);
return color;
}
JSValue color2js(struct rgba color)
{
JSValue arr = JS_NewArray(js);
js_setprop_num(arr,0,JS_NewFloat64(js,(double)color.r/255));
js_setprop_num(arr,1,JS_NewFloat64(js,(double)color.g/255));
js_setprop_num(arr,2,JS_NewFloat64(js,(double)color.b/255));
js_setprop_num(arr,3,JS_NewFloat64(js,(double)color.a/255));
return arr;
}
struct boundingbox js2bb(JSValue v)
{
struct boundingbox bb;
bb.t = js2number(js_getpropstr(v,"t"));
bb.b = js2number(js_getpropstr(v,"b"));
bb.r = js2number(js_getpropstr(v,"r"));
bb.l = js2number(js_getpropstr(v,"l"));
return bb;
}
HMM_Vec2 js2vec2(JSValue v)
{
HMM_Vec2 v2;
v2.X = js2number(js_getpropidx(v,0));
v2.Y = js2number(js_getpropidx(v,1));
return v2;
}
cpBitmask js2bitmask(JSValue v) {
cpBitmask mask = 0;
int len = js_arrlen(v);
for (int i = 0; i < len; i++) {
int val = JS_ToBool(js, js_getpropidx( v, i));
if (!val) continue;
mask |= 1 << i;
}
return mask;
}
/* Does not need to be freed by returning; but not reentrant */
HMM_Vec2 *js2cpvec2arr(JSValue v) {
HMM_Vec2 *arr = NULL;
int n = js_arrlen(v);
arrsetlen(arr,n);
for (int i = 0; i < n; i++)
arr[i] = js2vec2(js_getpropidx( v, i));
return arr;
}
HMM_Vec2 *jsfloat2vec(JSValue v)
{
size_t s;
void *buf = JS_GetArrayBuffer(js, &s, v);
HMM_Vec2 *arr = NULL;
int n = s/2;
n /= sizeof(float);
// arrsetcap(arr,n);
// memcpy(arr,buf,s);
return arr;
}
JSValue bitmask2js(cpBitmask mask) {
JSValue arr = JS_NewArray(js);
for (int i = 0; i < 11; i++)
js_setprop_num(arr,i,JS_NewBool(js,mask & 1 << i));
return arr;
}
void vec2float(HMM_Vec2 v, float *f) {
f[0] = v.x;
f[1] = v.y;
}
JSValue vec2js(HMM_Vec2 v) {
JSValue array = JS_NewArray(js);
js_setprop_num(array,0,num2js(v.x));
js_setprop_num(array,1,num2js(v.y));
return array;
}
JSValue vecarr2js(HMM_Vec2 *points, int n) {
JSValue array = JS_NewArray(js);
for (int i = 0; i < n; i++)
js_setprop_num(array,i,vec2js(points[i]));
return array;
}
JSValue duk_ui_text(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const char *s = JS_ToCString(js, argv[0]);
HMM_Vec2 pos = js2vec2(argv[1]);
float size = js2number(argv[2]);
struct rgba c = js2color(argv[3]);
int wrap = js2int(argv[4]);
int cursor = js2int(argv[5]);
JSValue ret = JS_NewInt64(js, renderText(s, pos, size, c, wrap, cursor, 1.0));
JS_FreeCString(js, s);
return ret;
}
int js_print_exception(JSValue v)
{
#ifndef NDEBUG
if (!JS_IsException(v))
return 0;
JSValue ex = JS_GetException(js);
const char *name = JS_ToCString(js, js_getpropstr(ex, "name"));
const char *msg = js2str(js_getpropstr(ex, "message"));
const char *stack = js2str(js_getpropstr(ex, "stack"));
int line = 0;
mYughLog(LOG_SCRIPT, LOG_ERROR, line, "script", "%s :: %s\n%s", name, msg, stack);
JS_FreeCString(js, name);
JS_FreeCString(js, msg);
JS_FreeCString(js, stack);
JS_FreeValue(js,ex);
return 1;
#endif
return 0;
}
JSValue duk_gui_img(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
const char *img = JS_ToCString(js, argv[0]);
transform2d t;
t.pos = js2vec2(argv[1]);
t.scale = js2vec2(argv[2]);
t.angle = js2number(argv[3]);
gui_draw_img(img, t, js2bool(argv[4]), js2vec2(argv[5]), 1.0, js2color(argv[6]));
JS_FreeCString(js, img);
return JS_UNDEFINED;
}
struct rect js2rect(JSValue v) {
struct rect rect;
rect.x = js2number(js_getpropstr(v, "x"));
rect.y = js2number(js_getpropstr(v, "y"));
rect.w = js2number(js_getpropstr(v, "w"));
rect.h = js2number(js_getpropstr(v, "h"));
return rect;
}
JSValue rect2js(struct rect rect) {
JSValue obj = JS_NewObject(js);
js_setprop_str(obj, "x", JS_NewFloat64(js, rect.x));
js_setprop_str(obj, "y", JS_NewFloat64(js, rect.y));
js_setprop_str(obj, "w", JS_NewFloat64(js, rect.w));
js_setprop_str(obj, "h", JS_NewFloat64(js, rect.h));
return obj;
}
JSValue bb2js(struct boundingbox bb)
{
JSValue obj = JS_NewObject(js);
js_setprop_str(obj,"t", JS_NewFloat64(js,bb.t));
js_setprop_str(obj,"b", JS_NewFloat64(js,bb.b));
js_setprop_str(obj,"r", JS_NewFloat64(js,bb.r));
js_setprop_str(obj,"l", JS_NewFloat64(js,bb.l));
return obj;
}
JSValue duk_spline_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
/*
0: catmull-rom
1: bezier
*/
int type = js2int(argv[1]);
int d = js2int(argv[2]); /* dimensions: 1d, 2d, 3d ...*/
HMM_Vec2 *points = js2cpvec2arr(argv[3]);
float param = js2number(argv[4]);
HMM_Vec2 *samples = NULL;
switch(type) {
case 0:
samples = catmull_rom_ma_v2(points, param);
break;
case 1:
samples = bezier_cb_ma_v2(points, param);
break;
}
arrfree(points);
if (!samples)
return JS_UNDEFINED;
JSValue arr = vecarr2js(samples, arrlen(samples));
arrfree(samples);
return arr;
}
JSValue ints2js(int *ints) {
JSValue arr = JS_NewArray(js);
for (int i = 0; i < arrlen(ints); i++)
js_setprop_num(arr,i,int2js(ints[i]));
return arr;
}
int vec_between(HMM_Vec2 p, HMM_Vec2 a, HMM_Vec2 b) {
HMM_Vec2 n;
n.x = b.x - a.x;
n.y = b.y - a.y;
n = HMM_NormV2(n);
return HMM_DotV2(n, HMM_SubV2(p,a)) > 0 && HMM_DotV2(HMM_MulV2F(n, -1), HMM_SubV2(p,b)) > 0;
}
/* Determines between which two points in 'segs' point 'p' falls.
