prosperon/source/engine/ffi.c

1227 lines
26 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"
#include "sound.h"
#include "music.h"
#include "level.h"
#include "tinyspline.h"
#include "mix.h"
#include "debugdraw.h"
#include "stb_ds.h"
#include <ftw.h>
#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')
struct gameobject *duk2go(duk_context *duk, int p)
{
return id2go(duk_to_int(duk, p));
}
struct color duk2color(duk_context *duk, int p)
{
struct color color;
duk_get_prop_index(duk, p, 0);
color.r = duk_to_number(duk, -1);
duk_get_prop_index(duk, p, 0);
color.b = duk_to_number(duk, -1);
duk_get_prop_index(duk, p, 0);
color.g = duk_to_number(duk, -1);
return color;
}
cpVect duk2vec2(duk_context *duk, int p)
{
cpVect pos;
if (p < 0) p = duk_get_top_index(duk) + p + 1;
duk_get_prop_index(duk, p, 0);
pos.x = duk_to_number(duk, -1);
duk_pop(duk);
duk_get_prop_index(duk, p, 1);
pos.y = duk_to_number(duk, -1);
duk_pop(duk);
return pos;
}
cpBitmask duk2bitmask(duk_context *duk, int p)
{
cpBitmask mask = 0;
if (p < 0) p = duk_get_top_index(duk)+p+1;
int len = duk_get_length(duk, p);
for (int i = 0; i < len; i++) {
duk_get_prop_index(duk, p, i);
int val = duk_to_int(duk, -1);
duk_pop(duk);
if (val > 10) continue;
mask |= 1<<val;
}
YughInfo(BYTE_TO_BINARY_PATTERN,BYTE_TO_BINARY(mask));
return mask;
}
cpVect *duk2cpvec2arr(duk_context *duk, int p)
{
int n = duk_get_length(duk, p);
cpVect *points = NULL;
for (int i = 0; i < n; i++) {
duk_get_prop_index(duk, p, i);
arrput(points, duk2vec2(duk, -1));
}
return points;
}
void bitmask2duk(duk_context *duk, cpBitmask mask)
{
int arr = duk_push_array(duk);
int arridx = 0;
for (int i = 0; i < 11; i++) {
int on = mask & 1<<i;
if (on) {
duk_push_int(duk, i);
duk_put_prop_index(duk, arr, arridx++);
}
}
}
void vec2float(cpVect v, float *f)
{
f[0] = v.x;
f[1] = v.y;
}
duk_idx_t vect2duk(cpVect v) {
duk_idx_t arr = duk_push_array(duk);
duk_push_number(duk, v.x);
duk_put_prop_index(duk, arr, 0);
duk_push_number(duk, v.y);
duk_put_prop_index(duk, arr, 1);
return arr;
}
void duk_dump_stack(duk_context *duk)
{
YughInfo("DUK CALLSTACK");
for (int i = -2; ; i--) { /* Start at -2 to skip the invoked C function */
duk_inspect_callstack_entry(duk, i);
if (duk_is_undefined(duk, -1)) break;
duk_get_prop_string(duk, -1, "lineNumber");
long ln = duk_to_int(duk, -1);
duk_pop(duk);
duk_get_prop_string(duk, -1, "function");
duk_get_prop_string(duk, -1, "name");
const char *fn = duk_to_string(duk, -1);
duk_pop(duk);
duk_get_prop_string(duk, -1, "fileName");
const char *file = duk_to_string(duk, -1);
duk_pop(duk);
mYughLog(1, 3, ln, file, "function: %s", fn);
duk_pop_2(duk);
}
duk_push_context_dump(duk);
YughInfo("DUK STACK\n%s", duk_to_string(duk, -1));
duk_pop(duk);
}
duk_ret_t duk_gui_text(duk_context *duk) {
const char *s = duk_to_string(duk, 0);
cpVect pos = duk2vec2(duk, 1);
float size = duk_to_number(duk, 2);
const float white[3] = {1.f, 1.f, 1.f};
renderText(s, &pos, size, white, 500);
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_nuke(duk_context *duk)
{
int cmd = duk_to_int(duk, 0);
float editnum;
int editint;
char textbox[130];
switch(cmd) {
case 0:
