476 lines
9.7 KiB
C
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);
|
|
}
|