0 indicates 'p' comes before the first point.
arrlen(segs) indicates it comes after the last point.
*/
int point2segindex(HMM_Vec2 p, HMM_Vec2 *segs, double slop) {
float shortest = slop < 0 ? INFINITY : slop;
int best = -1;
for (int i = 0; i < arrlen(segs) - 1; i++) {
float a = (segs[i + 1].y - segs[i].y) / (segs[i + 1].x - segs[i].x);
float c = segs[i].y - (a * segs[i].x);
float b = -1;
float dist = fabsf(a * p.x + b * p.y + c) / sqrt(pow(a, 2) + 1);
if (dist > shortest) continue;
int between = vec_between(p, segs[i], segs[i + 1]);
if (between) {
shortest = dist;
best = i + 1;
} else {
if (i == 0 && HMM_DistV2(p,segs[0]) < slop) {
shortest = dist;
best = i;
} else if (i == arrlen(segs) - 2 && HMM_DistV2(p,arrlast(segs)) < slop) {
shortest = dist;
best = arrlen(segs);
}
}
}
if (best == 1) {
HMM_Vec2 n;
n.x = segs[1].x - segs[0].x;
n.y = segs[1].y - segs[0].y;
n = HMM_NormV2(n);
if (HMM_DotV2(n, HMM_SubV2(p,segs[0])) < 0 ){
if (HMM_DistV2(p, segs[0]) >= slop)
best = -1;
else
best = 0;
}
}
if (best == arrlen(segs) - 1) {
HMM_Vec2 n;
n.x = segs[best - 1].x - segs[best].x;
n.y = segs[best - 1].y - segs[best - 1].y;
n = HMM_NormV2(n);
if (HMM_DotV2(n, HMM_SubV2(p, segs[best])) < 0) {
if (HMM_DistV2(p, segs[best]) >= slop)
best = -1;
else
best = arrlen(segs);
}
}
return best;
}
JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
const char *str = NULL;
const char *str2 = NULL;
void *d1 = NULL;
void *d2 = NULL;
void *v1 = NULL;
gameobject **ids = NULL;
int *intids = NULL;
gameobject *go = NULL;
JSValue ret = JS_UNDEFINED;
switch (cmd) {
case 0:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, script_dofile(str));
break;
case 1:
YughWarn("Do not set pawns here anymore; Do it entirely in script.");
// set_pawn(js2ptrduk_get_heapptr(duk, 1));
break;
case 2:
// gameobject_free(js2gameobject(argv[1]));
break;
case 3:
set_timescale(js2number(argv[1]));
break;
case 4:
debug_draw_phys(JS_ToBool(js, argv[1]));
break;
case 5:
// renderMS = js2number(argv[1]);
break;
case 6:
updateMS = js2number(argv[1]);
break;
case 7:
physMS = js2number(argv[1]);
break;
case 8:
phys2d_set_gravity(js2vec2(argv[1]).cp);
break;
case 9:
sprite_delete(js2int(argv[1]));
break;
case 10:
YughWarn("Pawns are handled in script only now.");
break;
case 11:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, file_mod_secs(str));
break;
case 12:
str = JS_ToCString(js, argv[2]);
sprite_loadtex(id2sprite(js2int(argv[1])), str, js2glrect(argv[3]));
break;
case 13:
str = JS_ToCString(js, argv[1]);
str2 = JS_ToCString(js, argv[2]);
play_song(str, str2);
break;
case 14:
str = JS_ToCString(js, argv[1]);
ret = ptr2js(dsp_source(str));
((sound*)((dsp_node*)js2ptr(ret))->data)->hook = argv[2];
break;
case 15:
gameobject_draw_debug(js2gameobject(argv[1]));
break;
case 16:
// dbg_color = js2color(argv[1]);
break;
case 17:
// trigger_color = js2color(argv[1]);
break;
case 18:
shape_set_sensor(js2ptr(argv[1]), JS_ToBool(js, argv[2]));
break;
case 19:
// mini_master(js2number(argv[1]));
break;
case 20:
sprite_enabled(js2int(argv[1]), JS_ToBool(js, argv[2]));
break;
case 21:
ret = JS_NewBool(js, shape_get_sensor(js2ptr(argv[1])));
break;
case 22:
shape_enabled(js2ptr(argv[1]), JS_ToBool(js, argv[2]));
break;
case 23:
ret = JS_NewBool(js, shape_is_enabled(js2ptr(argv[1])));
break;
case 24:
timer_pause(js2timer(argv[1]));
break;
case 25:
timer_stop(js2timer(argv[1]));
break;
case 26:
timer_start(js2timer(argv[1]));
break;
case 27:
timer_remove(js2int(argv[1]));
break;
case 28:
timerr_settime(js2timer(argv[1]), js2number(argv[2]));
break;
case 29:
ret = JS_NewFloat64(js, js2timer(argv[1])->interval);
break;
case 30:
break;
case 31:
free(js2ptr(argv[1]));
break;
case 32:
ret = JS_NewFloat64(js, js2timer(argv[1])->remain_time);
break;
case 33:
ret = JS_NewBool(js, js2timer(argv[1])->on);
break;
case 34:
ret = JS_NewBool(js, js2timer(argv[1])->repeat);
break;
case 35:
js2timer(argv[1])->repeat = JS_ToBool(js, argv[2]);
break;
case 36:
js2gameobject(argv[1])->scale.XY = js2vec2(argv[2]);
gameobject_apply(js2gameobject(argv[1]));