nuke_begin_win(duk_to_string(duk, 1));
break;
case 1:
nuke_stop();
break;
case 2:
editnum = duk_to_number(duk, 2);
nuke_property_float(duk_to_string(duk, 1), duk_to_number(duk, 3), &editnum, duk_to_number(duk, 4), duk_to_number(duk, 5), duk_to_number(duk, 5));
duk_push_number(duk, editnum);
return 1;
case 3:
nuke_nel(duk_to_number(duk, 1));
return 0;
case 4:
editint = duk_to_boolean(duk, 2);
nuke_checkbox(duk_to_string(duk, 1), &editint);
duk_push_boolean(duk, editint);
return 1;
case 5:
nuke_label(duk_to_string(duk, 1));
return 0;
case 6:
duk_push_boolean(duk, nuke_btn(duk_to_string(duk, 1)));
return 1;
case 7:
strncpy(textbox, duk_to_string(duk, 1), 130);
nuke_edit_str(textbox);
duk_push_string(duk, textbox);
return 1;
case 8:
nuke_img(duk_to_string(duk, 1));
break;
}
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_spline_cmd(duk_context *duk)
{
tsBSpline spline;
int n = duk_get_length(duk, 4);
int d = duk_to_int(duk, 2);
cpVect points[n*d];
tsStatus status;
ts_bspline_new(n, d, duk_to_int(duk, 1), duk_to_int(duk, 3), &spline, &status);
if (status.code) {
YughCritical("Spline creation error %d: %s", status.code, status.message);
}
for (int i = 0; i < n; i++) {
duk_get_prop_index(duk, 4, i);
points[i] = duk2vec2(duk, -1);
duk_pop(duk);
}
ts_bspline_set_control_points(&spline, points, NULL);
int nsamples = duk_to_int(duk, 5);
cpVect samples[nsamples];
int rsamples;
ts_bspline_sample(&spline, nsamples, &samples, &rsamples, NULL);
int arridx = duk_push_array(duk);
duk_require_stack(duk, nsamples*3);
for (int i = 0; i < nsamples; i++) {
int pidx = duk_push_array(duk);
duk_push_number(duk, samples[i].x);
duk_put_prop_index(duk, pidx, 0);
duk_push_number(duk, samples[i].y);
duk_put_prop_index(duk, pidx, 1);
duk_put_prop_index(duk, arridx, i);
}
ts_bspline_free(&spline);
return 1;
}
void ints2duk(int *ints)
{
int idx = duk_push_array(duk);
for (int i = 0; i < arrlen(ints); i++) {
duk_push_int(duk, ints[i]);
duk_put_prop_index(duk, idx, i);
}
}
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 = abs(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;
}
int file_exists(char *path)
{
FILE *o = fopen(path, "r");
if (o) {
fclose(o);
return 1;
}
return 0;
}
static char *dukext;
static int dukarr;
static int dukidx;
static int duk2path(const char *path, const struct stat *sb, int typeflag)
{
if (typeflag == FTW_F) {
char *ext = strrchr(path, '.');
if (ext && !strcmp(ext, dukext)) {
duk_push_string(duk, &path[2]);
duk_put_prop_index(duk, dukarr, dukidx++);
}
}
return 0;
}
void dukext2paths(char *ext)
{
dukext = ext;
dukarr = duk_push_array(duk);
dukidx = 0;
ftw(".", duk2path, 10);
}
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;
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:
sprite_loadtex(id2sprite(duk_to_int(duk, 1)), duk_to_string(duk, 2));
break;
case 13:
play_song(duk_to_string(duk, 1), duk_to_string(duk, 2));
break;
case 14:
play_oneshot(make_sound(duk_to_string(duk, 1)));
break;
case 15:
music_stop();
break;
case 16:
color2float(duk2color(duk, 1), dbg_color);
break;
case 17:
color2float(duk2color(duk, 1), trigger_color);
break;
case 18:
shape_set_sensor(duk_to_pointer(duk, 1), duk_to_boolean(duk, 2));
