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examples/graphics/shader/debug.js
|
JavaScript
|
// Debug shader test - use shaders that visibly alter output
// This helps verify the shader is actually being applied
joy.window.setMode(800, 600);
joy.window.setTitle("Debug Shader Test");
joy.graphics.setBackgroundColor(0.2, 0.2, 0.3);
var passthruShader;
var tintShader;
var currentShader = 0;
joy.load = function() {
// Passthrough shader (should look identical to no-shader)
passthruShader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}
`);
// Tint shader (adds visible blue tint to confirm shader is working)
tintShader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
color.b = min(1.0, color.b + 0.3); // Add blue tint
return color;
}
`);
if (!passthruShader) {
console.log("Failed to create passthrough shader!");
}
if (!tintShader) {
console.log("Failed to create tint shader!");
}
console.log("1 = No shader");
console.log("2 = Passthrough shader (should look same)");
console.log("3 = Blue tint shader (visible change)");
console.log("Escape to exit");
};
joy.keypressed = function(key) {
if (key === "escape") {
joy.window.close();
} else if (key === "1") {
currentShader = 0;
console.log("No shader");
} else if (key === "2") {
currentShader = 1;
console.log("Passthrough shader");
} else if (key === "3") {
currentShader = 2;
console.log("Blue tint shader");
}
};
joy.draw = function() {
// Apply current shader
if (currentShader === 1) {
joy.graphics.setShader(passthruShader);
} else if (currentShader === 2) {
joy.graphics.setShader(tintShader);
}
// Draw shapes
joy.graphics.setColor(1, 0, 0);
joy.graphics.rectangle("fill", 100, 100, 200, 100);
joy.graphics.setColor(0, 1, 0);
joy.graphics.rectangle("fill", 400, 100, 100, 200);
joy.graphics.setColor(1, 1, 0);
joy.graphics.circle("fill", 200, 400, 80);
joy.graphics.setColor(1, 0, 1);
joy.graphics.circle("fill", 500, 400, 80);
// Reset shader for UI
joy.graphics.setShader();
// Draw UI
joy.graphics.setColor(1, 1, 1);
var modeNames = ["No Shader", "Passthrough Shader", "Blue Tint Shader"];
joy.graphics.print("Current: " + modeNames[currentShader], 10, 10);
joy.graphics.print("Press 1, 2, or 3 to switch modes", 10, 30);
joy.graphics.print("Rectangle at (100,100) should be 200x100", 10, 550);
joy.graphics.print("Rectangle at (400,100) should be 100x200", 10, 570);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shader/gradient.js
|
JavaScript
|
// Gradient shader example
// Demonstrates using screen coordinates and love_ScreenSize
joy.window.setMode(800, 600);
joy.window.setTitle("Shader - Gradients");
joy.graphics.setBackgroundColor(0.1, 0.1, 0.1);
// Horizontal gradient overlay
var horizontalGradient = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
float t = pixcoord.x / love_ScreenSize.x;
vec3 gradient = mix(vec3(1.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), t);
return vec4(color.rgb * gradient, color.a);
}
`);
// Vertical gradient overlay
var verticalGradient = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
float t = pixcoord.y / love_ScreenSize.y;
vec3 gradient = mix(vec3(0.0, 1.0, 0.0), vec3(1.0, 0.0, 1.0), t);
return vec4(color.rgb * gradient, color.a);
}
`);
// Radial gradient from center
var radialGradient = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
vec2 center = love_ScreenSize.xy * 0.5;
float dist = length(pixcoord - center);
float maxDist = length(center);
float t = clamp(dist / maxDist, 0.0, 1.0);
vec3 gradient = mix(vec3(1.0, 1.0, 0.0), vec3(0.0, 0.5, 1.0), t);
return vec4(color.rgb * gradient, color.a);
}
`);
// Animated rainbow
var rainbowShader = joy.graphics.newShader(`
uniform float time;
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
float hue = (pixcoord.x + pixcoord.y) / (love_ScreenSize.x + love_ScreenSize.y);
hue = fract(hue + time * 0.1);
vec3 rainbow = hsv2rgb(vec3(hue, 0.8, 1.0));
return vec4(color.rgb * rainbow, color.a);
}
`);
// Diamond pattern
var diamondShader = joy.graphics.newShader(`
uniform float time;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
float scale = 50.0;
float pattern = abs(mod(pixcoord.x, scale) - scale * 0.5) +
abs(mod(pixcoord.y, scale) - scale * 0.5);
pattern = pattern / scale;
float brightness = 0.5 + pattern * 0.5;
return vec4(color.rgb * brightness, color.a);
}
`);
var time = 0;
var currentShader = 0;
var shaders = [horizontalGradient, verticalGradient, radialGradient, rainbowShader, diamondShader];
var shaderNames = ["Horizontal Gradient", "Vertical Gradient", "Radial Gradient", "Rainbow", "Diamond Pattern"];
joy.load = function() {
console.log("Gradient shader demo");
console.log("Press SPACE to cycle through gradients");
console.log("Press Escape to exit");
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
} else if (key === "space") {
currentShader = (currentShader + 1) % shaders.length;
}
};
joy.update = function(dt) {
time += dt;
};
joy.draw = function() {
var shader = shaders[currentShader];
joy.graphics.setShader(shader);
// Send time for animated shaders
if (shader.hasUniform("time")) {
shader.send("time", time);
}
// Fill screen with white to show the gradient
joy.graphics.setColor(1, 1, 1);
joy.graphics.rectangle("fill", 0, 0, 800, 600);
// Draw some shapes on top
joy.graphics.setColor(1, 1, 1);
joy.graphics.circle("fill", 200, 200, 80);
joy.graphics.circle("fill", 400, 300, 100);
joy.graphics.circle("fill", 600, 200, 80);
joy.graphics.rectangle("fill", 100, 380, 200, 120);
joy.graphics.rectangle("fill", 500, 380, 200, 120);
// Reset shader for UI
joy.graphics.setShader();
// Draw UI with black background for readability
joy.graphics.setColor(0, 0, 0, 0.7);
joy.graphics.rectangle("fill", 40, 15, 350, 30);
joy.graphics.rectangle("fill", 40, 545, 400, 30);
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Gradient: " + shaderNames[currentShader], 50, 20);
joy.graphics.setColor(0.9, 0.9, 0.9);
joy.graphics.print("Press SPACE to change gradient, ESC to exit", 50, 550);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shader/image.js
|
JavaScript
|
// Image shader example
// Demonstrates applying shaders to textured images
joy.window.setMode(800, 600);
joy.window.setTitle("Shader - Image Effects");
joy.graphics.setBackgroundColor(0.15, 0.15, 0.2);
var image;
// Pixelate shader
var pixelateShader = joy.graphics.newShader(`
uniform float pixelSize;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 size = vec2(pixelSize) / love_ScreenSize.xy;
vec2 coord = floor(texcoord / size) * size + size * 0.5;
return Texel(tex, coord) * vcolor;
}
`);
// Blur shader (simple box blur)
var blurShader = joy.graphics.newShader(`
uniform float blurAmount;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 offset = vec2(blurAmount) / love_ScreenSize.xy;
vec4 color = vec4(0.0);
color += Texel(tex, texcoord + vec2(-offset.x, -offset.y));
color += Texel(tex, texcoord + vec2(0.0, -offset.y));
color += Texel(tex, texcoord + vec2(offset.x, -offset.y));
color += Texel(tex, texcoord + vec2(-offset.x, 0.0));
color += Texel(tex, texcoord);
color += Texel(tex, texcoord + vec2(offset.x, 0.0));
color += Texel(tex, texcoord + vec2(-offset.x, offset.y));
color += Texel(tex, texcoord + vec2(0.0, offset.y));
color += Texel(tex, texcoord + vec2(offset.x, offset.y));
return (color / 9.0) * vcolor;
}
`);
// Edge detection (Sobel-like)
var edgeShader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 offset = vec2(1.0) / love_ScreenSize.xy;
float tl = dot(Texel(tex, texcoord + vec2(-offset.x, -offset.y)).rgb, vec3(0.33));
float t = dot(Texel(tex, texcoord + vec2(0.0, -offset.y)).rgb, vec3(0.33));
float tr = dot(Texel(tex, texcoord + vec2(offset.x, -offset.y)).rgb, vec3(0.33));
float l = dot(Texel(tex, texcoord + vec2(-offset.x, 0.0)).rgb, vec3(0.33));
float r = dot(Texel(tex, texcoord + vec2(offset.x, 0.0)).rgb, vec3(0.33));
float bl = dot(Texel(tex, texcoord + vec2(-offset.x, offset.y)).rgb, vec3(0.33));
float b = dot(Texel(tex, texcoord + vec2(0.0, offset.y)).rgb, vec3(0.33));
float br = dot(Texel(tex, texcoord + vec2(offset.x, offset.y)).rgb, vec3(0.33));
float gx = -tl - 2.0*l - bl + tr + 2.0*r + br;
float gy = -tl - 2.0*t - tr + bl + 2.0*b + br;
float edge = sqrt(gx*gx + gy*gy);
return vec4(vec3(edge), 1.0) * vcolor;
}
`);
// Vignette effect
var vignetteShader = joy.graphics.newShader(`
uniform float strength;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
vec2 center = vec2(0.5, 0.5);
float dist = distance(texcoord, center);
float vignette = 1.0 - dist * strength;
vignette = clamp(vignette, 0.0, 1.0);
return vec4(color.rgb * vignette, color.a);
}
`);
// Chromatic aberration
var chromaticShader = joy.graphics.newShader(`
uniform float amount;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 offset = (texcoord - 0.5) * amount / love_ScreenSize.xy;
float r = Texel(tex, texcoord + offset).r;
float g = Texel(tex, texcoord).g;
float b = Texel(tex, texcoord - offset).b;
float a = Texel(tex, texcoord).a;
return vec4(r, g, b, a) * vcolor;
}
`);
var time = 0;
var currentShader = 0;
var shaders = [null, pixelateShader, blurShader, edgeShader, vignetteShader, chromaticShader];
var shaderNames = ["None", "Pixelate", "Blur", "Edge Detection", "Vignette", "Chromatic Aberration"];
joy.load = function() {
console.log("Image shader effects demo");
console.log("Press SPACE to cycle through effects");
console.log("Press Escape to exit");
// Load the test image