cpSpaceReindexShapesForBody(space, js2gameobject(argv[1])->body);
break;
case 37:
if (!id2sprite(js2int(argv[1]))) break;
id2sprite(js2int(argv[1]))->t.pos = js2vec2(argv[2]);
break;
case 38:
str = JS_ToCString(js, argv[1]);
d1 = slurp_text(str,NULL);
ret = JS_NewString(js, d1);
break;
case 39:
str = JS_ToCString(js, argv[1]);
str2 = JS_ToCString(js, argv[2]);
ret = JS_NewInt64(js, slurp_write(str, str2));
break;
case 40:
js2gameobject(argv[1])->filter.categories = js2bitmask(argv[2]);
gameobject_apply(js2gameobject(argv[1]));
break;
case 41:
js2gameobject(argv[1])->filter.mask = js2bitmask(argv[2]);
gameobject_apply(js2gameobject(argv[1]));
break;
case 42:
ret = bitmask2js(js2gameobject(argv[1])->filter.categories);
break;
case 43:
ret = bitmask2js(js2gameobject(argv[1])->filter.mask);
break;
case 44:
go = pos2gameobject(js2vec2(argv[1]), js2number(argv[2]));
ret = go ? JS_DupValue(js,go->ref) : JS_UNDEFINED;
break;
case 45:
ret = vec2js(mouse_pos);
break;
case 46:
set_mouse_mode(js2int(argv[1]));
break;
case 47:
draw_grid(js2number(argv[1]), js2number(argv[2]), js2color(argv[3]));
break;
case 48:
ret = JS_NewInt64(js, mainwin.width);
break;
case 49:
ret = JS_NewInt64(js, mainwin.height);
break;
case 50:
ret = JS_NewBool(js, action_down(js2int(argv[1])));
break;
case 51:
draw_cppoint(js2vec2(argv[1]), js2number(argv[2]), js2color(argv[3]));
break;
case 52:
ids = phys2d_query_box(js2vec2(argv[1]), js2vec2(argv[2]));
ret = gos2ref(ids);
arrfree(ids);
break;
case 53:
draw_box(js2vec2(argv[1]), js2vec2(argv[2]), js2color(argv[3]));
break;
case 54:
gameobject_apply(js2gameobject(argv[1]));
break;
case 55:
break;
// js2gameobject(argv[1])->flipx = JS_ToBool(js, argv[2]) ? -1 : 1;
case 56:
// js2gameobject(argv[1])->flipy = JS_ToBool(js, argv[2]) ? -1 : 1;
break;
case 57:
// ret = JS_NewBool(js, js2gameobject(argv[1])->flipx == -1 ? 1 : 0);
break;
case 58:
// ret = JS_NewBool(js, js2gameobject(argv[1])->flipy == -1 ? 1 : 0);
break;
case 59:
v1 = js2cpvec2arr(argv[2]);
ret = JS_NewInt64(js, point2segindex(js2vec2(argv[1]), v1, js2number(argv[3])));
break;
case 60:
break;
case 61:
set_cam_body(js2gameobject(argv[1])->body);
break;
case 62:
add_zoom(js2number(argv[1]));
break;
case 63:
set_cam_body(NULL);
break;
case 64:
str = JS_ToCString(js, argv[1]);
ret = vec2js(tex_get_dimensions(texture_pullfromfile(str)));
break;
case 65:
str = JS_ToCString(js, argv[1]);
ret = JS_NewBool(js, fexists(str));
break;
case 66:
ret = strarr2js(ls(","));
break;
case 67:
opengl_rendermode(LIT);
break;
case 68:
opengl_rendermode(WIREFRAME);
break;
case 69:
break;
case 70:
ret = vec2js(world2go(js2gameobject(argv[1]), js2vec2(argv[2])));
break;
case 71:
ret = vec2js(go2world(js2gameobject(argv[1]), js2vec2(argv[2])));
break;
case 72:
ret = vec2js((HMM_Vec2)cpSpaceGetGravity(space));
break;
case 73:
cpSpaceSetDamping(space, js2number(argv[1]));
break;
case 74:
ret = JS_NewFloat64(js, cpSpaceGetDamping(space));
break;
case 75:
js2gameobject(argv[1])->layer = js2int(argv[2]);
break;
case 76:
set_cat_mask(js2int(argv[1]), js2bitmask(argv[2]));
break;
case 77:
ret = int2js(js2gameobject(argv[1])->layer);
break;
case 78:
break;
case 79:
ret = JS_NewBool(js, phys_stepping());
break;
case 80:
ids = phys2d_query_shape(js2ptr(argv[1]));
ret = gos2ref(ids);
arrfree(ids);
break;
case 81:
break;
case 82:
gameobject_draw_debug(js2gameobject(argv[1]));
break;
case 83:
v1 = js2cpvec2arr(argv[1]);
draw_edge(v1, js_arrlen(argv[1]), js2color(argv[2]), js2number(argv[3]), 0, js2color(argv[2]), 10);
break;
case 84:
ret = consolelog ? JS_NewString(js, consolelog) : JS_NewString(js,"");
break;
case 85:
ret = vec2js(HMM_ProjV2(js2vec2(argv[1]), js2vec2(argv[2])));
break;
case 86:
v1 = js2cpvec2arr(argv[3]);
intids = phys2d_query_box_points(js2vec2(argv[1]), js2vec2(argv[2]), v1, js2int(argv[4]));
ret = ints2js(intids);
arrfree(intids);
break;
case 87:
// str = JS_ToCString(js, argv[1]);
// mini_music_play(str);
break;
case 88:
ret = num2js(HMM_DotV2(js2vec2(argv[1]), js2vec2(argv[2])));
break;
case 89:
