509 lines
11 KiB
C
509 lines
11 KiB
C
#include "ffi.h"
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#include "script.h"
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#include "string.h"
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#include "window.h"
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#include "editor.h"
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#include "engine.h"
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#include "log.h"
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#include "input.h"
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#include "gameobject.h"
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#include "openglrender.h"
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#include "2dphysics.h"
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#include "sprite.h"
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#include "anim.h"
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#include "yugine.h"
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#include "nuke.h"
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#include "sound.h"
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#include "font.h"
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#include "sound.h"
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#include "music.h"
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#include "level.h"
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struct color duk2color(duk_context *duk, int p)
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{
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struct color color;
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duk_get_prop_index(duk, p, 0);
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color.r = duk_to_number(duk, -1);
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duk_get_prop_index(duk, p, 0);
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color.b = duk_to_number(duk, -1);
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duk_get_prop_index(duk, p, 0);
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color.g = duk_to_number(duk, -1);
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return color;
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}
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cpVect duk2vec2(duk_context *duk, int p) {
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cpVect pos;
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duk_get_prop_index(duk, p, 0);
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pos.x = duk_to_number(duk, -1);
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duk_get_prop_index(duk, p, 1);
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pos.y = duk_to_number(duk, -1);
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return pos;
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}
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duk_ret_t duk_gui_text(duk_context *duk) {
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const char *s = duk_to_string(duk, 0);
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cpVect pos = duk2vec2(duk, 1);
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float fpos[2] = {pos.x, pos.y};
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float size = duk_to_number(duk, 2);
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const float white[3] = {1.f, 1.f, 1.f};
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renderText(s, fpos, size, white, 1800);
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return 0;
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}
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duk_ret_t duk_gui_img(duk_context *duk) {
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const char *img = duk_to_string(duk, 0);
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cpVect pos = duk2vec2(duk, 1);
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gui_draw_img(img, pos.x, pos.y);
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return 0;
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}
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duk_ret_t duk_win_make(duk_context *duk) {
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const char *title = duk_to_string(duk, 0);
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int w = duk_to_int(duk, 1);
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int h = duk_to_int(duk, 2);
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struct window *win = MakeSDLWindow(title, w, h, 0);
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duk_push_int(duk, win->id);
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return 1;
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}
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duk_ret_t duk_cmd(duk_context *duk) {
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int cmd = duk_to_int(duk, 0);
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switch(cmd) {
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case 0:
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duk_push_int(duk, script_dofile(duk_to_string(duk, 1)));
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return 1;
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break;
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case 1:
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set_pawn(duk_get_heapptr(duk, 1));
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break;
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case 2:
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gameobject_delete(duk_get_int(duk, 1));
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break;
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case 3:
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set_timescale(duk_get_number(duk,1));
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break;
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case 4:
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debug_draw_phys(duk_get_boolean(duk, 1));
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break;
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case 5:
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renderMS = duk_get_number(duk, 1);
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break;
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case 6:
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updateMS = duk_get_number(duk, 1);
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break;
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case 7:
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physMS = duk_get_number(duk, 1);
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break;
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case 8:
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phys2d_set_gravity(duk2vec2(duk, 1));
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break;
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case 9:
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sprite_delete(duk_to_int(duk, 1));
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break;
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case 10:
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remove_pawn(duk_get_heapptr(duk, 1));
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break;
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case 11:
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duk_push_int(duk, file_mod_secs(duk_to_string(duk, 1)));
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return 1;
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break;
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case 12:
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//anim2d_delete(duk_to_int(duk, 1));
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break;
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case 13:
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play_song(duk_to_string(duk, 1), duk_to_string(duk, 2));
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break;
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case 14:
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play_oneshot(make_sound(duk_to_string(duk, 1)));
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break;
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case 15:
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music_stop();
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break;
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case 16:
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set_dbg_color(duk2color(duk, 1));
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break;
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case 17:
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set_trigger_color(duk2color(duk, 1));
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break;
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case 18:
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cpShapeSetSensor(id2shape(duk_to_int(duk, 1)), duk_to_boolean(duk, 2));
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break;
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case 19:
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if (id2shape(duk_to_int(duk, 1)))
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duk_push_boolean(duk, cpShapeGetSensor(id2shape(duk_to_int(duk, 1))));
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else
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duk_push_undefined(duk);
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return 1;
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}