image = joy.graphics.newImage("smiley.png");
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
} else if (key === "space") {
currentShader = (currentShader + 1) % shaders.length;
}
};
joy.update = function(dt) {
time += dt;
};
joy.draw = function() {
var shader = shaders[currentShader];
if (shader) {
joy.graphics.setShader(shader);
// Set shader-specific uniforms
if (currentShader === 1) { // Pixelate
var pixelSize = 4 + Math.sin(time * 2) * 3;
shader.send("pixelSize", pixelSize);
} else if (currentShader === 2) { // Blur
var blurAmount = 2 + Math.sin(time * 1.5) * 2;
shader.send("blurAmount", blurAmount);
} else if (currentShader === 4) { // Vignette
shader.send("strength", 1.5);
} else if (currentShader === 5) { // Chromatic
var amount = 10 + Math.sin(time * 3) * 8;
shader.send("amount", amount);
}
} else {
joy.graphics.setShader();
}
// Draw the image centered and scaled
joy.graphics.setColor(1, 1, 1);
if (image) {
var imgW = image.getWidth();
var imgH = image.getHeight();
var scale = Math.min(600 / imgW, 450 / imgH);
var x = (800 - imgW * scale) / 2;
var y = (600 - imgH * scale) / 2;
joy.graphics.draw(image, x, y, 0, scale, scale);
} else {
// Fallback: draw colored rectangles if no image
joy.graphics.setColor(0.8, 0.3, 0.3);
joy.graphics.rectangle("fill", 100, 100, 600, 400);
joy.graphics.setColor(0.3, 0.8, 0.3);
joy.graphics.circle("fill", 400, 300, 150);
}
// Reset shader for UI
joy.graphics.setShader();
// Draw UI
joy.graphics.setColor(0, 0, 0, 0.7);
joy.graphics.rectangle("fill", 40, 15, 400, 30);
joy.graphics.rectangle("fill", 40, 555, 400, 30);
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Effect: " + shaderNames[currentShader], 50, 20);
joy.graphics.setColor(0.9, 0.9, 0.9);
joy.graphics.print("Press SPACE to change effect, ESC to exit", 50, 560);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shader/main.js
|
JavaScript
|
// Shader Effects Demo
// Cycles through various shader effects
// Press LEFT/RIGHT to change effects, UP/DOWN to adjust intensity
joy.window.setMode(800, 600);
joy.window.setTitle("Shader Effects Demo");
joy.graphics.setBackgroundColor(0.15, 0.15, 0.2);
var image;
var shaders = [];
var shaderNames = [];
var currentShader = 0;
var time = 0;
var intensity = 0.5;
joy.load = function() {
image = joy.graphics.newImage("smiley.png");
// 1. Grayscale
shaders.push(joy.graphics.newShader(`
extern float intensity;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord);
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
color.rgb = mix(color.rgb, vec3(gray), intensity);
return color * vcolor;
}
`));
shaderNames.push("Grayscale");
// 2. Sepia
shaders.push(joy.graphics.newShader(`
extern float intensity;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord);
vec3 sepia;
sepia.r = dot(color.rgb, vec3(0.393, 0.769, 0.189));
sepia.g = dot(color.rgb, vec3(0.349, 0.686, 0.168));
sepia.b = dot(color.rgb, vec3(0.272, 0.534, 0.131));
color.rgb = mix(color.rgb, sepia, intensity);
return color * vcolor;
}
`));
shaderNames.push("Sepia");
// 3. Invert
shaders.push(joy.graphics.newShader(`
extern float intensity;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord);
color.rgb = mix(color.rgb, 1.0 - color.rgb, intensity);
return color * vcolor;
}
`));
shaderNames.push("Invert");
// 4. Posterize
shaders.push(joy.graphics.newShader(`
extern float intensity;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord);
float levels = mix(256.0, 2.0, intensity);
color.rgb = floor(color.rgb * levels) / levels;
return color * vcolor;
}
`));
shaderNames.push("Posterize");
// 5. Pixelate
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern vec2 texSize;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
float pixelSize = mix(1.0, 20.0, intensity);
vec2 coord = floor(texcoord * texSize / pixelSize) * pixelSize / texSize;
return Texel(tex, coord) * vcolor;
}
`));
shaderNames.push("Pixelate");
// 6. Wave Distortion
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern float time;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 tc = texcoord;
float amp = intensity * 0.05;
tc.x += sin(tc.y * 15.0 + time * 3.0) * amp;
tc.y += cos(tc.x * 15.0 + time * 3.0) * amp;
return Texel(tex, tc) * vcolor;
}
`));
shaderNames.push("Wave");
// 7. Chromatic Aberration
shaders.push(joy.graphics.newShader(`
extern float intensity;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 dir = texcoord - vec2(0.5);
float offset = intensity * 0.02;
float r = Texel(tex, texcoord + dir * offset).r;
float g = Texel(tex, texcoord).g;
float b = Texel(tex, texcoord - dir * offset).b;
float a = Texel(tex, texcoord).a;
return vec4(r, g, b, a) * vcolor;
}
`));
shaderNames.push("Chromatic Aberration");
// 8. Vignette
shaders.push(joy.graphics.newShader(`
extern float intensity;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord);
float dist = distance(texcoord, vec2(0.5));
float vig = smoothstep(0.8, 0.2, dist * (0.5 + intensity));
color.rgb *= vig;
return color * vcolor;
}
`));
shaderNames.push("Vignette");
// 9. Sharpen
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern vec2 texSize;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 step = 1.0 / texSize;
vec4 color = Texel(tex, texcoord) * (1.0 + 4.0 * intensity);
color -= Texel(tex, texcoord + vec2(step.x, 0)) * intensity;
color -= Texel(tex, texcoord - vec2(step.x, 0)) * intensity;
color -= Texel(tex, texcoord + vec2(0, step.y)) * intensity;
color -= Texel(tex, texcoord - vec2(0, step.y)) * intensity;
return color * vcolor;
}
`));
shaderNames.push("Sharpen");
// 10. Blur
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern vec2 texSize;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 step = intensity * 3.0 / texSize;
vec4 color = vec4(0.0);
color += Texel(tex, texcoord) * 0.2;
color += Texel(tex, texcoord + vec2(step.x, 0)) * 0.15;
color += Texel(tex, texcoord - vec2(step.x, 0)) * 0.15;
color += Texel(tex, texcoord + vec2(0, step.y)) * 0.15;
color += Texel(tex, texcoord - vec2(0, step.y)) * 0.15;
color += Texel(tex, texcoord + step) * 0.05;
color += Texel(tex, texcoord - step) * 0.05;
color += Texel(tex, texcoord + vec2(step.x, -step.y)) * 0.05;
color += Texel(tex, texcoord + vec2(-step.x, step.y)) * 0.05;
return color * vcolor;
}
`));
shaderNames.push("Blur");
// 11. Edge Detection
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern vec2 texSize;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 step = 1.0 / texSize;
vec4 n = Texel(tex, texcoord + vec2(0, -step.y));
vec4 s = Texel(tex, texcoord + vec2(0, step.y));
vec4 e = Texel(tex, texcoord + vec2(step.x, 0));
vec4 w = Texel(tex, texcoord + vec2(-step.x, 0));
vec4 edge = abs(n - s) + abs(e - w);
vec4 orig = Texel(tex, texcoord);
return mix(orig, edge, intensity) * vcolor;
}
`));
shaderNames.push("Edge Detection");
// 12. Emboss
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern vec2 texSize;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 step = 1.0 / texSize;
vec4 tl = Texel(tex, texcoord + vec2(-step.x, -step.y));
vec4 br = Texel(tex, texcoord + vec2(step.x, step.y));
vec4 emboss = (br - tl) + 0.5;
vec4 orig = Texel(tex, texcoord);
return mix(orig, emboss, intensity) * vcolor;
}
`));
shaderNames.push("Emboss");
// 13. RGB Shift
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern float time;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
float shift = intensity * 0.01;
float r = Texel(tex, texcoord + vec2(shift, 0)).r;
float g = Texel(tex, texcoord).g;
float b = Texel(tex, texcoord - vec2(shift, 0)).b;
return vec4(r, g, b, Texel(tex, texcoord).a) * vcolor;
}
`));
shaderNames.push("RGB Shift");
// 14. Scanlines
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern vec2 screenSize;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord);
float scanline = sin(pixcoord.y * 3.14159 * 2.0) * 0.5 + 0.5;
color.rgb *= 1.0 - (intensity * 0.3 * scanline);
return color * vcolor;
}
`));
shaderNames.push("Scanlines");
// 15. Hue Shift
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern float time;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord);
vec3 hsv = rgb2hsv(color.rgb);
hsv.x = fract(hsv.x + intensity + time * 0.1);
color.rgb = hsv2rgb(hsv);
return color * vcolor;
}
`));
shaderNames.push("Hue Shift");
// 16. CRT Effect
shaders.push(joy.graphics.newShader(`
extern float intensity;
extern float time;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec2 tc = texcoord;
// Barrel distortion
vec2 cc = tc - 0.5;
float dist = dot(cc, cc) * intensity * 0.5;
tc = tc + cc * dist;
vec4 color = Texel(tex, tc);
// Scanlines
float scanline = sin(tc.y * 400.0) * 0.04 * intensity;
color.rgb -= scanline;
// Vignette
float vig = 1.0 - dot(cc, cc) * intensity * 2.0;
color.rgb *= vig;
return color * vcolor;
}
`));
shaderNames.push("CRT");
// Initialize all shaders with uniforms
for (var i = 0; i < shaders.length; i++) {
if (shaders[i]) {
shaders[i].send("intensity", intensity);
if (shaders[i].hasUniform("texSize")) {
shaders[i].send("texSize", [image.getWidth(), image.getHeight()]);
}
if (shaders[i].hasUniform("screenSize")) {
shaders[i].send("screenSize", [joy.graphics.getWidth(), joy.graphics.getHeight()]);
}
if (shaders[i].hasUniform("time")) {
shaders[i].send("time", 0.0);
}
}
}
console.log("Shader Effects Demo");
console.log("LEFT/RIGHT: Change effect");
console.log("UP/DOWN: Adjust intensity");
console.log("Escape: Exit");
};