// mini_music_stop();
break;
case 90:
str = JS_ToCString(js, argv[1]);
window_set_icon(str);
break;
case 91:
str = JS_ToCString(js, argv[1]);
log_print(str);
break;
case 92:
logLevel = js2int(argv[1]);
break;
case 93:
ret = int2js(logLevel);
break;
case 94:
str = JS_ToCString(js, argv[1]);
texture_pullfromfile(str)->opts.mips = js2bool(argv[2]);
texture_sync(str);
break;
case 95:
str = JS_ToCString(js, argv[1]);
texture_pullfromfile(str)->opts.sprite = js2bool(argv[2]);
texture_sync(str);
break;
case 96:
id2sprite(js2int(argv[1]))->color = js2color(argv[2]);
break;
case 97:
eye = HMM_AddV3(eye, (HMM_Vec3){0, 0.01, 0});
break;
case 98:
eye = HMM_AddV3(eye, (HMM_Vec3){0, -0.01, 0});
break;
case 99:
eye = HMM_AddV3(eye, (HMM_Vec3){-0.01, 0, 0});
break;
case 100:
eye = HMM_AddV3(eye, (HMM_Vec3){0.01, 0,0});
break;
case 101:
eye = HMM_AddV3(eye, (HMM_Vec3){0,0,-0.01});
break;
case 102:
eye = HMM_AddV3(eye,(HMM_Vec3){0,0,0.01});
break;
case 103:
ret = vec2js(js2gameobject(argv[1])->scale.XY);
break;
case 104:
// ret = bool2js(js2gameobject(argv[1])->flipx == -1 ? 1 : 0);
break;
case 105:
// ret = bool2js(js2gameobject(argv[1])->flipy == -1 ? 1 : 0);
break;
case 106:
js2gameobject(argv[1])->e = js2number(argv[2]);
break;
case 107:
ret = num2js(js2gameobject(argv[1])->e);
break;
case 108:
js2gameobject(argv[1])->f = js2number(argv[2]);
break;
case 109:
ret = num2js(js2gameobject(argv[1])->f);
break;
case 110:
ret = num2js(js2gameobject(argv[1])->e);
break;
case 111:
ret = vec2js(js2sprite(argv[1])->t.pos);
break;
case 112:
ret = num2js(((struct phys2d_edge*)js2ptr(argv[1]))->thickness);
break;
case 113:
js2gameobject(argv[1])->ref = argv[2];
break;
case 114:
ret = bool2js(js2sprite(argv[1])->enabled);
break;
case 115:
draw_circle(js2vec2(argv[1]), js2number(argv[2]), js2number(argv[2]), js2color(argv[3]), -1);
break;
case 116:
ret = str2js(tex_get_path(js2sprite(argv[1])->tex));
break;
case 117:
str = JS_ToCString(js, argv[1]);
ret = script_runfile(str);
break;
case 118:
str = JS_ToCString(js,argv[1]);
ret = bb2js(text_bb(str, js2number(argv[2]), js2number(argv[3]), 1.0));
break;
case 119:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, file_mod_secs(str));
break;
case 120:
ret = str2js(engine_info());
break;
case 121:
ret = num2js(get_timescale());
break;
case 122:
break;
case 123:
str = JS_ToCString(js, argv[1]);
str2 = JS_ToCString(js, argv[3]);
script_eval_w_env(str, argv[2], str2);
break;
case 124:
str = JS_ToCString(js, argv[1]);
pack_engine(str);
break;
case 125:
mainwin.width = js2int(argv[1]);
break;
case 126:
mainwin.height = js2int(argv[1]);
break;
case 127:
ret = JS_NewInt64(js, stm_now());
break;
case 128:
ret = JS_NewFloat64(js, stm_ns(js2uint64(argv[1])));
break;
case 129:
ret = JS_NewFloat64(js, stm_us(js2uint64(argv[1])));
break;
case 130:
ret = JS_NewFloat64(js, stm_ms(js2uint64(argv[1])));
break;
case 131:
gif_rec_start(js2int(argv[1]), js2int(argv[2]), js2int(argv[3]), js2int(argv[4]));
break;
case 132:
str = JS_ToCString(js, argv[1]);
gif_rec_end(str);
break;
case 133:
ret = JS_NewFloat64(js, apptime());
break;
case 134:
str = JS_ToCString(js,argv[1]);
app_name(str);
break;
case 135:
ret = float2js(cam_zoom());
break;
case 136:
ret = vec2js(world2screen(js2vec2(argv[1])));
break;
case 137:
ret = vec2js(screen2world(js2vec2(argv[1])));
break;
case 138:
str = JS_ToCString(js, argv[1]);
ret = JS_NewInt64(js, jso_file(str));
break;
case 139:
str = JS_ToCString(js,argv[1]);
ret = JS_NewInt64(js, gif_nframes(str));
break;
case 140:
sg_apply_scissor_rectf(js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), js2number(argv[4]), 0);
break;
case 141:
text_flush(&hudproj);
break;
case 142:
str = JS_ToCString(js, argv[1]);
console_print(str);
break;
case 143:
str = JS_ToCString(js, argv[1]);
system(str);
break;
case 144:
ret = str2js(DATA_PATH);
break;
case 145:
if (js2bool(argv[1])) window_makefullscreen(&mainwin);
else window_unfullscreen(&mainwin);
break;
case 146:
log_clear();
break;
case 147:
YughWarn("EXITING");
exit(js2int(argv[1]));
