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Update using-toy.md
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using-toy.md
62
using-toy.md
@@ -4,23 +4,23 @@ This tutorial assumes that you've managed to embed Toy into your program by foll
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Here, we'll look at some ways in which you can utilize Toy's C API within your host program.
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Be aware that when you create a new Literal object, you must call `freeLiteral()` on it afterwards! If you don't, your program will leak memory as Toy has no internal tracker for such things.
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Be aware that when you create a new Literal object, you must call `Toy_freeLiteral()` on it afterwards! If you don't, your program will leak memory as Toy has no internal tracker for such things.
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## Embedded API Macros
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The functions intended for usage by the API are prepended with the C macro `TOY_API`. The exact value of this macro can vary by platform, or even be empty. In addition, the macros defined in [literal.h](https://github.com/Ratstail91/Toy/blob/0.6.0/source/literal.h) are available for use when manipulating literals. These include:
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* `IS_*` - check if a literal is a specific type
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* `AS_*` - cast the literal to a specific type
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* `TO_*` - create a literal of a specific type
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* `IS_TRUTHY` - check if a literal is truthy
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* `MAX_STRING_LENGTH` - the maximum length of a string in Toy (can be altered if needed)
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* `TOY_IS_*` - check if a literal is a specific type
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* `TOY_AS_*` - cast the literal to a specific type
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* `TOY_TO_*` - create a literal of a specific type
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* `TOY_IS_TRUTHY` - check if a literal is truthy
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* `TOY_MAX_STRING_LENGTH` - the maximum length of a string in Toy (can be altered if needed)
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## Structures Used Throughout Toy
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The main unit of data within Toy's internals is `Literal`, which can contain any value that can exist within the Toy langauge. The exact implementation of `Literal` may change or evolve as time goes on, so it's recommended that you only interact with literals directly by using the macros and functions outlined [above](#embedded-api-macros). See the [types](types) page for information on what datatypes exist in Toy.
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The main unit of data within Toy's internals is `Toy_Literal`, which can contain any value that can exist within the Toy langauge. The exact implementation of `Toy_Literal` may change or evolve as time goes on, so it's recommended that you only interact with literals directly by using the macros and functions outlined [above](#embedded-api-macros). See the [types](types) page for information on what datatypes exist in Toy.
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There are two main "compound structures" used within Toy's internals - the `LiteralArray` and `LiteralDictionary`. The former is an array of `Literal` instances stored sequentially in memory for fast lookups, while the latter is a key-value hashmap designed for efficient lookups based on a `Literal` key. These are both accessible via the language as well.
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There are two main "compound structures" used within Toy's internals - the `Toy_LiteralArray` and `Toy_LiteralDictionary`. The former is an array of `Toy_Literal` instances stored sequentially in memory for fast lookups, while the latter is a key-value hashmap designed for efficient lookups based on a `Toy_Literal` key. These are both accessible via the language as well.
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These compound structures hold **copies** of literals given to them, rather than taking ownership of existing literals.
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@@ -30,24 +30,24 @@ Please see [Compiling Toy](compiling-toy) for more information on the process of
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## Interpreting Toy
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The `Interpreter` structure is the beating heart of Toy - You'll usually only need one interpreter, as it can be reset as needed.
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The `Toy_Interpreter` structure is the beating heart of Toy - You'll usually only need one interpreter, as it can be reset as needed.
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The four basic functions are used as follows:
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```c
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//assume "tb" and "size" are the results of compilation
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Interpreter interpreter;
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Toy_Interpreter interpreter;
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initInterpreter(&interpreter);
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runInterpreter(&interpreter, tb, size);
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resetInterpreter(&interpreter); //You usually want to reset between runs
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freeInterpreter(&interpreter);
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Toy_initInterpreter(&interpreter);
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Toy_runInterpreter(&interpreter, tb, size);
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Toy_resetInterpreter(&interpreter); //You usually want to reset between runs
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Toy_freeInterpreter(&interpreter);
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```
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In addition to this, you might also wish to "inject" a series of usable libraries into the interpreter, which can be `import`-ed within the language itself. This process only needs to be done once, after initialization, but before the first run.
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```c
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injectNativeHook(&interpreter, "standard", hookStandard);
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Toy_injectNativeHook(&interpreter, "standard", hookStandard);
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```
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A "hook" is a callback function which is invoked when the given library is imported. `standard` is the most commonly used library available.