joy.keypressed = function(key) {
if (key === "escape") {
joy.window.close();
} else if (key === "right") {
currentShader = (currentShader + 1) % shaders.length;
} else if (key === "left") {
currentShader = (currentShader - 1 + shaders.length) % shaders.length;
} else if (key === "up") {
intensity = Math.min(intensity + 0.1, 1.0);
updateIntensity();
} else if (key === "down") {
intensity = Math.max(intensity - 0.1, 0.0);
updateIntensity();
}
};
function updateIntensity() {
for (var i = 0; i < shaders.length; i++) {
if (shaders[i]) {
shaders[i].send("intensity", intensity);
}
}
}
joy.update = function(dt) {
time += dt;
var shader = shaders[currentShader];
if (shader && shader.hasUniform("time")) {
shader.send("time", time);
}
};
joy.draw = function() {
var shader = shaders[currentShader];
joy.graphics.setColor(1, 1, 1);
if (shader) {
joy.graphics.setShader(shader);
}
// Draw image centered
var x = (joy.graphics.getWidth() - image.getWidth()) / 2;
var y = (joy.graphics.getHeight() - image.getHeight()) / 2;
joy.graphics.draw(image, x, y);
joy.graphics.setShader();
// Draw UI
joy.graphics.setColor(0, 0, 0, 0.7);
joy.graphics.rectangle("fill", 0, 0, 300, 80);
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Effect: " + shaderNames[currentShader] + " (" + (currentShader + 1) + "/" + shaders.length + ")", 10, 10);
joy.graphics.print("Intensity: " + (intensity * 100).toFixed(0) + "%", 10, 30);
joy.graphics.print("LEFT/RIGHT: change, UP/DOWN: intensity", 10, 50);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shader/minimal.js
|
JavaScript
|
// Minimal shader test - compare rendering with/without shader
joy.window.setMode(800, 600);
joy.window.setTitle("Minimal Shader Test");
joy.graphics.setBackgroundColor(0.2, 0.2, 0.3);
var shader;
joy.load = function() {
shader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}
`);
if (!shader) {
console.log("Failed to create shader!");
} else {
console.log("Shader created successfully");
}
console.log("Escape to exit");
};
joy.draw = function() {
// LEFT SIDE: Without shader
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("WITHOUT SHADER:", 50, 30);
joy.graphics.setColor(1, 0, 0);
joy.graphics.rectangle("fill", 50, 70, 150, 100);
joy.graphics.setColor(0, 1, 0);
joy.graphics.circle("fill", 125, 280, 70);
// RIGHT SIDE: With shader
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("WITH SHADER:", 450, 30);
joy.graphics.setShader(shader);
joy.graphics.setColor(1, 0, 0);
joy.graphics.rectangle("fill", 450, 70, 150, 100);
joy.graphics.setColor(0, 1, 0);
joy.graphics.circle("fill", 525, 280, 70);
joy.graphics.setShader();
// Center reference lines
joy.graphics.setColor(0.5, 0.5, 0.5);
joy.graphics.line(400, 0, 400, 600);
// Info
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Compare shapes on both sides - they should look identical", 10, 560);
};
joy.keypressed = function(key) {
if (key === "escape") {
joy.window.close();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shader/simple.js
|
JavaScript
|
// Simple shader example
// Demonstrates basic custom fragment shaders
joy.window.setMode(800, 600);
joy.window.setTitle("Shader - Simple Effects");
joy.graphics.setBackgroundColor(0.1, 0.1, 0.2);
// Grayscale shader - converts colors to grayscale
var grayscaleShader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
return vec4(gray, gray, gray, color.a);
}
`);
// Invert shader - inverts colors
var invertShader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
return vec4(1.0 - color.rgb, color.a);
}
`);
// Sepia shader - applies sepia tone
var sepiaShader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
float r = dot(color.rgb, vec3(0.393, 0.769, 0.189));
float g = dot(color.rgb, vec3(0.349, 0.686, 0.168));
float b = dot(color.rgb, vec3(0.272, 0.534, 0.131));
return vec4(r, g, b, color.a);
}
`);
var currentShader = 0;
var shaders = [null, grayscaleShader, invertShader, sepiaShader];
var shaderNames = ["None (default)", "Grayscale", "Invert", "Sepia"];
joy.load = function() {
console.log("Simple shader effects demo");
console.log("Press SPACE to cycle through shaders");
console.log("Press Escape to exit");
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
} else if (key === "space") {
currentShader = (currentShader + 1) % shaders.length;
}
};
joy.update = function(dt) {
};
joy.draw = function() {
// Apply current shader
if (shaders[currentShader]) {
joy.graphics.setShader(shaders[currentShader]);
} else {
joy.graphics.setShader();
}
// Draw colorful shapes
joy.graphics.setColor(1, 0.3, 0.3);
joy.graphics.rectangle("fill", 50, 100, 150, 150);
joy.graphics.setColor(0.3, 1, 0.3);
joy.graphics.rectangle("fill", 220, 100, 150, 150);
joy.graphics.setColor(0.3, 0.3, 1);
joy.graphics.rectangle("fill", 390, 100, 150, 150);
joy.graphics.setColor(1, 1, 0);
joy.graphics.circle("fill", 125, 350, 60);
joy.graphics.setColor(1, 0, 1);
joy.graphics.circle("fill", 295, 350, 60);
joy.graphics.setColor(0, 1, 1);
joy.graphics.circle("fill", 465, 350, 60);
// Rainbow gradient bar
for (var i = 0; i < 20; i++) {
var hue = i / 20;
joy.graphics.setColor(
Math.sin(hue * Math.PI * 2) * 0.5 + 0.5,
Math.sin((hue + 0.33) * Math.PI * 2) * 0.5 + 0.5,
Math.sin((hue + 0.66) * Math.PI * 2) * 0.5 + 0.5
);
joy.graphics.rectangle("fill", 560 + i * 10, 100, 10, 300);
}
// Reset shader for UI
joy.graphics.setShader();
// Draw UI
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Current shader: " + shaderNames[currentShader], 50, 30);
joy.graphics.setColor(0.7, 0.7, 0.7);
joy.graphics.print("Press SPACE to change shader, ESC to exit", 50, 550);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shader/test.js
|
JavaScript
|
// Simple shader test - draws a rectangle with and without shader
// to diagnose rendering issues
joy.window.setMode(800, 600);
joy.window.setTitle("Shader Test");
joy.graphics.setBackgroundColor(0.2, 0.2, 0.3);
var shader;
var useShader = false;
joy.load = function() {
// Create the simplest possible shader - just passes through colors
shader = joy.graphics.newShader(`
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}
`);
if (!shader) {
console.log("Failed to create shader!");
} else {
console.log("Shader created successfully");
// Debug: print generated shader source
console.log("=== VERTEX SHADER ===");
console.log(shader.getVertexSource());
console.log("=== PIXEL SHADER ===");
console.log(shader.getPixelSource());
}
console.log("Press SPACE to toggle shader");
console.log("Press D to dump shader sources");
console.log("Press Escape to exit");
};
joy.keypressed = function(key) {
if (key === "escape") {
joy.window.close();
} else if (key === "space") {
useShader = !useShader;
console.log("Shader: " + (useShader ? "ON" : "OFF"));
} else if (key === "d" && shader) {
console.log("=== VERTEX SHADER ===");
console.log(shader.getVertexSource());
console.log("=== PIXEL SHADER ===");
console.log(shader.getPixelSource());
}
};
joy.draw = function() {
// Draw with or without shader
if (useShader && shader) {
joy.graphics.setShader(shader);
}
// Draw rectangles
joy.graphics.setColor(1, 0, 0);
joy.graphics.rectangle("fill", 50, 50, 200, 100);
joy.graphics.setColor(0, 1, 0);
joy.graphics.rectangle("fill", 300, 50, 100, 200);
joy.graphics.setColor(0, 0, 1);
joy.graphics.rectangle("fill", 450, 50, 150, 150);
// Draw circles to compare
joy.graphics.setColor(1, 1, 0);
joy.graphics.circle("fill", 150, 350, 80);
joy.graphics.setColor(1, 0, 1);
joy.graphics.circle("fill", 400, 350, 80);
// Reset shader
joy.graphics.setShader();
// Draw UI (always without shader)
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Shader: " + (useShader ? "ON" : "OFF"), 10, 10);
joy.graphics.print("Press SPACE to toggle", 10, 30);
joy.graphics.print("Rectangles should be rectangular, circles should be circular", 10, 550);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shader/wave.js
|
JavaScript
|
// Wave shader example
// Demonstrates time-based animated shaders with uniforms
joy.window.setMode(800, 600);
joy.window.setTitle("Shader - Wave Effect");
joy.graphics.setBackgroundColor(0.05, 0.05, 0.15);
// Wave distortion shader - modulates brightness based on wave pattern
var waveShader = joy.graphics.newShader(`
uniform float time;
uniform float amplitude;
uniform float frequency;
uniform float dpiScale;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
// Create wave pattern based on position and time
// Normalize by DPI scale so waves look the same on all displays
float wave = sin((pixcoord.y / dpiScale) * frequency + time * 3.0) * amplitude;
float brightness = 0.7 + wave * 0.1;
return vec4(color.rgb * brightness, color.a);
}
`);
// Ripple shader (circular waves from center) - modulates brightness
var rippleShader = joy.graphics.newShader(`
uniform float time;
uniform vec2 center;
uniform float dpiScale;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
vec2 toCenter = pixcoord - center;
// Normalize distance by DPI scale so waves look the same on all displays
float dist = length(toCenter) / dpiScale;
float wave = sin(dist * 0.05 - time * 5.0);
float brightness = 0.7 + wave * 0.3;
return vec4(color.rgb * brightness, color.a);
}
`);
// Pulse color shader
var pulseShader = joy.graphics.newShader(`
uniform float time;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
vec4 color = Texel(tex, texcoord) * vcolor;
float pulse = sin(time * 3.0) * 0.3 + 0.7;
