Mercurial > molko
view src/libmlk-core-js/core/js-game.c @ 378:460c78706989
misc: update copyright years
author | David Demelier <markand@malikania.fr> |
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date | Sun, 02 Jan 2022 10:22:48 +0100 |
parents | 3c378be73844 |
children | ef4d4a51aeb7 |
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/* * js-game.c -- core gamej binding * * Copyright (c) 2020-2022 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <assert.h> #include <core/game.h> #include <core/state.h> #include "js-game.h" #include "js-state.h" /* * TODO: determine if it's worth it to add handle, update and draw functions. */ static duk_ret_t Game_push(duk_context *ctx) { struct js_state *state = js_state_require(ctx, 0); if (game.state == &game.states[GAME_STATE_MAX]) { state_finish(&state->st); return duk_error(ctx, DUK_ERR_RANGE_ERROR, "too many states"); } duk_push_this(ctx); state->parent = duk_get_heapptr(ctx, -1); duk_push_sprintf(ctx, "%p", state); duk_dup(ctx, 0); duk_put_prop(ctx, -3); duk_pop(ctx); game_push(&state->st); return 0; } static duk_ret_t Game_pop(duk_context *ctx) { (void)ctx; if (game.state == &game.states[0]) return 0; game_pop(); return 0; } static duk_ret_t Game_loop(duk_context *ctx) { (void)ctx; game_loop(); return 0; } static duk_ret_t Game_quit(duk_context *ctx) { (void)ctx; game_quit(); return 0; } static const duk_function_list_entry functions[] = { { "push", Game_push, 1 }, { "pop", Game_pop, 0 }, { "loop", Game_loop, 0 }, { "quit", Game_quit, 0 }, { NULL, NULL, 0 } }; void js_game_bind(duk_context *ctx) { assert(ctx); duk_push_object(ctx); duk_put_function_list(ctx, -1, functions); duk_put_global_string(ctx, "Game"); }