Mercurial > molko
view molko-js/src/js-animation.c @ 200:dd77bfb38df2
js: cleanup API
Since molko-js API isn't meant to be exposed, use duk_context everywhere by
default for a simpler code.
author | David Demelier <markand@malikania.fr> |
---|---|
date | Mon, 09 Nov 2020 19:18:14 +0100 |
parents | ebbcfb31482d |
children |
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/* * js-animation.c -- basic animations (Javascript bindings) * * Copyright (c) 2020 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 <duktape.h> #include <core/alloc.h> #include <core/error.h> #include <core/animation.h> #include "js.h" #include "js-animation.h" #include "js-sprite.h" #define SYMBOL DUK_HIDDEN_SYMBOL("molko::animation") #define SPRITE_REF DUK_HIDDEN_SYMBOL("molko::animation::sprite") static struct animation * js_animation_this(duk_context *ctx) { struct animation *an; duk_push_this(ctx); duk_get_prop_string(ctx, -1, SYMBOL); an = duk_to_pointer(ctx, -1); duk_pop_n(ctx, 2); if (!an) duk_error(ctx, DUK_ERR_TYPE_ERROR, "Not an Animation object"); return an; } static duk_ret_t js_animation_completed(duk_context *ctx) { duk_push_boolean(ctx, animation_completed(js_animation_this(ctx))); return 1; } static duk_ret_t js_animation_new(duk_context *ctx) { struct animation *anim; struct sprite *sprite; unsigned int delay; if (!duk_is_constructor_call(ctx)) duk_error(ctx, DUK_ERR_TYPE_ERROR, "Animation must be new-constructed"); sprite = js_sprite_require(ctx, 0); delay = duk_require_uint(ctx, 1); anim = alloc_zero(1, sizeof (*anim)); animation_init(anim, sprite, delay); duk_push_this(ctx); duk_push_pointer(ctx, anim); duk_put_prop_string(ctx, -2, SYMBOL); duk_push_string(ctx, "completed"); duk_push_c_function(ctx, js_animation_completed, 0); duk_def_prop(ctx, -3, DUK_DEFPROP_HAVE_GETTER); /* We store the texture into the sprite to avoid being collected. */ duk_dup(ctx, 0); duk_put_prop_string(ctx, -2, SPRITE_REF); duk_pop(ctx); return 0; } static duk_ret_t js_animation_finish(duk_context *ctx) { duk_get_prop_string(ctx, 0, SYMBOL); free(duk_to_pointer(ctx, -1)); duk_pop(ctx); duk_del_prop_string(ctx, 0, SYMBOL); duk_del_prop_string(ctx, 0, SPRITE_REF); return 0; } static duk_ret_t js_animation_update(duk_context *ctx) { struct animation *anim = js_animation_this(ctx); unsigned int ticks = duk_require_uint(ctx, 0); duk_push_boolean(ctx, animation_update(anim, ticks)); return 1; } static duk_ret_t js_animation_draw(duk_context *ctx) { struct animation *anim = js_animation_this(ctx); int x, y; if (duk_get_top(ctx) == 2) { x = duk_require_int(ctx, 0); y = duk_require_int(ctx, 1); } else if (duk_get_top(ctx) == 1) { duk_require_object(ctx, 0); duk_get_prop_string(ctx, 0, "x"); x = duk_get_int(ctx, -1); duk_get_prop_string(ctx, 0, "y"); y = duk_get_int(ctx, -1); duk_pop_n(ctx, 2); } else return duk_error(ctx, DUK_ERR_ERROR, "Object or 2 numbers expected"); if (!animation_draw(anim, x, y)) return duk_error(ctx, DUK_ERR_ERROR, "%s", error()); return 0; } static duk_function_list_entry methods[] = { { "update", js_animation_update, 1 }, { "draw", js_animation_draw, DUK_VARARGS }, { NULL, NULL, 0 } }; void js_animation_load(duk_context *ctx) { assert(ctx); duk_push_global_object(ctx); duk_get_prop_string(ctx, -1, "Molko"); duk_push_c_function(ctx, js_animation_new, 3); duk_push_object(ctx); duk_put_function_list(ctx, -1, methods); duk_push_c_function(ctx, js_animation_finish, 1); duk_set_finalizer(ctx, -2); duk_put_prop_string(ctx, -2, "prototype"); duk_put_prop_string(ctx, -2, "Animation"); duk_pop_n(ctx, 2); }