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return 0;
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}
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duk_ret_t duk_register(duk_context *duk) {
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int cmd = duk_to_int(duk, 0);
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void *fn = duk_get_heapptr(duk, 1);
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void *obj = duk_get_heapptr(duk, 2);
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struct callee c = {fn, obj};
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switch(cmd) {
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case 0:
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register_update(c);
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break;
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case 1:
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register_physics(c);
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break;
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case 2:
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register_gui(c);
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break;
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}
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return 0;
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}
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duk_ret_t duk_register_collide(duk_context *duk) {
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int cmd = duk_to_int(duk, 0);
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void *fn = duk_get_heapptr(duk, 1);
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void *obj = duk_get_heapptr(duk, 2);
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int go = duk_get_int(duk, 3);
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struct callee c = {fn, obj};
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phys2d_add_handler_type(cmd, go, c);
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return 0;
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}
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duk_ret_t duk_sys_cmd(duk_context *duk) {
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int cmd = duk_to_int(duk, 0);
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switch (cmd) {
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case 0:
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quit();
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break;
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case 1:
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sim_start();
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break;
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case 2:
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sim_stop();
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break;
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case 3:
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sim_pause();
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break;
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case 4:
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sim_step();
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break;
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case 5:
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duk_push_boolean(duk, sim_playing());
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return 1;
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case 6:
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duk_push_boolean(duk, sim_paused());
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return 1;
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case 7:
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duk_push_int(duk, MakeGameobject());
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return 1;
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case 8:
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duk_push_int(duk, frame_fps());
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return 1;
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case 9: /* Clear the level out */
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new_level();
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break;
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}
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return 0;
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}
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duk_ret_t duk_make_gameobject(duk_context *duk) {
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int g = MakeGameobject();
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struct gameobject *go = get_gameobject_from_id(g);
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go->scale = duk_to_number(duk, 0);
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go->bodytype = duk_to_int(duk, 1);
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go->mass = duk_to_number(duk, 2);
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go->f = duk_to_number(duk, 3);
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go->e = duk_to_number(duk, 4);
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go->flipx = duk_to_boolean(duk, 5) ? -1 : 1;
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go->flipy = duk_to_boolean(duk, 6) ? -1 : 1;
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gameobject_apply(go);
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duk_push_int(duk, g);
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return 1;
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}
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duk_ret_t duk_yughlog(duk_context *duk) {
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int cmd = duk_to_int(duk, 0);
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const char *s = duk_to_string(duk,1);
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const char *f = duk_to_string(duk, 2);
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int line = duk_to_int(duk, 3);
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mYughLog(1, cmd, line, f, s);
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return 0;
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}
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duk_ret_t duk_set_body(duk_context *duk) {
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int cmd = duk_to_int(duk, 0);
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int id = duk_to_int(duk, 1);
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struct gameobject *go = get_gameobject_from_id(id);
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/* TODO: Possible that reindexing shapes only needs done for static shapes? */
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switch (cmd) {
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case 0:
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gameobject_setangle(go, duk_to_number(duk, 2));
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cpSpaceReindexShapesForBody(space, go->body);
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break;
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case 1:
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cpBodySetType(go->body, duk_to_int(duk, 2));
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break;
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case 2:
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cpBodySetPosition(go->body, duk2vec2(duk, 2));
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cpSpaceReindexShapesForBody(space, go->body);
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break;
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case 3:
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gameobject_move(go, duk2vec2(duk, 2));
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break;
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case 4:
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cpBodyApplyImpulseAtWorldPoint(go->body, duk2vec2(duk, 2), cpBodyGetPosition(go->body));
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break;
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case 5:
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go->flipx = duk_to_boolean(duk, 2);
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break;
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case 6:
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go->flipy = duk_to_boolean(duk, 2);
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break;
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case 7:
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cpBodySetMass(go->body, duk_to_number(duk, 2));
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break;
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case 8:
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cpBodySetAngularVelocity(go->body, duk_to_number(duk, 2));
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break;
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case 9:
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cpBodySetVelocity(go->body, duk2vec2(duk, 2));
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break;
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}
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return 0;
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}
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duk_ret_t duk_q_body(duk_context *duk) {
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int q = duk_to_int(duk, 0);
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struct gameobject *go = get_gameobject_from_id(duk_to_int(duk, 1));
