Added animations to node

This commit is contained in:
2023-02-27 09:28:21 +11:00
parent 572b809d1b
commit 2c16c10558
11 changed files with 366 additions and 115 deletions

View File

@@ -24,7 +24,6 @@ typedef struct Box_private_engineNode {
//my opaque type tag
int tag;
// int _unused0;
//use Toy's memory model
Box_EngineNode** children;
@@ -34,16 +33,18 @@ typedef struct Box_private_engineNode {
//rendering-specific features
SDL_Texture* texture;
SDL_Rect rect;
//TODO: depth
} Box_EngineNode;
int frames;
int currentFrame;
} Box_EngineNode; //TODO: rename this?
BOX_API void Box_initEngineNode(Box_EngineNode* node, Toy_Interpreter* interpreter, const unsigned char* tb, size_t size); //run bytecode, then grab all top-level function literals
BOX_API void Box_pushEngineNode(Box_EngineNode* node, Box_EngineNode* child); //push to the array (prune tombstones when expanding/copying)
BOX_API void Box_freeEngineNode(Box_EngineNode* node); //free and tombstone this node
BOX_API void Box_freeEngineNode(Box_EngineNode* node); //free this node and all children
BOX_API Toy_Literal Box_callEngineNodeLiteral(Box_EngineNode* node, Toy_Interpreter* interpreter, Toy_Literal key, Toy_LiteralArray* args);
BOX_API Toy_Literal Box_callEngineNode(Box_EngineNode* node, Toy_Interpreter* interpreter, const char* fnName, Toy_LiteralArray* args); //call "fnName" on this node, and only this node, if it exists
//for calling various lifecycle functions
BOX_API void Box_callRecursiveEngineNodeLiteral(Box_EngineNode* node, Toy_Interpreter* interpreter, Toy_Literal key, Toy_LiteralArray* args);
BOX_API void Box_callRecursiveEngineNode(Box_EngineNode* node, Toy_Interpreter* interpreter, const char* fnName, Toy_LiteralArray* args); //call "fnName" on this node, and all children, if it exists
@@ -51,5 +52,12 @@ BOX_API int Box_loadTextureEngineNode(Box_EngineNode* node, const char* fname);
BOX_API void Box_freeTextureEngineNode(Box_EngineNode* node);
BOX_API void Box_setRectEngineNode(Box_EngineNode* node, SDL_Rect rect);
//TODO: getRect
BOX_API SDL_Rect Box_getRectEngineNode(Box_EngineNode* node);
BOX_API void Box_setFramesEngineNode(Box_EngineNode* node, int frames);
BOX_API int Box_getFramesEngineNode(Box_EngineNode* node);
BOX_API void Box_setCurrentFrameEngineNode(Box_EngineNode* node, int currentFrame);
BOX_API int Box_getCurrentFrameEngineNode(Box_EngineNode* node);
BOX_API void Box_incrementCurrentFrame(Box_EngineNode* node);
BOX_API void Box_drawEngineNode(Box_EngineNode* node, SDL_Rect dest);