59 lines
1.9 KiB
C
59 lines
1.9 KiB
C
#pragma once
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#include "common.h"
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#include "literal_dictionary.h"
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#include "interpreter.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#define OPAQUE_TAG_ENGINE_NODE 1
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//forward declare
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typedef struct _engineNode EngineNode;
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typedef void (*EngineNodeCallback)(void*);
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//the node object, which forms a tree
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typedef struct _engineNode {
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//function for releasing memory
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EngineNodeCallback freeMemory;
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//toy functions, stored in a dict for flexibility
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LiteralDictionary* functions;
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//point to the parent
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EngineNode* parent;
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//my opaque type tag
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int tag;
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int _unused0;
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//use Toy's memory model
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EngineNode** children;
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int capacity;
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int count; //includes tombstones
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//rendering-specific features
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SDL_Texture* texture;
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SDL_Rect rect;
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//TODO: depth
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} EngineNode;
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CORE_API void initEngineNode(EngineNode* node, Interpreter* interpreter, void* tb, size_t size); //run bytecode, then grab all top-level function literals
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CORE_API void pushEngineNode(EngineNode* node, EngineNode* child); //push to the array (prune tombstones when expanding/copying)
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CORE_API void freeEngineNode(EngineNode* node); //free and tombstone this node
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CORE_API Literal callEngineNodeLiteral(EngineNode* node, Interpreter* interpreter, Literal key);
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CORE_API Literal callEngineNode(EngineNode* node, Interpreter* interpreter, char* fnName); //call "fnName" on this node, and only this node, if it exists
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CORE_API void callRecursiveEngineNodeLiteral(EngineNode* node, Interpreter* interpreter, Literal key);
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CORE_API void callRecursiveEngineNode(EngineNode* node, Interpreter* interpreter, char* fnName); //call "fnName" on this node, and all children, if it exists
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CORE_API int loadTextureEngineNode(EngineNode* node, char* fname);
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CORE_API void freeTextureEngineNode(EngineNode* node);
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CORE_API void setRectEngineNode(EngineNode* node, SDL_Rect rect);
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//TODO: getRect
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CORE_API void drawEngineNode(EngineNode* node, SDL_Rect dest);
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