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if (!go) return 0;
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switch(q) {
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case 0:
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duk_push_int(duk, cpBodyGetType(go->body));
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return 1;
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case 1:
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vect2duk(cpBodyGetPosition(go->body));
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return 1;
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case 2:
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duk_push_number(duk, cpBodyGetAngle(go->body));
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return 1;
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case 3:
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vect2duk(cpBodyGetVelocity(go->body));
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return 1;
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case 4:
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duk_push_number(duk, cpBodyGetAngularVelocity(go->body));
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return 1;
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case 5:
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duk_push_number(duk, cpBodyGetMass(go->body));
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return 1;
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}
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return 0;
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}
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duk_ret_t duk_make_sprite(duk_context *duk) {
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int go = duk_to_int(duk, 0);
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const char *path = duk_to_string(duk, 1);
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cpVect pos = duk2vec2(duk, 2);
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int sprite = make_sprite(go);
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struct sprite *sp = id2sprite(sprite);
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sprite_loadtex(sp, path);
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sp->pos[0] = pos.x;
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sp->pos[1] = pos.y;
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duk_push_int(duk, sprite);
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return 1;
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}
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duk_ret_t duk_make_anim2d(duk_context *duk) {
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int go = duk_to_int(duk, 0);
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const char *path = duk_to_string(duk, 1);
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int sprite = make_sprite(go);
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struct sprite *sp = id2sprite(sprite);
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sp->pos[0] = -0.5f;
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sp->pos[1] = -0.5f;
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anim_load(&sp->anim, path);
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sp->tex = sp->anim.anim->tex;
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YughInfo("Made an animation.");
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duk_push_int(duk, sprite);
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return 1;
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}
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duk_ret_t duk_make_box2d(duk_context *duk) {
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int go = duk_to_int(duk, 0);
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cpVect size = duk2vec2(duk, 1);
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cpVect offset = duk2vec2(duk, 2);
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struct phys2d_box *box = Make2DBox(go);
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box->w = size.x;
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box->h = size.y;
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box->offset[0] = offset.x;
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box->offset[1] = offset.y;
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phys2d_applybox(box);
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return 0;
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}
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duk_ret_t duk_make_circle2d(duk_context *duk) {
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int go = duk_to_int(duk, 0);
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double radius = duk_to_number(duk, 1);
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cpVect offset = duk2vec2(duk, 2);
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struct phys2d_circle *circle = Make2DCircle(go);
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circle->radius = radius;
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circle->offset[0] = offset.x;
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circle->offset[1] = offset.y;
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phys2d_applycircle(circle);
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return 0;
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}
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duk_ret_t duk_anim(duk_context *duk) {
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void *prop = duk_get_heapptr(duk, 0);
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int keyframes = duk_get_length(duk, 1);
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YughInfo("Processing %d keyframes.", keyframes);
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struct anim a = make_anim();
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for (int i = 0; i < keyframes; i++) {
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struct keyframe k;
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duk_get_prop_index(duk, 1, i); /* End of stack is now the keyframe */
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cpVect v = duk2vec2(duk, duk_get_top_index(duk));
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k.time = v.y;
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k.val = v.x;
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a = anim_add_keyframe(a, k);
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}
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for (double i = 0; i < 3.0; i = i + 0.1) {
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YughInfo("Val is now %f at time %f", anim_val(a, i), i);
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duk_push_heapptr(duk, prop);
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duk_push_number(duk, anim_val(a, i));
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duk_call(duk, 1);
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duk_pop(duk);
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}
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return 0;
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}
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duk_ret_t duk_anim_cmd(duk_context *duk) {
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return 0;
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}
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duk_ret_t duk_timer(duk_context *duk) {
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return 0;
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}
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duk_ret_t duk_timer_cmd(duk_context *duk) {
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return 0;
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}
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#define DUK_FUNC(NAME, ARGS) duk_push_c_function(duk, duk_##NAME, ARGS); duk_put_global_string(duk, #NAME);
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void ffi_load()
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{
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DUK_FUNC(yughlog, 4);
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DUK_FUNC(make_gameobject, 7);
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DUK_FUNC(set_body, 3);
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DUK_FUNC(q_body, 2);
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DUK_FUNC(sys_cmd, 1);
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DUK_FUNC(win_make, 3);
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DUK_FUNC(make_sprite, 3);
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DUK_FUNC(make_anim2d, 4);
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DUK_FUNC(make_box2d, 3);
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DUK_FUNC(make_circle2d, 3);
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DUK_FUNC(cmd, DUK_VARARGS);
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DUK_FUNC(register, 3);
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DUK_FUNC(register_collide, 4);
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DUK_FUNC(gui_text, 3);
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DUK_FUNC(gui_img, 2);
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DUK_FUNC(timer, 2);
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DUK_FUNC(timer_cmd, 2);
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DUK_FUNC(anim, 2);
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DUK_FUNC(anim_cmd, 3);
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}
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