return vec4(color.rgb * pulse, color.a);
}
`);
var time = 0;
var currentShader = 0;
var shaders = [waveShader, rippleShader, pulseShader];
var shaderNames = ["Wave Distortion", "Ripple", "Pulse"];
joy.load = function() {
console.log("Wave shader effects demo");
console.log("Press SPACE to cycle through effects");
console.log("Press Escape to exit");
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
} else if (key === "space") {
currentShader = (currentShader + 1) % shaders.length;
}
};
joy.update = function(dt) {
time += dt;
};
joy.draw = function() {
var shader = shaders[currentShader];
joy.graphics.setShader(shader);
// Send time uniform
shader.send("time", time);
// Shader-specific uniforms
var dpiScale = joy.graphics.getDPIScale();
if (currentShader === 0) {
// Wave shader
shader.send("amplitude", Math.sin(time) * 2 + 3);
shader.send("frequency", 0.05);
shader.send("dpiScale", dpiScale);
} else if (currentShader === 1) {
// Ripple shader - center needs to be in pixel coordinates (matching love_PixelCoord)
shader.send("center", [400 * dpiScale, 300 * dpiScale]);
shader.send("dpiScale", dpiScale);
}
// Draw a grid of colored rectangles
var cols = 8;
var rows = 6;
var rectW = 80;
var rectH = 70;
var startX = 60;
var startY = 80;
for (var row = 0; row < rows; row++) {
for (var col = 0; col < cols; col++) {
var hue = (col + row * cols) / (cols * rows);
joy.graphics.setColor(
Math.sin(hue * Math.PI * 2) * 0.5 + 0.5,
Math.sin((hue + 0.33) * Math.PI * 2) * 0.5 + 0.5,
Math.sin((hue + 0.66) * Math.PI * 2) * 0.5 + 0.5
);
joy.graphics.rectangle("fill",
startX + col * (rectW + 10),
startY + row * (rectH + 10),
rectW, rectH
);
}
}
// Reset shader for UI
joy.graphics.setShader();
// Draw UI
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Effect: " + shaderNames[currentShader], 50, 30);
joy.graphics.setColor(0.7, 0.7, 0.7);
joy.graphics.print("Press SPACE to change effect, ESC to exit", 50, 560);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/graphics/shapes.js
|
JavaScript
|
// Basic shapes example
// Demonstrates drawing shapes with different colors
joy.window.setMode(800, 600);
joy.window.setTitle("Graphics - Shapes");
joy.graphics.setBackgroundColor(0.1, 0.1, 0.2);
joy.load = function() {
console.log("Drawing shapes demo");
console.log("Press Escape to exit");
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
};
joy.update = function(dt) {
};
joy.draw = function() {
// Red filled rectangle
joy.graphics.setColor(1, 0, 0);
joy.graphics.rectangle("fill", 50, 50, 200, 100);
// Green outlined rectangle
joy.graphics.setColor(0, 1, 0);
joy.graphics.rectangle("line", 300, 50, 200, 100);
// Blue filled circle
joy.graphics.setColor(0, 0.5, 1);
joy.graphics.circle("fill", 150, 300, 80);
// Yellow outlined circle
joy.graphics.setColor(1, 1, 0);
joy.graphics.circle("line", 400, 300, 80);
// White lines
joy.graphics.setColor(1, 1, 1);
joy.graphics.line(550, 50, 750, 150);
joy.graphics.line(550, 150, 750, 50);
// Cyan text
joy.graphics.setColor(0, 1, 1);
joy.graphics.print("Hello Joy2D!", 550, 250);
// Show screen dimensions
joy.graphics.setColor(0.7, 0.7, 0.7);
var dims = joy.graphics.getDimensions();
joy.graphics.print("Screen: " + dims[0] + "x" + dims[1], 10, 550);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/gui/advanced/main.js
|
JavaScript
|
// GUI Menubar Example - demonstrates menubar, combo, color picker, trees, and more
// State variables
let showWindow = true;
let selectedTheme = 0;
let themes = ["Light", "Dark", "System"];
let selectedFont = 1;
let fonts = ["Small", "Medium", "Large"];
let fontSize = 14;
let opacity = 100;
let enableNotifications = true;
let enableAutoSave = false;
let enableSpellCheck = true;
let pickedColor = { r: 0.2, g: 0.6, b: 0.9, a: 1.0 };
let selectedFile = 0;
let fileList = ["document.txt", "notes.md", "config.json", "script.js"];
joy.load = function() {
joy.window.setTitle("Menubar Example");
};
joy.update = function(dt) {
// No update logic needed
};
joy.draw = function() {
joy.graphics.setBackgroundColor(0.15, 0.15, 0.2, 1.0);
joy.graphics.clear();
if (!showWindow) {
if (joy.gui.begin("Closed", 300, 250, 200, 100, ["border", "movable", "title"])) {
joy.gui.layoutRowDynamic(30, 1);
joy.gui.label("Window was closed", "centered");
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Reopen Settings")) {
showWindow = true;
}
}
joy.gui.end();
return;
}
showWindow = joy.gui.begin("Settings", 50, 50, 450, 500,
["border", "movable", "scalable", "closable", "minimizable", "title"]);
if (showWindow) {
// Menubar
joy.gui.menubarBegin();
joy.gui.layoutRowStatic(25, 45, 3);
if (joy.gui.menuBegin("File", "left", 120, 120)) {
joy.gui.layoutRowDynamic(25, 1);
if (joy.gui.menuItem("New")) {
console.log("File > New");
}
if (joy.gui.menuItem("Open")) {
console.log("File > Open");
}
if (joy.gui.menuItem("Save")) {
console.log("File > Save");
}
if (joy.gui.menuItem("Exit")) {
joy.window.close();
}
joy.gui.menuEnd();
}
if (joy.gui.menuBegin("Edit", "left", 120, 100)) {
joy.gui.layoutRowDynamic(25, 1);
if (joy.gui.menuItem("Undo")) {
console.log("Edit > Undo");
}
if (joy.gui.menuItem("Redo")) {
console.log("Edit > Redo");
}
if (joy.gui.menuItem("Preferences")) {
console.log("Edit > Preferences");
}
joy.gui.menuEnd();
}
if (joy.gui.menuBegin("Help", "left", 120, 80)) {
joy.gui.layoutRowDynamic(25, 1);
if (joy.gui.menuItem("About")) {
console.log("Help > About");
}
if (joy.gui.menuItem("Documentation")) {
console.log("Help > Documentation");
}
joy.gui.menuEnd();
}
joy.gui.menubarEnd();
// Appearance section using tree
if (joy.gui.treePush("tab", "Appearance", "maximized", 1)) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Theme:", "left");
joy.gui.layoutRowDynamic(25, 1);
selectedTheme = joy.gui.combo(themes, selectedTheme, 25, 200, 100);
joy.gui.spacing(1);
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Font Size:", "left");
joy.gui.layoutRowDynamic(25, 1);
fontSize = joy.gui.propertyInt("#Size:", 8, fontSize, 32, 1, 1);
joy.gui.spacing(1);
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Window Opacity:", "left");
joy.gui.layoutRowDynamic(25, 1);
opacity = joy.gui.propertyInt("#%:", 20, opacity, 100, 5, 1);
joy.gui.treePop();
}
// Color picker section
if (joy.gui.treePush("tab", "Accent Color", "minimized", 2)) {
joy.gui.layoutRowDynamic(150, 1);
pickedColor = joy.gui.colorPicker(pickedColor.r, pickedColor.g, pickedColor.b, pickedColor.a, true);
joy.gui.layoutRowDynamic(20, 1);
let colorText = "RGB: " +
Math.floor(pickedColor.r * 255) + ", " +
Math.floor(pickedColor.g * 255) + ", " +
Math.floor(pickedColor.b * 255);
joy.gui.label(colorText, "centered");
joy.gui.treePop();
}
// Options section with radio buttons
if (joy.gui.treePush("tab", "Notifications", "minimized", 3)) {
joy.gui.layoutRowDynamic(25, 1);
enableNotifications = joy.gui.checkbox("Enable notifications", enableNotifications);
enableAutoSave = joy.gui.checkbox("Auto-save documents", enableAutoSave);
enableSpellCheck = joy.gui.checkbox("Spell check", enableSpellCheck);
joy.gui.spacing(1);
joy.gui.separator();
joy.gui.spacing(1);
joy.gui.layoutRowDynamic(20, 1);
joy.gui.label("Font preset:", "left");
joy.gui.layoutRowDynamic(25, 3);
if (joy.gui.option("Small", selectedFont === 0)) selectedFont = 0;
if (joy.gui.option("Medium", selectedFont === 1)) selectedFont = 1;
if (joy.gui.option("Large", selectedFont === 2)) selectedFont = 2;
joy.gui.treePop();
}
// File browser section with selectable items and group
if (joy.gui.treePush("tab", "Recent Files", "minimized", 4)) {
joy.gui.layoutRowDynamic(120, 1);
if (joy.gui.groupBegin("Files", ["border"])) {
joy.gui.layoutRowDynamic(22, 1);
for (let i = 0; i < fileList.length; i++) {
if (joy.gui.selectable(fileList[i], selectedFile === i, "left")) {
selectedFile = i;
console.log("Selected: " + fileList[i]);
}
}
joy.gui.groupEnd();
}
joy.gui.layoutRowDynamic(25, 2);
if (joy.gui.button("Open")) {
console.log("Opening: " + fileList[selectedFile]);
}
if (joy.gui.button("Remove")) {
console.log("Removing: " + fileList[selectedFile]);
}
joy.gui.treePop();
}
// Tooltip demo
joy.gui.spacing(1);
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Apply Settings")) {
console.log("Settings applied!");
console.log(" Theme: " + themes[selectedTheme]);
console.log(" Font size: " + fontSize);
console.log(" Opacity: " + opacity + "%");
console.log(" Notifications: " + enableNotifications);
console.log(" Font preset: " + fonts[selectedFont]);
}
if (joy.gui.isWidgetHovered()) {
joy.gui.tooltip("Click to save all settings");
}
}
joy.gui.end();
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/gui/basic/main.js
|
JavaScript
|
// GUI Example - demonstrates Nuklear immediate-mode GUI
// State variables
let showDemoWindow = true;
let showInfoPanel = true;
let showCompact = true;
let sliderValue = 0.5;
let checkboxValue = false;
let counter = 0;
joy.load = function() {
console.log("GUI Example loaded");
joy.window.setTitle("Nuklear GUI Example");
};
joy.update = function(dt) {
// No update logic needed for this example
};
joy.draw = function() {
// Clear background
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15, 1.0);
joy.graphics.clear();
// Example 1: Basic Window with widgets
// Only call begin() if we want the window shown
if (showDemoWindow) {
showDemoWindow = joy.gui.begin("Demo Window", 50, 50, 400, 400, ["border", "movable", "scalable", "closable", "minimizable", "title"]);
