#include "box_engine_node.h" #include "box_engine.h" #include "toy_memory.h" void Box_initEngineNode(Box_EngineNode* node, Toy_Interpreter* interpreter, const unsigned char* tb, size_t size) { //init // node->freeMemory = freeMemory; node->functions = TOY_ALLOCATE(Toy_LiteralDictionary, 1); node->parent = NULL; node->scope = NULL; node->tag = OPAQUE_TAG_ENGINE_NODE; node->children = NULL; node->capacity = 0; node->count = 0; node->childCount = 0; node->texture = NULL; node->rect = ((SDL_Rect) { 0, 0, 0, 0 }); node->frames = 0; Toy_initLiteralDictionary(node->functions); //run bytecode Toy_runInterpreter(interpreter, tb, size); //grab all top-level functions from the dirty interpreter Toy_LiteralDictionary* variablesPtr = &interpreter->scope->variables; for (int i = 0; i < variablesPtr->capacity; i++) { //skip empties and tombstones if (TOY_IS_NULL(variablesPtr->entries[i].key)) { continue; } //if this variable is a function (this outmodes import and export) Toy_private_dictionary_entry* entry = &variablesPtr->entries[i]; if (TOY_IS_FUNCTION(entry->value)) { //save a copy Toy_setLiteralDictionary(node->functions, entry->key, entry->value); } } } void Box_pushEngineNode(Box_EngineNode* node, Box_EngineNode* child) { //push to the array if (node->count + 1 > node->capacity) { int oldCapacity = node->capacity; node->capacity = TOY_GROW_CAPACITY(oldCapacity); node->children = TOY_GROW_ARRAY(Box_EngineNode*, node->children, oldCapacity, node->capacity); } //assign node->children[node->count++] = child; //reverse-assign child->parent = node; //count node->childCount++; } void Box_freeEngineNode(Box_EngineNode* node) { if (node == NULL) { return; //NO-OP } //free this node's children for (int i = 0; i < node->count; i++) { Box_freeEngineNode(node->children[i]); } //free the pointer array to the children TOY_FREE_ARRAY(Box_EngineNode*, node->children, node->capacity); if (node->functions != NULL) { Toy_freeLiteralDictionary(node->functions); TOY_FREE(Toy_LiteralDictionary, node->functions); } if (node->scope != NULL) { Toy_popScope(node->scope); } if (node->texture != NULL) { Box_freeTextureEngineNode(node); } //free this node's memory TOY_FREE(Box_EngineNode, node); } Box_EngineNode* Box_getChildEngineNode(Box_EngineNode* node, int index) { if (index < 0 || index > node->count) { return NULL; } return node->children[index]; } void Box_freeChildEngineNode(Box_EngineNode* node, int index) { //get the child node Box_EngineNode* childNode = node->children[index]; //free the node if (childNode != NULL) { Box_freeEngineNode(childNode); node->childCount--; } node->children[index] = NULL; } Toy_Literal Box_callEngineNodeLiteral(Box_EngineNode* node, Toy_Interpreter* interpreter, Toy_Literal key, Toy_LiteralArray* args) { Toy_Literal ret = TOY_TO_NULL_LITERAL; //if this fn exists if (Toy_existsLiteralDictionary(node->functions, key)) { Toy_Literal fn = Toy_getLiteralDictionary(node->functions, key); Toy_Literal n = TOY_TO_OPAQUE_LITERAL(node, node->tag); Toy_LiteralArray arguments; Toy_LiteralArray returns; Toy_initLiteralArray(&arguments); Toy_initLiteralArray(&returns); //feed the arguments in Toy_pushLiteralArray(&arguments, n); if (args) { for (int i = 0; i < args->count; i++) { Toy_pushLiteralArray(&arguments, args->literals[i]); } } Toy_callLiteralFn(interpreter, fn, &arguments, &returns); ret = Toy_popLiteralArray(&returns); Toy_freeLiteralArray(&arguments); Toy_freeLiteralArray(&returns); Toy_freeLiteral(n); Toy_freeLiteral(fn); } return ret; } Toy_Literal Box_callEngineNode(Box_EngineNode* node, Toy_Interpreter* interpreter, const char* fnName, Toy_LiteralArray* args) { //call "fnName" on this node, and all children, if it exists Toy_Literal key = TOY_TO_IDENTIFIER_LITERAL(Toy_createRefString(fnName)); Toy_Literal ret = Box_callEngineNodeLiteral(node, interpreter, key, args); Toy_freeLiteral(key); return ret; } void Box_callRecursiveEngineNodeLiteral(Box_EngineNode* node, Toy_Interpreter* interpreter, Toy_Literal key, Toy_LiteralArray* args) { //if this fn exists if (Toy_existsLiteralDictionary(node->functions, key)) { Toy_Literal fn = Toy_getLiteralDictionary(node->functions, key); Toy_Literal n = TOY_TO_OPAQUE_LITERAL(node, node->tag); Toy_LiteralArray arguments; Toy_LiteralArray returns; Toy_initLiteralArray(&arguments); Toy_initLiteralArray(&returns); //feed the arguments in Toy_pushLiteralArray(&arguments, n); if (args) { for (int i = 0; i < args->count; i++) { Toy_pushLiteralArray(&arguments, args->literals[i]); } } Toy_callLiteralFn(interpreter, fn, &arguments, &returns); Toy_freeLiteralArray(&arguments); Toy_freeLiteralArray(&returns); Toy_freeLiteral(n); Toy_freeLiteral(fn); } //recurse to the (non-tombstone) children for (int i = 0; i < node->count; i++) { if (node->children[i] != NULL) { Box_callRecursiveEngineNodeLiteral(node->children[i], interpreter, key, args); } } } 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 Toy_Literal key = TOY_TO_IDENTIFIER_LITERAL(Toy_createRefString(fnName)); Box_callRecursiveEngineNodeLiteral(node, interpreter, key, args); Toy_freeLiteral(key); } int Box_getChildCountEngineNode(Box_EngineNode* node) { return node->childCount; } int Box_loadTextureEngineNode(Box_EngineNode* node, const char* fname) { SDL_Surface* surface = IMG_Load(fname); if (surface == NULL) { return -1; } node->texture = SDL_CreateTextureFromSurface(engine.renderer, surface); if (node->texture == NULL) { return -2; } SDL_FreeSurface(surface); int w, h; SDL_QueryTexture(node->texture, NULL, NULL, &w, &h); SDL_Rect r = { 0, 0, w, h }; Box_setRectEngineNode(node, r); Box_setFramesEngineNode(node, 1); //default return 0; } void Box_freeTextureEngineNode(Box_EngineNode* node) { if (node->texture != NULL) { SDL_DestroyTexture(node->texture); node->texture = NULL; } } void Box_setRectEngineNode(Box_EngineNode* node, SDL_Rect rect) { node->rect = rect; } SDL_Rect Box_getRectEngineNode(Box_EngineNode* node) { return node->rect; } void Box_setFramesEngineNode(Box_EngineNode* node, int frames) { node->frames = frames; node->currentFrame = 0; //just in case } int Box_getFramesEngineNode(Box_EngineNode* node) { return node->frames; } void Box_setCurrentFrameEngineNode(Box_EngineNode* node, int currentFrame) { node->currentFrame = currentFrame; } int Box_getCurrentFrameEngineNode(Box_EngineNode* node) { return node->currentFrame; } void Box_incrementCurrentFrame(Box_EngineNode* node) { node->currentFrame++; if (node->currentFrame >= node->frames) { node->currentFrame = 0; } } void Box_drawEngineNode(Box_EngineNode* node, SDL_Rect dest) { SDL_Rect src = node->rect; src.x += src.w * node->currentFrame; //TODO: improve this SDL_RenderCopy(engine.renderer, node->texture, &src, &dest); }