break;
case 148:
ret = color2js(id2sprite(js2int(argv[1]))->color);
break;
case 149:
((struct drawmodel *)js2ptr(argv[1]))->model = GetExistingModel(js2str(argv[2]));
break;
case 150:
draw_drawmodel(js2ptr(argv[1]));
break;
case 151:
js2gameobject(argv[1])->maxvelocity = js2number(argv[2]);
break;
case 152:
ret = num2js(js2gameobject(argv[1])->maxvelocity);
break;
case 153:
cpBodySetTorque(js2gameobject(argv[1])->body, js2number(argv[2]));
break;
case 154:
js2gameobject(argv[1])->maxangularvelocity = js2number(argv[2]);
break;
case 155:
ret = num2js(js2gameobject(argv[1])->maxangularvelocity);
break;
case 156:
js2gameobject(argv[1])->damping = js2number(argv[2]);
break;
case 157:
ret = num2js(js2gameobject(argv[1])->damping);
break;
case 158:
break;
case 159:
ret = vec2js(js2gameobject(argv[1])->gravity);
break;
case 160:
ret = vec2js(mat_t_dir(t_world2go(js2gameobject(argv[1])), js2vec2(argv[2])));
break;
case 161:
ret = vec2js(mat_t_dir(t_go2world(js2gameobject(argv[1])), js2vec2(argv[2])));
break;
case 162:
str = JS_ToCString(js, argv[1]);
ret = int2js(remove(str));
break;
case 163:
str = JS_ToCString(js,argv[1]);
str2 = JS_ToCString(js,argv[2]);
ret = int2js(rename(str, str2));
break;
case 164:
unplug_node(js2ptr(argv[1]));
break;
case 165:
// ret = bool2js(sound_paused(js2ptr(argv[1])));
break;
case 166:
str = js2str(argv[1]);
str2 = js2str(argv[2]);
ret = int2js(cp(str, str2));
break;
case 167:
js2gameobject(argv[1])->gravity = js2vec2(argv[2]);
break;
case 168:
js2gameobject(argv[1])->timescale = js2number(argv[2]);
break;
case 169:
ret = num2js(js2gameobject(argv[1])->timescale);
break;
case 170:
id2sprite(js2int(argv[1]))->emissive = js2color(argv[2]);
break;
case 171:
ret = num2js(js2gameobject(argv[1])->drawlayer);
break;
case 172:
js2gameobject(argv[1])->drawlayer = js2number(argv[2]);
break;
case 173:
str = js2str(argv[1]);
capture_screen(js2number(argv[2]), js2number(argv[3]), js2number(argv[4]), js2number(argv[5]), str);
break;
case 174:
str = js2str(argv[1]);
ds_openvideo(str);
break;
case 175:
ret = num2js((js2dsp_node(argv[1]))->gain);
break;
case 176:
js2dsp_node(argv[1])->gain = js2number(argv[2]);
break;
case 177:
plugin_node(js2dsp_node(argv[1]), js2dsp_node(argv[2]));
break;
case 178:
ret = num2js(js2dsp_node(argv[1])->pan);
break;
case 179:
js2dsp_node(argv[1])->pan=js2number(argv[2]);
break;
case 180:
ret = dsp_node2js(masterbus);
break;
case 181:
ret = dsp_node2js(make_node(NULL,NULL,NULL));
break;
case 182:
str = js2str(argv[1]);
ret = dsp_node2js(dsp_source(str));
((sound*)js2dsp_node(ret)->data)->hook = JS_DupValue(js,argv[2]);
break;
case 183:
js2dsp_node(argv[1])->off = js2bool(argv[2]);
break;
case 184:
js2dsp_node(argv[1])->pass = js2bool(argv[2]);
break;
case 185:
ret = dsp_node2js(dsp_delay(js2number(argv[1]), js2number(argv[2])));
break;
case 186:
ret = dsp_node2js(dsp_lpf(js2number(argv[1])));
break;
case 187:
ret = dsp_node2js(dsp_hpf(js2number(argv[1])));
break;
case 188:
str = js2str(argv[1]);
ret = dsp_node2js(dsp_mod(str));
break;
case 189:
ret = dsp_node2js(dsp_bitcrush(js2number(argv[1]), js2number(argv[2])));
break;
case 190:
ret = dsp_node2js(dsp_compressor());
break;
case 191:
ret = dsp_node2js(dsp_limiter(js2number(argv[1])));
break;
case 192:
ret = dsp_node2js(dsp_noise_gate(js2number(argv[1])));
break;
case 193:
// node_free(js2ptr(argv[1]));
break;
case 194:
ret = bool2js(((sound*)js2dsp_node(argv[1])->data)->loop);
break;
case 195:
((sound*)js2dsp_node(argv[1])->data)->loop = js2bool(argv[2]);
break;
case 196:
ret = num2js(((sound*)js2dsp_node(argv[1])->data)->frame);
break;
case 197:
ret = num2js(((sound*)js2dsp_node(argv[1])->data)->data->frames);
break;
case 198:
ret = num2js(SAMPLERATE);
break;
case 199:
((sound*)js2dsp_node(argv[1])->data)->frame = js2number(argv[2]);
break;
case 200:
ret = dsp_node2js(dsp_pitchshift(js2number(argv[1])));
break;
case 201:
ret = num2js(((sound*)js2dsp_node(argv[1])->data)->timescale);
break;
case 202:
YughWarn("%g", js2number(argv[2]));
((sound*)js2dsp_node(argv[1])->data)->timescale = js2number(argv[2]);