if (showDemoWindow) {
// Static layout - fixed height, fixed width columns
joy.gui.layoutRowStatic(30, 120, 2);
joy.gui.label("Hello Nuklear!", "left");
joy.gui.label("Counter: " + counter, "right");
// Dynamic layout - percentage-based columns
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Click me!")) {
counter++;
console.log("Button clicked! Count: " + counter);
}
// Slider
joy.gui.layoutRowDynamic(30, 1);
joy.gui.label("Slider value: " + sliderValue.toFixed(2), "left");
sliderValue = joy.gui.slider(0, sliderValue, 1, 0.01);
// Checkbox
joy.gui.layoutRowDynamic(30, 1);
checkboxValue = joy.gui.checkbox("Enable feature", checkboxValue);
// Show current state
joy.gui.layoutRowDynamic(30, 1);
joy.gui.label("Checkbox is: " + (checkboxValue ? "ON" : "OFF"), "centered");
// Reset button
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Reset Counter")) {
counter = 0;
console.log("Counter reset");
}
}
joy.gui.end();
}
// Example 2: Second window
if (showInfoPanel) {
showInfoPanel = joy.gui.begin("Info Panel", 500, 50, 300, 250, ["border", "movable", "closable", "title"]);
if (showInfoPanel) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Joy2D GUI Module", "centered");
joy.gui.layoutRowDynamic(5, 1); // Spacer
joy.gui.layoutRowDynamic(20, 1);
joy.gui.label("Using Nuklear", "left");
joy.gui.label("Immediate-mode GUI", "left");
joy.gui.layoutRowDynamic(10, 1); // Spacer
joy.gui.layoutRowStatic(25, 80, 2);
if (joy.gui.button("Button 1")) {
console.log("Button 1 clicked");
}
if (joy.gui.button("Button 2")) {
console.log("Button 2 clicked");
}
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Button 3")) {
console.log("Button 3 clicked");
}
}
joy.gui.end();
}
// Example 3: Small compact window
if (showCompact) {
showCompact = joy.gui.begin("Compact", 500, 350, 200, 150, ["border", "movable", "closable"]);
if (showCompact) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Compact UI", "centered");
joy.gui.layoutRowStatic(20, 80, 1);
if (joy.gui.button("Action")) {
console.log("Compact action");
}
}
joy.gui.end();
}
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/gui/progress/main.js
|
JavaScript
|
// GUI Progress Bar Example - demonstrates progress bars and related widgets
// State variables
let downloadProgress = 0;
let isDownloading = false;
let downloadSpeed = 30; // units per second
let uploadProgress = 0;
let isUploading = false;
let taskProgress = [0, 0, 0, 0];
let taskNames = ["Compiling...", "Linking...", "Packaging...", "Deploying..."];
let currentTask = 0;
let isBuilding = false;
let manualProgress = 50;
let healthBar = 75;
let manaBar = 100;
let staminaBar = 60;
joy.load = function() {
console.log("GUI Progress Bar Example loaded");
joy.window.setTitle("Progress Bar Example");
};
joy.update = function(dt) {
// Simulate download progress
if (isDownloading) {
downloadProgress += downloadSpeed * dt;
if (downloadProgress >= 100) {
downloadProgress = 100;
isDownloading = false;
console.log("Download complete!");
}
}
// Simulate upload progress
if (isUploading) {
uploadProgress += 20 * dt;
if (uploadProgress >= 100) {
uploadProgress = 100;
isUploading = false;
console.log("Upload complete!");
}
}
// Simulate build tasks
if (isBuilding && currentTask < 4) {
taskProgress[currentTask] += 40 * dt;
if (taskProgress[currentTask] >= 100) {
taskProgress[currentTask] = 100;
currentTask++;
if (currentTask >= 4) {
isBuilding = false;
console.log("Build complete!");
}
}
}
};
joy.draw = function() {
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15, 1.0);
joy.graphics.clear();
// Download simulation window
if (joy.gui.begin("Download Simulation", 50, 50, 350, 200, ["border", "movable", "title"])) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Download Progress:", "left");
joy.gui.layoutRowDynamic(25, 1);
joy.gui.progress(Math.floor(downloadProgress), 100, false);
joy.gui.layoutRowDynamic(20, 1);
joy.gui.label(Math.floor(downloadProgress) + "% complete", "centered");
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Speed control:", "left");
joy.gui.layoutRowDynamic(25, 1);
downloadSpeed = joy.gui.slider(10, downloadSpeed, 100, 5);
joy.gui.layoutRowDynamic(30, 2);
if (joy.gui.button(isDownloading ? "Pause" : "Start")) {
isDownloading = !isDownloading;
}
if (joy.gui.button("Reset")) {
downloadProgress = 0;
isDownloading = false;
}
}
joy.gui.end();
// Interactive progress window
if (joy.gui.begin("Interactive Progress", 50, 280, 350, 180, ["border", "movable", "title"])) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Modifiable progress bar (click to adjust):", "left");
joy.gui.layoutRowDynamic(25, 1);
manualProgress = joy.gui.progress(manualProgress, 100, true);
joy.gui.layoutRowDynamic(20, 1);
joy.gui.label("Value: " + manualProgress, "centered");
joy.gui.layoutRowDynamic(30, 3);
if (joy.gui.button("-10")) {
manualProgress = Math.max(0, manualProgress - 10);
}
if (joy.gui.button("Reset")) {
manualProgress = 50;
}
if (joy.gui.button("+10")) {
manualProgress = Math.min(100, manualProgress + 10);
}
}
joy.gui.end();
// Build progress window
if (joy.gui.begin("Build Progress", 430, 50, 350, 250, ["border", "movable", "title"])) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Build Tasks:", "left");
for (let i = 0; i < 4; i++) {
joy.gui.layoutRowDynamic(20, 1);
let status = "";
if (taskProgress[i] >= 100) {
status = " [Done]";
} else if (i === currentTask && isBuilding) {
status = " [In Progress]";
} else if (taskProgress[i] === 0) {
status = " [Pending]";
}
joy.gui.label(taskNames[i] + status, "left");
joy.gui.layoutRowDynamic(20, 1);
joy.gui.progress(Math.floor(taskProgress[i]), 100, false);
}
joy.gui.spacing(1);
joy.gui.layoutRowDynamic(30, 2);
if (joy.gui.button(isBuilding ? "Stop" : "Build")) {
if (!isBuilding && currentTask < 4) {
isBuilding = true;
} else {
isBuilding = false;
}
}
if (joy.gui.button("Reset")) {
isBuilding = false;
currentTask = 0;
for (let i = 0; i < 4; i++) {
taskProgress[i] = 0;
}
}
}
joy.gui.end();
// Game-style bars window
if (joy.gui.begin("Game Stats", 430, 330, 350, 200, ["border", "movable", "title"])) {
// Health bar (red)
joy.gui.layoutRowDynamic(20, 1);
joy.gui.labelColored("Health", 255, 100, 100, 255, "left");
joy.gui.layoutRowDynamic(20, 1);
healthBar = joy.gui.progress(healthBar, 100, true);
// Mana bar (blue)
joy.gui.layoutRowDynamic(20, 1);
joy.gui.labelColored("Mana", 100, 150, 255, 255, "left");
joy.gui.layoutRowDynamic(20, 1);
manaBar = joy.gui.progress(manaBar, 100, true);
// Stamina bar (green)
joy.gui.layoutRowDynamic(20, 1);
joy.gui.labelColored("Stamina", 100, 255, 100, 255, "left");
joy.gui.layoutRowDynamic(20, 1);
staminaBar = joy.gui.progress(staminaBar, 100, true);
joy.gui.spacing(1);
joy.gui.layoutRowDynamic(25, 1);
if (joy.gui.button("Full Restore")) {
healthBar = 100;
manaBar = 100;
staminaBar = 100;
}
}
joy.gui.end();
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/gui/skin/main.js
|
JavaScript
|
// GUI Example - demonstrates Nuklear immediate-mode GUI
// State variables
let showDemoWindow = true;
let showInfoPanel = true;
let showCompact = true;
let sliderValue = 0.5;
let checkboxValue = false;
let counter = 0;
joy.load = function() {
console.log("GUI Example loaded");
joy.window.setTitle("Nuklear GUI Example");
let success = joy.gui.applySkin("gwen.png")
if (!success) {
console.log("Failed to apply gwen skin");
}
joy.gui.setFont("kenvector_future.ttf", 16);
};
joy.update = function(dt) {
// No update logic needed for this example
};
joy.draw = function() {
// Clear background
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15, 1.0);
joy.graphics.clear();
// Example 1: Basic Window with widgets
// Only call begin() if we want the window shown
if (showDemoWindow) {
showDemoWindow = joy.gui.begin("Demo Window", 50, 50, 400, 400, ["border", "movable", "scalable", "closable", "minimizable", "title"]);
if (showDemoWindow) {
// Static layout - fixed height, fixed width columns
joy.gui.layoutRowStatic(30, 120, 2);
joy.gui.label("Hello Nuklear!", "left");
joy.gui.label("Counter: " + counter, "right");
// Dynamic layout - percentage-based columns
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Click me!")) {
counter++;
console.log("Button clicked! Count: " + counter);
}
// Slider
joy.gui.layoutRowDynamic(30, 1);
joy.gui.label("Slider value: " + sliderValue.toFixed(2), "left");
sliderValue = joy.gui.slider(0, sliderValue, 1, 0.01);
// Checkbox
joy.gui.layoutRowDynamic(30, 1);
checkboxValue = joy.gui.checkbox("Enable feature", checkboxValue);
// Show current state
joy.gui.layoutRowDynamic(30, 1);
joy.gui.label("Checkbox is: " + (checkboxValue ? "ON" : "OFF"), "centered");
// Reset button
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Reset Counter")) {
counter = 0;
console.log("Counter reset");
}
}
joy.gui.end();
}
// Example 2: Second window
if (showInfoPanel) {
showInfoPanel = joy.gui.begin("Info Panel", 500, 50, 300, 250, ["border", "movable", "closable", "title"]);
if (showInfoPanel) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Joy2D GUI Module", "centered");
joy.gui.layoutRowDynamic(5, 1); // Spacer
joy.gui.layoutRowDynamic(20, 1);
joy.gui.label("Using Nuklear", "left");
joy.gui.label("Immediate-mode GUI", "left");
joy.gui.layoutRowDynamic(10, 1); // Spacer
joy.gui.layoutRowStatic(25, 80, 2);
if (joy.gui.button("Button 1")) {
console.log("Button 1 clicked");
}
