Files
Airport/core/engine_node.h

59 lines
2.0 KiB
C

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