Files
Airport/box/box_engine_node.h

70 lines
2.9 KiB
C

#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;
//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_drawEngineNode(Box_EngineNode* node, SDL_Rect dest);