break;
case 203:
ret = dsp_node2js(dsp_whitenoise());
break;
case 204:
ret = dsp_node2js(dsp_pinknoise());
break;
case 205:
ret = dsp_node2js(dsp_rednoise());
break;
case 206:
str = js2str(argv[1]);
str2 = js2str(argv[2]);
ret = dsp_node2js(dsp_midi(str, make_soundfont(str2)));
break;
case 207:
ret = dsp_node2js(dsp_fwd_delay(js2number(argv[1]), js2number(argv[2])));
break;
case 208:
// dag_set(js2gameobject(argv[1]), js2gameobject(argv[2]));
break;
case 209:
break;
case 210:
ret = jscurtime();
break;
case 211:
ret = jstzone();
break;
case 212:
ret = jsdst();
break;
case 213:
free_drawmodel(js2ptr(argv[1]));
break;
case 214:
ret = int2js(go_count());
break;
case 215:
ret = vec2js(js2sprite(argv[1])->t.scale);
break;
case 216:
js2sprite(argv[1])->t.scale = js2vec2(argv[2]);
break;
case 217:
ret = num2js(js2sprite(argv[1])->t.angle);
break;
case 218:
js2sprite(argv[1])->t.angle = js2number(argv[2]);
break;
case 219:
js2sprite(argv[1])->drawmode = js2number(argv[2]);
break;
case 220:
ret = num2js(js2sprite(argv[1])->drawmode);
break;
case 221:
ret = ptr2js(cpPivotJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body,js2vec2(argv[3]).cp));
cpSpaceAddConstraint(space,js2ptr(ret));
break;
case 222:
ret = ptr2js(cpPinJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, cpvzero,cpvzero));
cpSpaceAddConstraint(space, js2ptr(ret));
break;
case 223:
ret = ptr2js(cpGearJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2number(argv[3]), js2number(argv[4])));
cpSpaceAddConstraint(space,js2ptr(ret));
break;
case 224:
str = js2str(argv[1]);
ret = ints2js(gif_delays(str));
break;
case 225:
ret = ptr2js(cpRotaryLimitJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2number(argv[3]), js2number(argv[4])));
cpSpaceAddConstraint(space,js2ptr(ret));
break;
case 226:
ret = ptr2js(cpDampedRotarySpringNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2number(argv[3]), js2number(argv[4]), js2number(argv[5])));
cpSpaceAddConstraint(space,js2ptr(ret));
break;
case 227:
ret = ptr2js(cpDampedSpringNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp, js2number(argv[5]), js2number(argv[6]), js2number(argv[7])));
cpSpaceAddConstraint(space,js2ptr(ret));
break;
case 228:
ret = ptr2js(cpGrooveJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp, js2vec2(argv[5]).cp));
cpSpaceAddConstraint(space,js2ptr(ret));
break;
case 229:
ret = ptr2js(cpSlideJointNew(js2gameobject(argv[1])->body, js2gameobject(argv[2])->body, js2vec2(argv[3]).cp, js2vec2(argv[4]).cp, js2number(argv[5]), js2number(argv[6])));
cpSpaceAddConstraint(space,js2ptr(ret));
break;
case 230:
ret = ptr2js(cpSpaceAddConstraint(space, cpRatchetJointNew(js2body(argv[1]), js2body(argv[2]), js2number(argv[3]), js2number(argv[4]))));
break;
case 231:
ret = ptr2js(cpSpaceAddConstraint(space, cpSimpleMotorNew(js2body(argv[1]), js2body(argv[2]), js2number(argv[3]))));
break;
case 232:
ret = num2js(js2sprite(argv[1])->parallax);
break;
case 233:
js2sprite(argv[1])->parallax = js2number(argv[2]);
break;
}
if (str)
JS_FreeCString(js, str);
if (str2)
JS_FreeCString(js, str2);
if (d1) free(d1);
if (d2) free(d2);
if (v1) arrfree(v1);
if (!JS_IsNull(ret)) {
return ret;
}
return JS_UNDEFINED;
}
JSValue duk_register(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct callee c;
c.fn = argv[1];
c.obj = argv[2];
switch (cmd) {
case 0:
register_update(c);
break;
case 1:
register_physics(c);
break;
case 2:
register_gui(c);
break;
case 3:
register_nk_gui(c);
break;
case 4:
// unregister_obj(obj);
break;
case 5:
// unregister_gui(c);
break;
case 6:
register_debug(c);
break;
case 7:
register_pawn(c);
break;
case 8:
register_gamepad(c);
break;
case 9:
stacktrace_callee = c;
break;
case 10:
register_draw(c);
break;
}
return JS_UNDEFINED;
}
void gameobject_add_shape_collider(gameobject *go, struct callee c, struct phys2d_shape *shape) {
struct shape_cb shapecb;
shapecb.shape = shape;
shapecb.cbs.begin = c;
arrpush(go->shape_cbs, shapecb);
}
JSValue duk_register_collide(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