break;
case 19:
mix_master_vol(duk_to_number(duk, 1));
break;
case 20:
sprite_enabled(duk_to_int(duk, 1), duk_to_boolean(duk, 2));
break;
case 21:
duk_push_boolean(duk, shape_get_sensor(duk_to_pointer(duk, 1)));
return 1;
case 22:
shape_enabled(duk_to_pointer(duk, 1), duk_to_boolean(duk, 2));
break;
case 23:
duk_push_boolean(duk, shape_is_enabled(duk_to_pointer(duk, 1)));
return 1;
case 24:
timer_pause(id2timer(duk_to_int(duk, 1)));
break;
case 25:
timer_stop(id2timer(duk_to_int(duk, 1)));
break;
case 26:
timer_start(id2timer(duk_to_int(duk, 1)));
break;
case 27:
timer_remove(id2timer(duk_to_int(duk, 1)));
break;
case 28:
timerr_settime(id2timer(duk_to_int(duk, 1)), duk_to_number(duk, 2));
break;
case 29:
duk_push_number(duk, id2timer(duk_to_int(duk, 1))->interval);
return 1;
case 30:
sprite_setanim(id2sprite(duk_to_int(duk, 1)), duk_to_pointer(duk, 2), duk_to_int(duk, 3));
return 0;
case 31:
free(duk_to_pointer(duk, 1));
break;
case 32:
duk_push_number(duk, id2timer(duk_to_int(duk, 1))->remain_time);
return 1;
case 33:
duk_push_boolean(duk, ((struct timer*)duk_to_pointer(duk, 1))->on);
return 1;
case 34:
duk_push_boolean(duk, ((struct timer*)duk_to_pointer(duk, 1))->repeat);
return 1;
case 35:
((struct timer*)duk_to_pointer(duk, 1))->repeat = duk_to_boolean(duk, 2);
return 0;
case 36:
id2go(duk_to_int(duk, 1))->scale = duk_to_number(duk, 2);
cpSpaceReindexShapesForBody(space, id2go(duk_to_int(duk, 1))->body);
return 0;
case 37:
if (!id2sprite(duk_to_int(duk, 1))) return 0;
vec2float(duk2vec2(duk, 2), id2sprite(duk_to_int(duk, 1))->pos);
break;
case 38:
duk_push_string(duk, slurp_text(duk_to_string(duk, 1)));
return 1;
case 39:
duk_push_int(duk, slurp_write(duk_to_string(duk, 1), duk_to_string(duk, 2)));
return 1;
case 40:
id2go(duk_to_int(duk, 1))->filter.categories = duk2bitmask(duk, 2);
gameobject_apply(id2go(duk_to_int(duk, 1)));
break;
case 41:
id2go(duk_to_int(duk, 1))->filter.mask = duk2bitmask(duk, 2);
gameobject_apply(id2go(duk_to_int(duk, 1)));
break;
case 42:
bitmask2duk(duk, id2go(duk_to_int(duk, 1))->filter.categories);
return 1;
case 43:
bitmask2duk(duk, id2go(duk_to_int(duk, 1))->filter.mask);
return 1;
case 44:
duk_push_int(duk, pos2gameobject(duk2vec2(duk, 1)));
return 1;
case 45:
vect2duk(mouse_pos);
return 1;
case 46:
set_mouse_mode(duk_to_int(duk, 1));
return 0;
case 47:
draw_grid(duk_to_int(duk, 1), duk_to_int(duk, 2));
return 0;
case 48:
duk_push_int(duk, mainwin->width);
return 1;
case 49:
duk_push_int(duk, mainwin->height);
return 1;
case 50:
duk_push_boolean(duk, action_down(duk_to_int(duk, 1)));
return 1;
case 51:
draw_cppoint(duk2vec2(duk, 1), duk_to_number(duk, 2));
return 0;
case 52:
ints2duk(phys2d_query_box(duk2vec2(duk, 1), duk2vec2(duk, 2)));
return 1;
case 53:
draw_box(duk2vec2(duk, 1), duk2vec2(duk, 2));
return 0;
case 54:
gameobject_apply(id2go(duk_to_int(duk, 1)));
return 0;
case 55:
duk2go(duk, 1)->flipx = duk_to_boolean(duk, 2) ? -1 : 1;
gameobject_apply(duk2go(duk, 1));
return 0;
case 56:
duk2go(duk, 1)->flipy = duk_to_boolean(duk, 2) ? -1 : 1;
gameobject_apply(duk2go(duk, 1));
return 0;
case 57:
duk_push_boolean(duk, duk2go(duk, 1)->flipx == -1 ? 1 : 0);