if (joy.gui.button("Button 2")) {
console.log("Button 2 clicked");
}
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Button 3")) {
console.log("Button 3 clicked");
}
}
joy.gui.end();
}
// Example 3: Small compact window
if (showCompact) {
showCompact = joy.gui.begin("Compact", 500, 350, 200, 150, ["border", "movable", "closable"]);
if (showCompact) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Compact UI", "centered");
joy.gui.layoutRowStatic(20, 80, 1);
if (joy.gui.button("Action")) {
console.log("Compact action");
}
}
joy.gui.end();
}
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/gui/text/main.js
|
JavaScript
|
// GUI Text Input Example - demonstrates text editing widgets
// State variables
let simpleText = "Hello World";
let multilineText = "This is a multiline\ntext editor.\nTry editing me!";
let nameField = "";
let emailField = "";
let passwordField = "";
let searchQuery = "";
joy.load = function() {
console.log("GUI Text Input Example loaded");
joy.window.setTitle("Text Input Example");
};
joy.update = function(dt) {
// No update logic needed
};
joy.draw = function() {
joy.graphics.setBackgroundColor(0.12, 0.12, 0.18, 1.0);
joy.graphics.clear();
// Simple text input window
if (joy.gui.begin("Simple Text Input", 50, 50, 350, 200, ["border", "movable", "title"])) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Basic text field:", "left");
joy.gui.layoutRowDynamic(30, 1);
simpleText = joy.gui.edit(simpleText, 128, ["field"]);
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Current text: " + simpleText, "left");
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Clear")) {
simpleText = "";
}
}
joy.gui.end();
// Form example window
if (joy.gui.begin("Form Example", 50, 280, 350, 280, ["border", "movable", "title"])) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Name:", "left");
joy.gui.layoutRowDynamic(30, 1);
nameField = joy.gui.edit(nameField, 64, ["field"]);
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Email:", "left");
joy.gui.layoutRowDynamic(30, 1);
emailField = joy.gui.edit(emailField, 128, ["field"]);
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Password:", "left");
joy.gui.layoutRowDynamic(30, 1);
passwordField = joy.gui.edit(passwordField, 64, ["field"]);
joy.gui.spacing(1);
joy.gui.layoutRowDynamic(30, 2);
if (joy.gui.button("Submit")) {
console.log("Form submitted:");
console.log(" Name: " + nameField);
console.log(" Email: " + emailField);
console.log(" Password: " + "*".repeat(passwordField.length));
}
if (joy.gui.button("Clear All")) {
nameField = "";
emailField = "";
passwordField = "";
}
}
joy.gui.end();
// Multiline editor window
if (joy.gui.begin("Multiline Editor", 430, 50, 350, 300, ["border", "movable", "scalable", "title"])) {
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Multiline text editor:", "left");
joy.gui.layoutRowDynamic(180, 1);
multilineText = joy.gui.edit(multilineText, 1024, ["box", "multiline"]);
joy.gui.layoutRowDynamic(25, 1);
joy.gui.label("Characters: " + multilineText.length, "left");
joy.gui.layoutRowDynamic(30, 1);
if (joy.gui.button("Clear Editor")) {
multilineText = "";
}
}
joy.gui.end();
// Search box example
if (joy.gui.begin("Search", 430, 380, 350, 120, ["border", "movable", "title"])) {
joy.gui.layoutRowDynamic(30, 1);
searchQuery = joy.gui.edit(searchQuery, 256, ["field", "sigEnter"]);
joy.gui.layoutRowDynamic(30, 2);
if (joy.gui.button("Search")) {
console.log("Searching for: " + searchQuery);
}
if (joy.gui.button("Clear")) {
searchQuery = "";
}
}
joy.gui.end();
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/image/main.js
|
JavaScript
|
// ImageData example - demonstrating CPU-side image manipulation
// Uses joy.image module to create and manipulate pixel data
const WIDTH = 400;
const HEIGHT = 300;
let imageData = null;
let displayPoints = null;
let mode = 0;
const MODES = ["Gradient", "Checkerboard", "Plasma", "Inverted"];
joy.window.setMode(WIDTH + 200, HEIGHT + 100);
joy.window.setTitle("ImageData Example");
// Create initial gradient image
function createGradient() {
imageData = joy.image.newImageData(WIDTH, HEIGHT);
for (let y = 0; y < HEIGHT; y++) {
for (let x = 0; x < WIDTH; x++) {
let r = x / WIDTH;
let g = y / HEIGHT;
let b = 0.5;
imageData.setPixel(x, y, r, g, b, 1);
}
}
}
// Create checkerboard pattern
function createCheckerboard() {
imageData = joy.image.newImageData(WIDTH, HEIGHT);
const size = 20;
for (let y = 0; y < HEIGHT; y++) {
for (let x = 0; x < WIDTH; x++) {
let cx = Math.floor(x / size);
let cy = Math.floor(y / size);
let isWhite = (cx + cy) % 2 === 0;
let c = isWhite ? 1 : 0.2;
imageData.setPixel(x, y, c, c, c, 1);
}
}
}
// Create plasma effect
function createPlasma() {
imageData = joy.image.newImageData(WIDTH, HEIGHT);
for (let y = 0; y < HEIGHT; y++) {
for (let x = 0; x < WIDTH; x++) {
let value = Math.sin(x / 16)
+ Math.sin(y / 8)
+ Math.sin((x + y) / 16)
+ Math.sin(Math.sqrt(x * x + y * y) / 8);
value = (value + 4) / 8; // Normalize to 0-1
// HSV-like coloring
let r = Math.sin(value * Math.PI * 2) * 0.5 + 0.5;
let g = Math.sin(value * Math.PI * 2 + 2) * 0.5 + 0.5;
let b = Math.sin(value * Math.PI * 2 + 4) * 0.5 + 0.5;
imageData.setPixel(x, y, r, g, b, 1);
}
}
}
// Invert current image using mapPixel
function invertImage() {
if (!imageData) return;
imageData.mapPixel((x, y, r, g, b, a) => {
return [1 - r, 1 - g, 1 - b, a];
});
}
// Convert ImageData to display points for rendering
function updateDisplayPoints() {
if (!imageData) return;
displayPoints = [];
for (let y = 0; y < HEIGHT; y++) {
for (let x = 0; x < WIDTH; x++) {
let [r, g, b, a] = imageData.getPixel(x, y);
displayPoints.push([x + 50, y + 50, r, g, b, a]);
}
}
}
// Cycle through modes
function nextMode() {
mode = (mode + 1) % MODES.length;
switch (mode) {
case 0: createGradient(); break;
case 1: createCheckerboard(); break;
case 2: createPlasma(); break;
case 3: invertImage(); break;
}
updateDisplayPoints();
}
joy.load = function() {
// Set identity to enable saving files
joy.filesystem.setIdentity("image-example");
createGradient();
updateDisplayPoints();
console.log("ImageData Example");
console.log("Press SPACE to cycle through modes");
console.log("Press S to save current image as PNG");
console.log("Press ESC to exit");
console.log("Save directory: " + joy.filesystem.getSaveDirectory());
};
joy.keypressed = function(key) {
if (key === "escape") {
joy.window.close();
} else if (key === "space") {
nextMode();
} else if (key === "s") {
if (imageData) {
let filename = "screenshot_" + MODES[mode].toLowerCase() + ".png";
let data = imageData.encode("png", filename);
console.log("Saved " + filename + " (" + data.byteLength + " bytes)");
console.log("Location: " + joy.filesystem.getSaveDirectory() + filename);
}
}
};
joy.update = function(dt) {};
joy.draw = function() {
joy.graphics.clear(0.1, 0.1, 0.15);
// Draw the image using points
if (displayPoints) {
joy.graphics.points(displayPoints);
}
// Draw border around image
joy.graphics.setColor(0.5, 0.5, 0.5, 1);
joy.graphics.rectangle("line", 49, 49, WIDTH + 2, HEIGHT + 2);
// Draw UI
joy.graphics.setColor(1, 1, 1, 1);
joy.graphics.print("ImageData Example", 50, 10);
joy.graphics.print("Mode: " + MODES[mode], 50, 30);
// Draw info panel
let infoX = WIDTH + 70;
joy.graphics.print("Controls:", infoX, 50);
joy.graphics.print("SPACE - Next mode", infoX, 80);
joy.graphics.print("S - Save PNG", infoX, 100);
joy.graphics.print("ESC - Exit", infoX, 120);
if (imageData) {
joy.graphics.print("Size: " + imageData.getWidth() + "x" + imageData.getHeight(), infoX, 160);
joy.graphics.print("Format: " + imageData.getFormat(), infoX, 180);
}
joy.graphics.print("FPS: " + joy.timer.getFPS(), infoX, 220);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/keyboard/basic.js
|
JavaScript
|
// Basic keyboard example
// Use arrow keys to see the difference between isDown and keypressed
joy.window.setMode(800, 600);
joy.window.setTitle("Keyboard - Arrow Keys Demo");
joy.load = function() {
console.log("Arrow key demo:");
console.log(" LEFT/RIGHT: isDown (fires every frame while held)");
console.log(" UP/DOWN: keypressed (fires once per press)");
console.log(" Escape to exit");
};
joy.keypressed = function(key, scancode, isrepeat) {
// keypressed fires once when key goes down
if (key === "up") {
console.log("UP pressed");
}
if (key === "down") {
console.log("DOWN pressed");
}
if (key === "escape") {
joy.window.close();
}
};
joy.update = function(dt) {
// isDown fires every frame while held
if (joy.keyboard.isDown("left")) {
console.log("LEFT held");
}
if (joy.keyboard.isDown("right")) {
console.log("RIGHT held");
}
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/keyboard/callbacks.js
|
JavaScript
|
// Keyboard callbacks example
// Demonstrates keypressed, keyreleased, and textinput callbacks
joy.window.setMode(800, 600);
joy.window.setTitle("Keyboard Callbacks - Type something");
joy.load = function() {
console.log("Type to see textinput callback (actual characters)");
console.log("Press keys to see keypressed/keyreleased (key names)");
console.log("Press Escape to exit");
};
joy.keypressed = function(key, scancode, isrepeat) {
if (isrepeat) {
console.log("[keypressed] repeat:", key);
} else {
console.log("[keypressed]", key, "(scancode:", scancode + ")");
}
if (key === "escape") {
joy.window.close();
}
};
joy.keyreleased = function(key, scancode) {
console.log("[keyreleased]", key);
