#pragma once #include "box_common.h" #include "toy_literal_dictionary.h" #include "toy_interpreter.h" #define OPAQUE_TAG_ENGINE_NODE 1001 //forward declare typedef struct Box_private_engineNode Box_EngineNode; // typedef void (*EngineNodeCallback)(void*); //the node object, which forms a tree typedef struct Box_private_engineNode { //function for releasing memory NOTE: removed, because it's not needed with only 1 node type - I've left them commented out because I might need them soon // EngineNodeCallback freeMemory; //toy functions, stored in a dict for flexibility Toy_LiteralDictionary* functions; //point to the parent Box_EngineNode* parent; //BUGFIX: hold the node's scope so it can be popped Toy_Scope* scope; //my opaque type tag int tag; //use Toy's memory model Box_EngineNode** children; int capacity; int count; //includes tombstones int childCount; //rendering-specific features SDL_Texture* texture; SDL_Rect rect; 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 this node and all children BOX_API Box_EngineNode* Box_getChildEngineNode(Box_EngineNode* node, int index); BOX_API void Box_freeChildEngineNode(Box_EngineNode* node, int index); 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 BOX_API int Box_getChildCountEngineNode(Box_EngineNode* node); 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); 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_setTextEngineNode(Box_EngineNode* node, TTF_Font* font, const char* text, SDL_Color color); BOX_API void Box_drawEngineNode(Box_EngineNode* node, SDL_Rect dest);