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@@ -62,10 +62,10 @@ Hooks can simply inject native functions into the current scope, or they can do
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//a utility structure for storing the native C functions
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typedef struct Natives {
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char* name;
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NativeFn fn;
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Toy_NativeFn fn;
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} Natives;
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int hookStandard(Interpreter* interpreter, Literal identifier, Literal alias) {
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int Toy_hookStandard(Toy_Interpreter* interpreter, Toy_Literal identifier, Toy_Literal alias) {
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//the list of available native C functions that can be called from Toy
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Natives natives[] = {
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{"clock", nativeClock},
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@@ -74,7 +74,7 @@ int hookStandard(Interpreter* interpreter, Literal identifier, Literal alias) {
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//inject each native C functions into the current scope
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for (int i = 0; natives[i].name; i++) {
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injectNativeFn(interpreter, natives[i].name, natives[i].fn);
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Toy_injectNativeFn(interpreter, natives[i].name, natives[i].fn);
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}
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return 0;
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@@ -86,13 +86,13 @@ int hookStandard(Interpreter* interpreter, Literal identifier, Literal alias) {
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In some situations, you may find it convenient to call a function written in Toy from the host program. For this, a pair of utility functions have been provided:
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```c
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TOY_API bool callLiteralFn(Interpreter* interpreter, Literal func, LiteralArray* arguments, LiteralArray* returns);
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TOY_API bool callFn (Interpreter* interpreter, char* name, LiteralArray* arguments, LiteralArray* returns);
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TOY_API bool Toy_callLiteralFn(Toy_Interpreter* interpreter, Toy_Literal func, Toy_LiteralArray* arguments, Toy_LiteralArray* returns);
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TOY_API bool Toy_callFn (Toy_Interpreter* interpreter, char* name, Toy_LiteralArray* arguments, Toy_LiteralArray* returns);
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```
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The first argument must be an interpreter. The third argument is a pointer to a `LiteralArray` containing a list of arguments to pass to the function, and the fourth is a pointer to a `LiteralArray` where the return values can be stored (an array is used here for a potential future feature). The contents of the argument array is consumed and left in an indeterminate state (but is safe to free), while the returns array always has one value - if the function did not return a value, then it contains a `null` literal.
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The first argument must be an interpreter. The third argument is a pointer to a `Toy_LiteralArray` containing a list of arguments to pass to the function, and the fourth is a pointer to a `Toy_LiteralArray` where the return values can be stored (an array is used here for a potential future feature). The contents of the argument array is consumed and left in an indeterminate state (but is safe to free), while the returns array always has one value - if the function did not return a value, then it contains a `null` literal.
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The second arguments to these functions are either the function to be called as a `Literal`, or the name of the function within the interpreter's scope. The latter API simply finds the specified `Literal` if it exists and calls the former. As with most APIs, these return `false` if something went wrong.
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The second arguments to these functions are either the function to be called as a `Toy_Literal`, or the name of the function within the interpreter's scope. The latter API simply finds the specified `Toy_Literal` if it exists and calls the former. As with most APIs, these return `false` if something went wrong.
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## Memory Allocation
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@@ -100,20 +100,20 @@ Depending on your platform of choice, you may want to alter how the memory is al
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```c
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//signature returns the new pointer to be used
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typedef void* (*AllocatorFn)(void* pointer, size_t oldSize, size_t newSize);
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TOY_API void setAllocator(AllocatorFn);
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typedef void* (*Toy_MemoryAllocatorFn)(void* pointer, size_t oldSize, size_t newSize);
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TOY_API void Toy_setMemoryAllocator(Toy_MemoryAllocatorFn);
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```
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Pass it a function which matches the above signature, and it'll be callable via the following macros:
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* `ALLOCATE(type, count)`
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* `FREE(type, pointer)`
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* `GROW_ARRAY(type, pointer, oldCount, newCount)`
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* `SHRINK_ARRAY(type, pointer, oldCount, newCount)`
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* `FREE_ARRAY(type, pointer, oldCount)`
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* `TOY_ALLOCATE(type, count)`
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* `TOY_FREE(type, pointer)`
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* `TOY_GROW_ARRAY(type, pointer, oldCount, newCount)`
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* `TOY_SHRINK_ARRAY(type, pointer, oldCount, newCount)`
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* `TOY_FREE_ARRAY(type, pointer, oldCount)`
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Also, the following macros are provided to calculate the ideal array capacities (the latter of which is for rapidly growing structures):
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* `GROW_CAPACITY(capacity)`
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* `GROW_CAPACITY_FAST(capacity)`
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* `TOY_GROW_CAPACITY(capacity)`
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* `TOY_GROW_CAPACITY_FAST(capacity)`
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