return 1;
case 58:
duk_push_boolean(duk, duk2go(duk, 1)->flipy == -1 ? 1 : 0);
return 1;
case 59:
duk_push_int(duk, point2segindex(duk2vec2(duk, 1), duk2cpvec2arr(duk, 2), duk_to_number(duk, 3)));
return 1;
case 60:
if (!id2sprite(duk_to_int(duk, 1))) return 0;
id2sprite(duk_to_int(duk, 1))->layer = duk_to_int(duk, 2);
break;
case 61:
set_cam_body(id2body(duk_to_int(duk, 1)));
break;
case 62:
add_zoom(duk_to_number(duk, 1));
break;
case 63:
duk_push_number(duk, deltaT);
return 1;
case 64:
vect2duk(tex_get_dimensions(texture_pullfromfile(duk_to_string(duk, 1))));
return 1;
case 65:
duk_push_boolean(duk, file_exists(duk_to_string(duk, 1)));
return 1;
case 66:
dukext2paths(duk_to_string(duk, 1));
return 1;
case 67:
opengl_rendermode(LIT);
break;
case 68:
opengl_rendermode(WIREFRAME);
break;
case 69:
gameobject_set_sensor(duk_to_int(duk, 1), duk_to_boolean(duk,2));
break;
case 70:
vect2duk(world2go(id2go(duk_to_int(duk,1)), duk2vec2(duk,2)));
return 1;
case 71:
vect2duk(go2world(id2go(duk_to_int(duk,1)),duk2vec2(duk,2)));
return 1;
}
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;
case 3:
register_nk_gui(c);
break;
}
return 0;
}
void gameobject_add_shape_collider(int go, struct callee c, struct phys2d_shape *shape)
{
struct shape_cb shapecb;
shapecb.shape = shape->shape;
shapecb.cbs.begin = c;
arrpush(id2go(go)->shape_cbs, shapecb);
}
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};
switch(cmd) {
case 0:
phys2d_add_handler_type(cmd, go, c);
break;
case 1:
gameobject_add_shape_collider(go, c, duk_get_pointer(duk,4));
break;
}
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();
cpSpaceReindexStatic(space);
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 = 1.f;
go->flipy = 1.f;
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));
break;
case 1:
cpBodySetType(go->body, duk_to_int(duk, 2));
break;
case 2:
cpBodySetPosition(go->body, duk2vec2(duk, 2));
break;
case 3:
gameobject_move(go, duk2vec2(duk, 2));
break;
case 4:
cpBodyApplyImpulseAtWorldPoint(go->body, duk2vec2(duk, 2), cpBodyGetPosition(go->body));
return 0;
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;
}
cpSpaceReindexShapesForBody(space, go->body);
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;
}
/* Make anim from texture */
duk_ret_t duk_make_anim2d(duk_context *duk) {
const char *path = duk_to_string(duk, 0);
int frames = duk_to_int(duk, 1);
int fps = duk_to_int(duk, 2);
struct TexAnim *anim = anim2d_from_tex(path, frames, fps);
duk_push_pointer(duk, anim);
return 1;
}
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);
int idx = duk_push_object(duk);
duk_push_pointer(duk, &box->shape);
duk_put_prop_string(duk, idx, "id");
duk_push_pointer(duk, box);
duk_put_prop_string(duk, idx, "shape");
return 1;
}
duk_ret_t duk_cmd_box2d(duk_context *duk)
{
int cmd = duk_to_int(duk, 0);
struct phys2d_box *box = duk_to_pointer(duk, 1);
cpVect arg;
if (!box) return 0;
switch(cmd) {
case 0:
arg = duk2vec2(duk, 2);
box->w = arg.x;
box->h = arg.y;
break;
case 1:
arg = duk2vec2(duk, 2);
box->offset[0] = arg.x;
box->offset[1] = arg.y;
break;
case 2:
box->rotation = duk_to_number(duk, 2);
