prosperon/source/engine/ffi.c
2023-01-15 15:53:50 +00:00

476 lines
9.7 KiB
C

#include "ffi.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 "nuke.h"
#include "sound.h"
#include "font.h"
cpVect duk2vec2(duk_context *duk, int p) {
cpVect pos;
duk_get_prop_index(duk, p, 0);
pos.x = duk_to_number(duk, -1);
duk_get_prop_index(duk, p, 1);
pos.y = duk_to_number(duk, -1);
return pos;
}
duk_ret_t duk_gui_text(duk_context *duk) {
const char *s = duk_to_string(duk, 0);
cpVect pos = duk2vec2(duk, 1);
float fpos[2] = {pos.x, pos.y};
float size = duk_to_number(duk, 2);
const float white[3] = {1.f, 1.f, 1.f};
renderText(s, fpos, size, white, 1800);
return 0;
}
duk_ret_t duk_gui_img(duk_context *duk) {
const char *img = duk_to_string(duk, 0);
cpVect pos = duk2vec2(duk, 1);
gui_draw_img(img, pos.x, pos.y);
return 0;
}
duk_ret_t duk_win_make(duk_context *duk) {
const char *title = duk_to_string(duk, 0);
int w = duk_to_int(duk, 1);
int h = duk_to_int(duk, 2);
struct window *win = MakeSDLWindow(title, w, h, 0);
duk_push_int(duk, win->id);
return 1;
}
duk_ret_t duk_cmd(duk_context *duk) {
int cmd = duk_to_int(duk, 0);
switch(cmd) {
case 0:
duk_push_int(duk, script_dofile(duk_to_string(duk, 1)));
return 1;
break;
case 1:
set_pawn(duk_get_heapptr(duk, 1));
break;
case 2:
gameobject_delete(duk_get_int(duk, 1));
break;
case 3:
set_timescale(duk_get_number(duk,1));
break;
case 4:
debug_draw_phys(duk_get_boolean(duk, 1));
break;
case 5:
renderMS = duk_get_number(duk, 1);
break;
case 6:
updateMS = duk_get_number(duk, 1);
break;
case 7:
physMS = duk_get_number(duk, 1);
break;
case 8:
phys2d_set_gravity(duk2vec2(duk, 1));
break;
case 9:
sprite_delete(duk_to_int(duk, 1));
break;
case 10:
remove_pawn(duk_get_heapptr(duk, 1));
break;
case 11:
duk_push_int(duk, file_mod_secs(duk_to_string(duk, 1)));
return 1;
break;
case 12:
//anim2d_delete(duk_to_int(duk, 1));
break;
case 13:
play_song(duk_to_string(duk, 1), duk_to_string(duk, 2));
break;
case 14:
play_sound(make_sound(duk_to_string(duk, 1)));
break;
case 15:
break;
case 16:
break;
case 17:
break;
}
return 0;
}
duk_ret_t duk_register(duk_context *duk) {
int cmd = duk_to_int(duk, 0);
void *fn = duk_get_heapptr(duk, 1);
void *obj = duk_get_heapptr(duk, 2);
struct callee c = {fn, obj};
switch(cmd) {
case 0:
register_update(c);
break;
case 1:
register_physics(c);
break;
case 2:
register_gui(c);
break;
}
return 0;
}
duk_ret_t duk_register_collide(duk_context *duk) {
int cmd = duk_to_int(duk, 0);
void *fn = duk_get_heapptr(duk, 1);
void *obj = duk_get_heapptr(duk, 2);
int go = duk_get_int(duk, 3);
struct callee c = {fn, obj};
phys2d_add_handler_type(0, go, c);
return 0;
}
duk_ret_t duk_sys_cmd(duk_context *duk) {
int cmd = duk_to_int(duk, 0);
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:
duk_push_boolean(duk, sim_playing());
return 1;
case 6:
duk_push_boolean(duk, sim_paused());
return 1;
case 7:
duk_push_int(duk, MakeGameobject());
return 1;
case 8:
duk_push_int(duk, frame_fps());
return 1;
case 9: /* Clear the level out */
new_level();
break;
}
return 0;
}
duk_ret_t duk_make_gameobject(duk_context *duk) {
int g = MakeGameobject();
struct gameobject *go = get_gameobject_from_id(g);
go->scale = duk_to_number(duk, 0);
go->bodytype = duk_to_int(duk, 1);
go->mass = duk_to_number(duk, 2);
go->f = duk_to_number(duk, 3);
go->e = duk_to_number(duk, 4);
go->flipx = duk_to_boolean(duk, 5) ? -1 : 1;
go->flipy = duk_to_boolean(duk, 6) ? -1 : 1;
gameobject_apply(go);
duk_push_int(duk, g);
return 1;
}
duk_ret_t duk_yughlog(duk_context *duk) {
int cmd = duk_to_int(duk, 0);
const char *s = duk_to_string(duk,1);
const char *f = duk_to_string(duk, 2);
int line = duk_to_int(duk, 3);
mYughLog(1, cmd, line, f, s);
return 0;
}
duk_ret_t duk_set_body(duk_context *duk) {
int cmd = duk_to_int(duk, 0);
int id = duk_to_int(duk, 1);