gameobject *go = js2gameobject(argv[3]);
struct callee c;
c.fn = argv[1];
c.obj = argv[2];
switch (cmd) {
case 0:
go->cbs.begin = c;
break;
case 1:
gameobject_add_shape_collider(go, c, js2ptr(argv[4]));
break;
case 2:
phys2d_rm_go_handlers(go);
break;
case 3:
go->cbs.separate = c;
break;
}
return JS_UNDEFINED;
}
JSValue duk_sys_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
switch (cmd) {
case 0:
quit();
break;
case 1:
sim_start();
cpSpaceReindexStatic(space);
break;
case 2:
sim_pause();
break;
case 3:
sim_pause();
break;
case 4:
sim_step();
break;
case 5:
return JS_NewBool(js, sim_playing());
case 6:
return JS_NewBool(js, sim_paused());
case 7:
return gameobject2js(MakeGameobject());
case 8:
return JS_NewInt64(js, frame_fps());
case 9: /* Clear the level out */
break;
case 10:
editor_mode = js2bool(argv[1]);
break;
}
return JS_UNDEFINED;
}
JSValue duk_make_gameobject(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
return gameobject2js(MakeGameobject());
}
JSValue duk_yughlog(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
const char *s = JS_ToCString(js, argv[1]);
const char *f = JS_ToCString(js, argv[2]);
int line = js2int(argv[3]);
mYughLog(1, cmd, line, f, s);
JS_FreeCString(js, s);
JS_FreeCString(js, f);
return JS_UNDEFINED;
}
JSValue duk_set_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
gameobject *go = js2gameobject(argv[1]);
if (!go) return JS_UNDEFINED;
/* TODO: Possible that reindexing shapes only needs done for static shapes? */
switch (cmd) {
case 0:
gameobject_setangle(go, js2number(argv[2]));
break;
case 1:
go->bodytype = js2int(argv[2]);
cpBodySetType(go->body, go->bodytype);
gameobject_apply(go);
break;
case 2:
cpBodySetPosition(go->body, js2vec2(argv[2]).cp);
break;
case 3:
break;
case 4:
cpBodyApplyImpulseAtWorldPoint(go->body, js2vec2(argv[2]).cp, cpBodyGetPosition(go->body));
return JS_UNDEFINED;
case 5:
break;
case 6:
break;
case 7:
go->mass = js2number(argv[2]);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC)
cpBodySetMass(go->body, go->mass);
break;
case 8:
cpBodySetAngularVelocity(go->body, js2number(argv[2]));
return JS_UNDEFINED;
case 9:
cpBodySetVelocity(go->body, js2vec2(argv[2]).cp);
return JS_UNDEFINED;
case 10:
go->e = fmax(js2number(argv[2]), 0);
break;
case 11:
go->f = fmax(js2number(argv[2]), 0);
break;
case 12:
cpBodyApplyForceAtWorldPoint(go->body, js2vec2(argv[2]).cp, cpBodyGetPosition(go->body));
return JS_UNDEFINED;
case 13:
cpBodySetMoment(go->body, js2number(argv[2]));
return JS_UNDEFINED;
case 14:
cpBodyApplyForceAtLocalPoint(go->body, js2vec2(argv[2]).cp, js2vec2(argv[3]).cp);
return JS_UNDEFINED;
}
cpSpaceReindexShapesForBody(space, go->body);
return JS_UNDEFINED;
}
JSValue duk_q_body(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int q = js2int(argv[0]);
gameobject *go = js2gameobject(argv[1]);
if (!go) return JS_UNDEFINED;
switch (q) {
case 0:
return JS_NewInt64(js, cpBodyGetType(go->body));
case 1:
return vec2js((HMM_Vec2)cpBodyGetPosition(go->body));
case 2:
return JS_NewFloat64(js, cpBodyGetAngle(go->body));
case 3:
return vec2js((HMM_Vec2)cpBodyGetVelocity(go->body));
case 4:
return JS_NewFloat64(js, cpBodyGetAngularVelocity(go->body));
case 5:
return JS_NewFloat64(js, cpBodyGetMass(go->body));
case 6:
return JS_NewFloat64(js, cpBodyGetMoment(go->body));
case 7:
return JS_NewBool(js, phys2d_in_air(go->body));
case 8:
gameobject_free(go);
break;
}
return JS_UNDEFINED;
}
JSValue duk_make_sprite(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
JSValue sprite = JS_NewObject(js);
js_setprop_str(sprite,"id",JS_NewInt64(js, make_sprite(js2gameobject(argv[0]))));
return sprite;
}
JSValue duk_make_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
gameobject *go = js2gameobject(argv[0]);
struct phys2d_circle *circle = Make2DCircle(go);
JSValue circleval = JS_NewObject(js);
js_setprop_str(circleval, "id", ptr2js(circle));
js_setprop_str(circleval, "shape", ptr2js(&circle->shape));
return circleval;
}
JSValue duk_make_model(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