break;
}
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);
struct phys2d_circle *circle = Make2DCircle(go);
circle->radius = radius;
circle->offset = duk2vec2(duk, 2);
phys2d_applycircle(circle);
int idx = duk_push_object(duk);
duk_push_pointer(duk, &circle->shape);
duk_put_prop_string(duk, idx, "id");
duk_push_pointer(duk, circle);
duk_put_prop_string(duk, idx, "shape");
return 1;
}
duk_ret_t duk_cmd_circle2d(duk_context *duk)
{
int cmd = duk_to_int(duk, 0);
struct phys2d_circle *circle = duk_to_pointer(duk, 1);
if (!circle) return 0;
switch(cmd) {
case 0:
circle->radius = duk_to_number(duk, 2);
break;
case 1:
circle->offset = duk2vec2(duk, 2);
break;
}
phys2d_applycircle(circle);
return 0;
}
duk_ret_t duk_make_poly2d(duk_context *duk)
{
int go = duk_to_int(duk, 0);
struct phys2d_poly *poly = Make2DPoly(go);
phys2d_poly_setverts(poly, duk2cpvec2arr(duk,1));
int idx = duk_push_object(duk);
duk_push_pointer(duk, poly);
duk_put_prop_string(duk, idx, "id");
duk_push_pointer(duk, &poly->shape);
duk_put_prop_string(duk, idx, "shape");
return 1;
}
duk_ret_t duk_cmd_poly2d(duk_context *duk)
{
int cmd = duk_to_int(duk,0);
struct phys2d_poly *poly = duk_to_pointer(duk,1);
switch(cmd) {
case 0:
phys2d_poly_setverts(poly, duk2cpvec2arr(duk,2));
break;
}
return 0;
}
duk_ret_t duk_make_edge2d(duk_context *duk)
{
int go = duk_to_int(duk, 0);
struct phys2d_edge *edge = Make2DEdge(go);
int arridx = 1;
int n = duk_get_length(duk, arridx);
cpVect points[n];
for (int i = 0; i < n; i++) {
duk_get_prop_index(duk, arridx, i);
points[i] = duk2vec2(duk, -1);
phys2d_edgeaddvert(edge);
phys2d_edge_setvert(edge, i, points[i]);
}
int idx = duk_push_object(duk);
duk_push_pointer(duk, &edge->shape);
duk_put_prop_string(duk, idx, "id");
duk_push_pointer(duk, edge);
duk_put_prop_string(duk, idx, "shape");
return 1;
}
duk_ret_t duk_cmd_edge2d(duk_context *duk)
{
int cmd = duk_to_int(duk, 0);
struct phys2d_edge *edge = duk_to_pointer(duk, 1);
switch(cmd) {
case 0:
phys2d_edge_clearverts(edge);
phys2d_edge_addverts(edge, duk2cpvec2arr(duk, 2));
break;
case 1:
edge->thickness = duk_to_number(duk, 2);
break;
}
return 0;
}
/* These are anims for controlling properties on an object */
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_make_timer(duk_context *duk) {
void *sym = duk_get_heapptr(duk, 0);
double secs = duk_to_number(duk, 1);
void *obj = duk_get_heapptr(duk, 2);
struct callee *c = malloc(sizeof(*c));
c->fn = sym;
c->obj = obj;
struct timer *timer = timer_make(secs, call_callee, c, 1);
duk_push_int(duk, timer->timerid);
return 1;
}
#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(nuke, DUK_VARARGS);
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, 3);
DUK_FUNC(spline_cmd, 6);
DUK_FUNC(make_box2d, 3);
DUK_FUNC(cmd_box2d, DUK_VARARGS);
DUK_FUNC(make_circle2d, 3);
DUK_FUNC(cmd_circle2d, DUK_VARARGS);
DUK_FUNC(make_poly2d, 2);
DUK_FUNC(cmd_poly2d, DUK_VARARGS);
DUK_FUNC(make_edge2d, 3);
DUK_FUNC(cmd_edge2d, DUK_VARARGS);
DUK_FUNC(make_timer, 3);
DUK_FUNC(cmd, DUK_VARARGS);
DUK_FUNC(register, 3);
DUK_FUNC(register_collide, DUK_VARARGS);
DUK_FUNC(gui_text, 3);
DUK_FUNC(gui_img, 2);
DUK_FUNC(anim, 2);
}