struct gameobject *go = get_gameobject_from_id(id);
/* TODO: Possible that reindexing shapes only needs done for static shapes? */
switch (cmd) {
case 0:
gameobject_setangle(go, duk_to_number(duk, 2));
cpSpaceReindexShapesForBody(space, go->body);
break;
case 1:
cpBodySetType(go->body, duk_to_int(duk, 2));
break;
case 2:
cpBodySetPosition(go->body, duk2vec2(duk, 2));
cpSpaceReindexShapesForBody(space, go->body);
break;
case 3:
gameobject_move(go, duk2vec2(duk, 2));
break;
case 4:
cpBodyApplyImpulseAtWorldPoint(go->body, duk2vec2(duk, 2), cpBodyGetPosition(go->body));
break;
case 5:
go->flipx = duk_to_boolean(duk, 2);
break;
case 6:
go->flipy = duk_to_boolean(duk, 2);
break;
case 7:
cpBodySetMass(go->body, duk_to_number(duk, 2));
break;
case 8:
cpBodySetAngularVelocity(go->body, duk_to_number(duk, 2));
break;
case 9:
cpBodySetVelocity(go->body, duk2vec2(duk, 2));
break;
}
return 0;
}
duk_ret_t duk_q_body(duk_context *duk) {
int q = duk_to_int(duk, 0);
struct gameobject *go = get_gameobject_from_id(duk_to_int(duk, 1));
if (!go) return 0;
switch(q) {
case 0:
duk_push_int(duk, cpBodyGetType(go->body));
return 1;
case 1:
vect2duk(cpBodyGetPosition(go->body));
return 1;
case 2:
duk_push_number(duk, cpBodyGetAngle(go->body));
return 1;
case 3:
vect2duk(cpBodyGetVelocity(go->body));
return 1;
case 4:
duk_push_number(duk, cpBodyGetAngularVelocity(go->body));
return 1;
case 5:
duk_push_number(duk, cpBodyGetMass(go->body));
return 1;
}
return 0;
}
duk_ret_t duk_make_sprite(duk_context *duk) {
int go = duk_to_int(duk, 0);
const char *path = duk_to_string(duk, 1);
cpVect pos = duk2vec2(duk, 2);
int sprite = make_sprite(go);
struct sprite *sp = id2sprite(sprite);
sprite_loadtex(sp, path);
sp->pos[0] = pos.x;
sp->pos[1] = pos.y;
duk_push_int(duk, sprite);
return 1;
}
duk_ret_t duk_make_anim2d(duk_context *duk) {
int go = duk_to_int(duk, 0);
const char *path = duk_to_string(duk, 1);
int frames = duk_to_int(duk, 2);
int fps = duk_to_int(duk, 3);
return 0;
}
duk_ret_t duk_make_box2d(duk_context *duk) {
int go = duk_to_int(duk, 0);
cpVect size = duk2vec2(duk, 1);
cpVect offset = duk2vec2(duk, 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);
return 0;
}
duk_ret_t duk_make_circle2d(duk_context *duk) {
int go = duk_to_int(duk, 0);
double radius = duk_to_number(duk, 1);
cpVect offset = duk2vec2(duk, 2);
struct phys2d_circle *circle = Make2DCircle(go);
circle->radius = radius;
circle->offset[0] = offset.x;
circle->offset[1] = offset.y;
phys2d_applycircle(circle);
return 0;
}
duk_ret_t duk_anim(duk_context *duk) {
void *prop = duk_get_heapptr(duk, 0);
int keyframes = duk_get_length(duk, 1);
YughInfo("Processing %d keyframes.", keyframes);
struct anim a = make_anim();
for (int i = 0; i < keyframes; i++) {
struct keyframe k;
duk_get_prop_index(duk, 1, i); /* End of stack is now the keyframe */
cpVect v = duk2vec2(duk, duk_get_top_index(duk));
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);
duk_push_heapptr(duk, prop);
duk_push_number(duk, anim_val(a, i));
duk_call(duk, 1);
duk_pop(duk);
}
return 0;
}
duk_ret_t duk_anim_cmd(duk_context *duk) {
return 0;
}
duk_ret_t duk_timer(duk_context *duk) {
return 0;
}
duk_ret_t duk_timer_cmd(duk_context *duk) {
return 0;
}
#define DUK_FUNC(NAME, ARGS) duk_push_c_function(duk, duk_##NAME, ARGS); duk_put_global_string(duk, #NAME);
void ffi_load()
{
DUK_FUNC(yughlog, 4);
DUK_FUNC(make_gameobject, 7);
DUK_FUNC(set_body, 3);
DUK_FUNC(q_body, 2);
DUK_FUNC(sys_cmd, 1);
DUK_FUNC(win_make, 3);
DUK_FUNC(make_sprite, 3);
DUK_FUNC(make_anim2d, 4);
DUK_FUNC(make_box2d, 3);
DUK_FUNC(make_circle2d, 3);
DUK_FUNC(cmd, DUK_VARARGS);
DUK_FUNC(register, 3);
DUK_FUNC(register_collide, 4);
DUK_FUNC(gui_text, 3);
DUK_FUNC(gui_img, 2);
DUK_FUNC(timer, 2);
DUK_FUNC(timer_cmd, 2);
DUK_FUNC(anim, 2);
DUK_FUNC(anim_cmd, 3);
}