Updated Toy and APIs, fixed a leak from Actor 'onStep'
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+34
-8
@@ -14,8 +14,9 @@ static Toy_Table* spriteTable = NULL;
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static Toy_Array* actorArray = NULL;
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//callbacks
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static void api_loadSprite(Toy_VM* vm) {
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static void api_loadSprite(Toy_VM* vm, Toy_FunctionNative* self) {
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//key, file, width, height -> null
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(void)self;
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if (!IsWindowReady()) {
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fprintf(stderr, TOY_CC_ERROR "ERROR: Can't load actor sprites before the window has been initialized" TOY_CC_RESET "\n");
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@@ -79,8 +80,9 @@ static void api_loadSprite(Toy_VM* vm) {
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Toy_freeValue(height);
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}
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static void api_spawnActorAt(Toy_VM* vm) {
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static void api_spawnActorAt(Toy_VM* vm, Toy_FunctionNative* self) {
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//sprite, onStep, x, y -> void
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(void)self;
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//check for initialization
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if (spriteTable == NULL || actorArray == NULL) {
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@@ -141,9 +143,16 @@ static void api_spawnActorAt(Toy_VM* vm) {
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//find an existing spot for the new actor, overwriting a dead one if able
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ActorData* newActorPtr = NULL;
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* mData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (!mData->enabled) { //if this actor is dead, steal the slot
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newActorPtr = mData;
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ActorData* actorData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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if (!actorData->enabled) { //if this actor is dead, steal the slot
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//free the dead actor's internals
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actorData->sprite = NULL;
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if (actorData->onStep != NULL) {
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Toy_freeFunction(actorData->onStep);
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actorData->onStep = NULL;
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}
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newActorPtr = actorData;
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break;
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}
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}
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@@ -219,6 +228,20 @@ void freeActorAPI(Toy_VM* vm) {
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Toy_freeTable(spriteTable);
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spriteTable = NULL;
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//unload each actor's members
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for (unsigned int i = 0; i < actorArray->count; i++) {
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ActorData* actorData = (ActorData*)TOY_VALUE_AS_OPAQUE(actorArray->data[i]);
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//free the dead actor's internals
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actorData->sprite = NULL;
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if (actorData->onStep != NULL) {
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Toy_freeFunction(actorData->onStep);
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actorData->onStep = NULL;
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}
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actorData->position = (Vector2){0,0};
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actorData->enabled = false;
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}
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actorArray = Toy_resizeArray(actorArray, 0);
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}
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@@ -254,7 +277,6 @@ void processActors(Toy_VM* vm) {
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//inject this actor as a parameter
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subVM.scope = Toy_pushScope(&subVM.memoryBucket, subVM.scope);
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Toy_declareScope(subVM.scope, name, paramType, Toy_copyValue(&subVM.memoryBucket, actorArray->data[i]), true);
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//run
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@@ -381,7 +403,9 @@ ActorData* spawnActorAt(Toy_Bucket** bucketHandle, Toy_Value key, Toy_Function*
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}
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//opaque handler
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static void attr_actorSetX(Toy_VM* vm) {
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static void attr_actorSetX(Toy_VM* vm, Toy_FunctionNative* self) {
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(void)self;
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Toy_Value compound = Toy_popStack(&vm->stack);
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Toy_Value x = Toy_popStack(&vm->stack);
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@@ -394,7 +418,9 @@ static void attr_actorSetX(Toy_VM* vm) {
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actor->position.x = TOY_VALUE_AS_INTEGER(x);
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}
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static void attr_actorSetY(Toy_VM* vm) {
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static void attr_actorSetY(Toy_VM* vm, Toy_FunctionNative* self) {
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(void)self;
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Toy_Value compound = Toy_popStack(&vm->stack);
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Toy_Value y = Toy_popStack(&vm->stack);
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