Files
Airport/box/box_engine_node.c

275 lines
7.0 KiB
C

#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->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 and tombstone this node
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->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_callRecursiveEngineNode(childNode, &engine.interpreter, "onFree", 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);
}