{
gameobject *go = js2gameobject(argv[0]);
struct drawmodel *dm = make_drawmodel(go);
JSValue ret = JS_NewObject(js);
js_setprop_str(ret, "id", ptr2js(dm));
return ret;
}
JSValue duk_cmd_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct phys2d_circle *circle = js2ptr(argv[1]);
if (!circle) return JS_UNDEFINED;
switch (cmd) {
case 0:
circle->radius = js2number(argv[2]);
break;
case 1:
circle->offset = js2vec2(argv[2]);
break;
case 2:
return num2js(circle->radius);
case 3:
return vec2js(circle->offset);
}
phys2d_shape_apply(&circle->shape);
return JS_UNDEFINED;
}
JSValue duk_make_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
gameobject *go = js2gameobject(argv[0]);
struct phys2d_poly *poly = Make2DPoly(go);
phys2d_poly_setverts(poly, NULL);
JSValue polyval = JS_NewObject(js);
js_setprop_str(polyval, "id", ptr2js(poly));
js_setprop_str(polyval, "shape", ptr2js(&poly->shape));
return polyval;
}
JSValue duk_cmd_poly2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct phys2d_poly *poly = js2ptr(argv[1]);
HMM_Vec2 *v1 = NULL;
if (!poly) return JS_UNDEFINED;
switch (cmd) {
case 0:
v1 = js2cpvec2arr(argv[2]);
phys2d_poly_setverts(poly, v1);
break;
}
if (v1) arrfree(v1);
return JS_UNDEFINED;
}
JSValue duk_make_edge2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
gameobject *go = js2gameobject(argv[0]);
struct phys2d_edge *edge = Make2DEdge(go);
HMM_Vec2 *points = js2cpvec2arr(argv[1]);
phys2d_edge_update_verts(edge, points);
arrfree(points);
JSValue edgeval = JS_NewObject(js);
js_setprop_str(edgeval, "id", ptr2js(edge));
js_setprop_str(edgeval, "shape", ptr2js(&edge->shape));
return edgeval;
}
JSValue duk_cmd_edge2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
int cmd = js2int(argv[0]);
struct phys2d_edge *edge = js2ptr(argv[1]);
if (!edge) {
YughError("Attempted to do a cmd on edge %p. Not found.", edge);
return JS_UNDEFINED;
}
HMM_Vec2 *v1 = NULL;
switch (cmd) {
case 0:
v1 = js2cpvec2arr(argv[2]);
phys2d_edge_update_verts(edge,v1);
break;
case 1:
edge->thickness = js2number(argv[2]);
break;
}
if (v1) arrfree(v1);
return JS_UNDEFINED;
}
JSValue duk_inflate_cpv(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
HMM_Vec2 *points = js2cpvec2arr(argv[0]);
int n = js2int(argv[1]);
double d = js2number(argv[2]);
HMM_Vec2 *infl = inflatepoints(points,d,n);
JSValue arr = vecarr2js(infl,arrlen(infl));
arrfree(infl);
arrfree(points);
return arr;
}
JSValue duk_cmd_points(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
{
int n = js_arrlen(argv[1]);
HMM_Vec2 points[n];
for (int i = 0; i < n; i++)
points[i] = js2vec2(js_arridx(argv[1], i));
int cmd = js2int(argv[0]);
switch(cmd) {
case 0:
draw_poly(points, n, js2color(argv[2]));
break;
}
return JS_UNDEFINED;
}
const char *STRTEST = "TEST STRING";
JSValue duk_profile(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
{
int cmd = js2int(argv[0]);
switch(cmd) {
case 0:
break;
case 1:
js2number(argv[1]);
break;
case 2:
js2cpvec2arr(argv[1]);
break;
case 3:
return num2js(1.0);
case 4:
js2str(argv[1]);
break;
case 5:
jsfloat2vec(argv[1]);
break;
case 6:
return JS_NewStringLen(js, STRTEST, sizeof(*STRTEST));
}
return JS_UNDEFINED;
}
#define DUK_FUNC(NAME, ARGS) JS_SetPropertyStr(js, globalThis, #NAME, JS_NewCFunction(js, duk_##NAME, #NAME, ARGS));
void ffi_load() {
globalThis = JS_GetGlobalObject(js);
DUK_FUNC(yughlog, 4)
DUK_FUNC(make_gameobject, 0)
DUK_FUNC(set_body, 3)
DUK_FUNC(q_body, 2)
DUK_FUNC(sys_cmd, 1)
DUK_FUNC(make_sprite, 1)
DUK_FUNC(spline_cmd, 6)
DUK_FUNC(make_circle2d, 1)
DUK_FUNC(cmd_circle2d, 6)
DUK_FUNC(make_poly2d, 1)
DUK_FUNC(cmd_poly2d, 6)
DUK_FUNC(make_edge2d, 3)
DUK_FUNC(cmd_edge2d, 6)
DUK_FUNC(make_model,2);
DUK_FUNC(cmd_points, 5);
DUK_FUNC(cmd, 6)
DUK_FUNC(register, 3)
DUK_FUNC(register_collide, 6)
DUK_FUNC(ui_text, 8)
DUK_FUNC(gui_img, 10)
DUK_FUNC(inflate_cpv, 3)
DUK_FUNC(profile, 2)
JS_FreeValue(js,globalThis);
JS_NewClassID(&js_ptr_id);
JS_NewClass(JS_GetRuntime(js), js_ptr_id, &js_ptr_class);
QJSCLASSPREP(dsp_node);
QJSCLASSPREP(gameobject);
}