};
joy.textinput = function(text) {
console.log("[textinput]", text);
};
joy.update = function(dt) {
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/mandelbrot/main.js
|
JavaScript
|
// Mandelbrot set compute benchmark with visualization
// Tests raw floating-point performance of the JS engine
var WIDTH = 800;
var HEIGHT = 600;
var MAX_ITER = 64;
var RUNS = 5;
// Store computed iterations for rendering
var iterations = null;
var benchmarkDone = false;
var benchmarkResults = null;
var rendered = false;
var cachedPoints = null;
// Compute escape time for a single point
function mandelbrot(cx, cy) {
var x = 0;
var y = 0;
var iter = 0;
while (x * x + y * y <= 4 && iter < MAX_ITER) {
var xtemp = x * x - y * y + cx;
y = 2 * x * y + cy;
x = xtemp;
iter++;
}
return iter;
}
// Compute full Mandelbrot set and store results
function computeMandelbrot() {
var result = [];
var total = 0;
for (var py = 0; py < HEIGHT; py++) {
var row = [];
for (var px = 0; px < WIDTH; px++) {
// Map pixel to complex plane [-2.5, 1] x [-1, 1]
var cx = (px / WIDTH) * 3.5 - 2.5;
var cy = (py / HEIGHT) * 2 - 1;
var iter = mandelbrot(cx, cy);
row.push(iter);
total += iter;
}
result.push(row);
}
return { iterations: result, total: total };
}
// Convert iteration count to color
function iterToColor(iter) {
if (iter === MAX_ITER) {
return [0, 0, 0]; // Black for points in the set
}
// Smooth coloring using HSV-like mapping
var t = iter / MAX_ITER;
var r = Math.floor(9 * (1 - t) * t * t * t * 255);
var g = Math.floor(15 * (1 - t) * (1 - t) * t * t * 255);
var b = Math.floor(8.5 * (1 - t) * (1 - t) * (1 - t) * t * 255);
return [r, g, b];
}
// Run benchmark
function runBenchmark() {
console.log("Mandelbrot Benchmark");
console.log("====================");
console.log("Resolution:", WIDTH, "x", HEIGHT);
console.log("Max iterations:", MAX_ITER);
console.log("Runs:", RUNS);
console.log("");
var times = [];
var result = null;
for (var i = 0; i < RUNS; i++) {
var start = Date.now();
result = computeMandelbrot();
var end = Date.now();
var elapsed = end - start;
times.push(elapsed);
console.log("Run", i + 1 + ":", elapsed, "ms");
}
// Calculate statistics
var sum = 0;
var min = times[0];
var max = times[0];
for (var i = 0; i < times.length; i++) {
sum += times[i];
if (times[i] < min) min = times[i];
if (times[i] > max) max = times[i];
}
var avg = sum / times.length;
console.log("");
console.log("Results:");
console.log(" Min:", min, "ms");
console.log(" Max:", max, "ms");
console.log(" Avg:", avg.toFixed(1), "ms");
console.log(" Total iterations:", result.total);
console.log("");
console.log("Press ESC to exit");
// Store for rendering
iterations = result.iterations;
benchmarkResults = { min: min, max: max, avg: avg };
benchmarkDone = true;
}
// Window setup
joy.window.setMode(WIDTH, HEIGHT);
joy.window.setTitle("Mandelbrot Benchmark");
joy.load = function() {
console.log("Computing Mandelbrot set...");
runBenchmark();
};
joy.keypressed = function(key) {
if (key === "escape") {
joy.window.close();
}
};
joy.update = function(dt) {};
joy.draw = function() {
if (!benchmarkDone || !iterations) {
joy.graphics.setColor(1, 1, 1, 1);
joy.graphics.print("Computing...", 10, 10);
return;
}
// Build and render points only once
if (!rendered) {
// Build array of colored points [[x, y, r, g, b, a], ...]
cachedPoints = [];
for (var py = 0; py < HEIGHT; py++) {
for (var px = 0; px < WIDTH; px++) {
var iter = iterations[py][px];
var color = iterToColor(iter);
cachedPoints.push([px, py, color[0] / 255, color[1] / 255, color[2] / 255, 1]);
}
}
rendered = true;
console.log("Fractal rendered");
}
// Draw cached points
joy.graphics.points(cachedPoints);
// Draw stats overlay
joy.graphics.print("Avg: " + benchmarkResults.avg.toFixed(1) + " ms", 10, 10);
joy.graphics.print("Min: " + benchmarkResults.min + " ms Max: " + benchmarkResults.max + " ms", 10, 30);
joy.graphics.print("Press ESC to exit", 10, 50);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/mandelbrot/main.lua
|
Lua
|
-- Mandelbrot set compute benchmark with visualization
-- Tests raw floating-point performance of the Lua/LuaJIT engine (using Love2D)
local WIDTH = 800
local HEIGHT = 600
local MAX_ITER = 64
local RUNS = 5
-- Store computed iterations for rendering
local iterations = nil
local benchmarkDone = false
local benchmarkResults = nil
local rendered = false
local cachedPoints = nil
-- Compute escape time for a single point
local function mandelbrot(cx, cy)
local x = 0
local y = 0
local iter = 0
while x * x + y * y <= 4 and iter < MAX_ITER do
local xtemp = x * x - y * y + cx
y = 2 * x * y + cy
x = xtemp
iter = iter + 1
end
return iter
end
-- Compute full Mandelbrot set and store results
local function computeMandelbrot()
local result = {}
local total = 0
for py = 0, HEIGHT - 1 do
local row = {}
for px = 0, WIDTH - 1 do
-- Map pixel to complex plane [-2.5, 1] x [-1, 1]
local cx = (px / WIDTH) * 3.5 - 2.5
local cy = (py / HEIGHT) * 2 - 1
local iter = mandelbrot(cx, cy)
row[px + 1] = iter
total = total + iter
end
result[py + 1] = row
end
return { iterations = result, total = total }
end
-- Convert iteration count to color
local function iterToColor(iter)
if iter == MAX_ITER then
return 0, 0, 0 -- Black for points in the set
end
-- Smooth coloring using HSV-like mapping
local t = iter / MAX_ITER
local r = math.floor(9 * (1 - t) * t * t * t * 255)
local g = math.floor(15 * (1 - t) * (1 - t) * t * t * 255)
local b = math.floor(8.5 * (1 - t) * (1 - t) * (1 - t) * t * 255)
return r, g, b
end
-- Run benchmark
local function runBenchmark()
print("Mandelbrot Benchmark")
print("====================")
print("Resolution: " .. WIDTH .. " x " .. HEIGHT)
print("Max iterations: " .. MAX_ITER)
print("Runs: " .. RUNS)
print("")
local times = {}
local result = nil
for i = 1, RUNS do
local start = love.timer.getTime() * 1000
result = computeMandelbrot()
local elapsed = love.timer.getTime() * 1000 - start
times[i] = elapsed
print("Run " .. i .. ": " .. string.format("%.0f", elapsed) .. " ms")
end
-- Calculate statistics
local sum = 0
local min = times[1]
local max = times[1]
for i = 1, #times do
sum = sum + times[i]
if times[i] < min then min = times[i] end
if times[i] > max then max = times[i] end
end
local avg = sum / #times
print("")
print("Results:")
print(" Min: " .. string.format("%.0f", min) .. " ms")
print(" Max: " .. string.format("%.0f", max) .. " ms")
print(" Avg: " .. string.format("%.1f", avg) .. " ms")
print(" Total iterations: " .. result.total)
print("")
print("Press ESC to exit")
-- Store for rendering
iterations = result.iterations
benchmarkResults = { min = min, max = max, avg = avg }
benchmarkDone = true
end
function love.load()
love.window.setMode(WIDTH, HEIGHT)
love.window.setTitle("Mandelbrot Benchmark")
print("Computing Mandelbrot set...")
runBenchmark()
end
function love.keypressed(key)
if key == "escape" then
love.event.quit()
end
end
function love.update(dt)
end
function love.draw()
if not benchmarkDone or not iterations then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print("Computing...", 10, 10)
return
end
-- Build and render points only once
if not rendered then
-- Build array of colored points {{x, y, r, g, b, a}, ...}
cachedPoints = {}
for py = 0, HEIGHT - 1 do
for px = 0, WIDTH - 1 do
local iter = iterations[py + 1][px + 1]
local r, g, b = iterToColor(iter)
table.insert(cachedPoints, {px, py, r / 255, g / 255, b / 255, 1})
end
end
rendered = true
print("Fractal rendered")
end
-- Draw cached points
love.graphics.points(cachedPoints)
-- Draw stats overlay
love.graphics.setColor(1, 1, 1, 1)
love.graphics.print("Avg: " .. string.format("%.1f", benchmarkResults.avg) .. " ms", 10, 10)
love.graphics.print("Min: " .. string.format("%.0f", benchmarkResults.min) .. " ms Max: " .. string.format("%.0f", benchmarkResults.max) .. " ms", 10, 30)
love.graphics.print("Press ESC to exit", 10, 50)
end
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/math/bezier.js
|
JavaScript
|
// Bezier curve example
// Demonstrates BezierCurve creation, manipulation, and rendering
joy.window.setMode(800, 600);
joy.window.setTitle("Math - Bezier Curves");
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15);
var controlPoints = [
{x: 100, y: 500},
{x: 200, y: 100},
{x: 400, y: 100},
{x: 500, y: 400},
{x: 700, y: 300}
];
var curve = null;
var selectedPoint = -1;
var renderDepth = 5;
var animT = 0;
var showConstruction = true;
joy.load = function() {
console.log("Bezier Curve Demo");
console.log(" Click and drag control points");
console.log(" Right-click to add a new point");
console.log(" D: Delete last point");
console.log(" +/-: Change render detail");
console.log(" C: Toggle construction lines");
console.log(" Escape: Exit");
rebuildCurve();
};
function rebuildCurve() {
if (controlPoints.length >= 2) {
curve = joy.math.newBezierCurve(controlPoints);
}
}
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
if (key === "d" && controlPoints.length > 2) {
controlPoints.pop();
rebuildCurve();
}
if (key === "=" || key === "+") {
renderDepth = Math.min(renderDepth + 1, 8);
console.log("Render depth: " + renderDepth);
}
if (key === "-") {
renderDepth = Math.max(renderDepth - 1, 1);
console.log("Render depth: " + renderDepth);
}
if (key === "c") {
showConstruction = !showConstruction;
}
};
joy.mousepressed = function(x, y, button, istouch, presses) {
if (button === 1) {
// Check if clicking on a control point
for (var i = 0; i < controlPoints.length; i++) {
var dx = controlPoints[i].x - x;
var dy = controlPoints[i].y - y;
if (dx * dx + dy * dy < 225) { // 15px radius
selectedPoint = i;
return;
}
}
}
if (button === 2) {
// Right click - add new point
controlPoints.push({x: x, y: y});
rebuildCurve();
}
};
joy.mousereleased = function(x, y, button) {
selectedPoint = -1;
};
joy.mousemoved = function(x, y, dx, dy) {
if (selectedPoint >= 0) {
controlPoints[selectedPoint].x = x;
controlPoints[selectedPoint].y = y;
rebuildCurve();
}
};
joy.update = function(dt) {
animT += dt * 0.3;
if (animT > 1) animT = 0;
};
// De Casteljau construction visualization
function drawConstruction(t) {
var points = controlPoints.slice();
var level = 0;
var colors = [
[1, 0.3, 0.3],
[0.3, 1, 0.3],
[0.3, 0.3, 1],
[1, 1, 0.3],
[1, 0.3, 1]
];
while (points.length > 1) {
var color = colors[level % colors.length];
joy.graphics.setColor(color[0], color[1], color[2], 0.5);
var newPoints = [];
for (var i = 0; i < points.length - 1; i++) {
// Draw line between adjacent points
joy.graphics.line(points[i].x, points[i].y, points[i+1].x, points[i+1].y);
// Interpolate to get new point
var nx = points[i].x * (1 - t) + points[i+1].x * t;
var ny = points[i].y * (1 - t) + points[i+1].y * t;
newPoints.push({x: nx, y: ny});
// Draw intermediate point
joy.graphics.circle("fill", nx, ny, 4);
}
points = newPoints;
level++;
}
// Draw the point on curve
if (points.length === 1) {
joy.graphics.setColor(1, 1, 1);
joy.graphics.circle("fill", points[0].x, points[0].y, 8);
}
}
joy.draw = function() {
if (!curve) return;
// Draw construction lines if enabled
if (showConstruction) {
drawConstruction(animT);
}
// Draw the curve
var vertices = curve.render(renderDepth);
joy.graphics.setColor(0, 0.8, 1);
for (var i = 0; i < vertices.length - 1; i++) {
joy.graphics.line(vertices[i].x, vertices[i].y, vertices[i+1].x, vertices[i+1].y);
}
// Draw control polygon
joy.graphics.setColor(0.5, 0.5, 0.5, 0.5);
for (var i = 0; i < controlPoints.length - 1; i++) {
joy.graphics.line(
controlPoints[i].x, controlPoints[i].y,
controlPoints[i+1].x, controlPoints[i+1].y
);
}
// Draw control points
for (var i = 0; i < controlPoints.length; i++) {
if (i === selectedPoint) {
joy.graphics.setColor(1, 1, 0);
} else {
joy.graphics.setColor(1, 0.5, 0);
}
joy.graphics.circle("fill", controlPoints[i].x, controlPoints[i].y, 10);
joy.graphics.setColor(1, 1, 1);
joy.graphics.circle("line", controlPoints[i].x, controlPoints[i].y, 10);
}
// UI
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Bezier Curve (degree " + (controlPoints.length - 1) + ")", 10, 10);
joy.graphics.print("Control points: " + controlPoints.length, 10, 30);
joy.graphics.print("Render depth: " + renderDepth + " (" + vertices.length + " vertices)", 10, 50);
joy.graphics.print("t = " + animT.toFixed(2), 10, 70);
joy.graphics.setColor(0.7, 0.7, 0.7);
joy.graphics.print("Drag points | Right-click: Add | D: Delete | +/-: Detail | C: Construction", 10, 570);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/math/noise.js
|
JavaScript
|
// Noise visualization example
// Demonstrates 2D Perlin/Simplex noise as an animated terrain
joy.window.setMode(800, 600);
joy.window.setTitle("Math - Noise Visualization");
joy.graphics.setBackgroundColor(0.05, 0.05, 0.1);
var time = 0;
var scale = 0.02;
var cellSize = 4;
var cols, rows;
joy.load = function() {
cols = Math.ceil(800 / cellSize);
rows = Math.ceil(600 / cellSize);
console.log("Noise Visualization");
console.log(" Arrow Up/Down: Change scale");
console.log(" Space: Pause/Resume animation");
console.log(" Escape: Exit");
};
var paused = false;
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
if (key === "space") {
paused = !paused;
}
if (key === "up") {
scale *= 1.2;
console.log("Scale: " + scale.toFixed(4));
}
if (key === "down") {
scale /= 1.2;
console.log("Scale: " + scale.toFixed(4));
}
};
joy.update = function(dt) {
if (!paused) {
time += dt * 0.5;
}
};
joy.draw = function() {
// Draw 2D noise as colored cells
for (var y = 0; y < rows; y++) {
for (var x = 0; x < cols; x++) {
// Use 3D noise with time as the third dimension for animation
var n = joy.math.noise(x * scale, y * scale, time);
// Color based on noise value (terrain-like coloring)
var r, g, b;
if (n < 0.35) {
// Deep water
r = 0.1; g = 0.2; b = 0.5 + n;
} else if (n < 0.45) {
// Shallow water
r = 0.2; g = 0.4; b = 0.7;
} else if (n < 0.5) {
// Sand/beach
r = 0.9; g = 0.85; b = 0.6;
} else if (n < 0.7) {
// Grass/plains
var t = (n - 0.5) / 0.2;
r = 0.2 - t * 0.1;
g = 0.6 - t * 0.2;
b = 0.2;
} else if (n < 0.85) {
// Mountains
var t = (n - 0.7) / 0.15;
r = 0.4 + t * 0.2;
g = 0.35 + t * 0.15;
b = 0.3 + t * 0.1;
} else {
// Snow peaks
r = 0.95; g = 0.95; b = 1.0;
}
joy.graphics.setColor(r, g, b);
joy.graphics.rectangle("fill", x * cellSize, y * cellSize, cellSize, cellSize);
}
}
// Draw UI overlay
joy.graphics.setColor(0, 0, 0, 0.7);
joy.graphics.rectangle("fill", 5, 5, 200, 70);
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("2D Noise Terrain", 10, 10);
joy.graphics.print("Scale: " + scale.toFixed(4), 10, 30);
joy.graphics.print("Time: " + time.toFixed(2) + (paused ? " (paused)" : ""), 10, 50);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/math/random.js
|
JavaScript
|
// Random number generation example
// Demonstrates RandomGenerator, normal distribution, and seeding
joy.window.setMode(800, 600);
joy.window.setTitle("Math - Random Numbers");
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15);
var particles = [];
var histogram = [];
var histogramNormal = [];
var binCount = 50;
// Create a custom RandomGenerator
var rng = joy.math.newRandomGenerator();
joy.load = function() {
console.log("Random Number Demo");
console.log(" R: Reset with new seed");
console.log(" S: Reset with same seed (deterministic)");
console.log(" Space: Add particles");
console.log(" Escape: Exit");
// Initialize histograms
for (var i = 0; i < binCount; i++) {
histogram[i] = 0;
histogramNormal[i] = 0;
}
// Set a reproducible seed
joy.math.setRandomSeed(12345);
generateSamples();
};
function generateSamples() {
// Clear histograms
for (var i = 0; i < binCount; i++) {
histogram[i] = 0;
histogramNormal[i] = 0;
}
// Generate uniform distribution samples
for (var i = 0; i < 5000; i++) {
var val = joy.math.random();
var bin = Math.floor(val * binCount);
if (bin >= 0 && bin < binCount) {
histogram[bin]++;
}
}
// Generate normal distribution samples (mean=0.5, stddev=0.15)
for (var i = 0; i < 5000; i++) {
var val = joy.math.randomNormal(0.15, 0.5);
var bin = Math.floor(val * binCount);
if (bin >= 0 && bin < binCount) {
histogramNormal[bin]++;
}
}
}
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
if (key === "r") {
// New random seed
joy.math.setRandomSeed(Date.now());
generateSamples();
console.log("New random seed");
}
if (key === "s") {
// Same seed - deterministic
joy.math.setRandomSeed(12345);
generateSamples();
console.log("Reset to seed 12345");
}
if (key === "space") {
// Add random particles
for (var i = 0; i < 20; i++) {
particles.push({
x: joy.math.random(100, 700),
y: joy.math.random(350, 550),
vx: joy.math.randomNormal(50, 0),
vy: joy.math.randomNormal(50, -100),
life: joy.math.random(1, 3),
r: joy.math.random(),
g: joy.math.random(),
b: joy.math.random()
});
}
}
};
joy.update = function(dt) {
// Update particles
for (var i = particles.length - 1; i >= 0; i--) {
var p = particles[i];
p.x += p.vx * dt;
p.y += p.vy * dt;
p.vy += 200 * dt; // gravity
p.life -= dt;
if (p.life <= 0) {
particles.splice(i, 1);
}
}
};
joy.draw = function() {
var barWidth = 700 / binCount;
var maxCount = 200;
// Draw uniform distribution histogram (top)
joy.graphics.setColor(0.3, 0.6, 1);
for (var i = 0; i < binCount; i++) {
var height = (histogram[i] / maxCount) * 120;
joy.graphics.rectangle("fill", 50 + i * barWidth, 150 - height, barWidth - 1, height);
}
// Draw normal distribution histogram (middle)
joy.graphics.setColor(1, 0.5, 0.3);
for (var i = 0; i < binCount; i++) {
var height = (histogramNormal[i] / maxCount) * 120;
joy.graphics.rectangle("fill", 50 + i * barWidth, 300 - height, barWidth - 1, height);
}
// Draw particles
for (var i = 0; i < particles.length; i++) {
var p = particles[i];
var alpha = Math.min(1, p.life);
joy.graphics.setColor(p.r, p.g, p.b, alpha);
joy.graphics.circle("fill", p.x, p.y, 5);
}
// Labels
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Uniform Distribution (joy.math.random)", 50, 10);
joy.graphics.print("5000 samples", 50, 155);
joy.graphics.print("Normal Distribution (joy.math.randomNormal)", 50, 165);
joy.graphics.print("mean=0.5, stddev=0.15", 50, 305);
joy.graphics.print("Particles (Space to add)", 50, 340);
joy.graphics.print("Count: " + particles.length, 50, 360);
joy.graphics.setColor(0.7, 0.7, 0.7);
joy.graphics.print("R: New seed | S: Reset seed | Space: Add particles", 50, 570);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/modules/main.js
|
JavaScript
|
// Test ES modules support
import { greet, PI, Counter } from './utils.js';
var counter = new Counter(0);
var message = greet("Joy");
joy.load = function() {
console.log("Module test loaded!");
console.log(message);
console.log("PI =", PI);
};
joy.update = function(dt) {
// Update counter every frame
};
joy.draw = function() {
joy.graphics.clear(0.2, 0.2, 0.3);
joy.graphics.setColor(1, 1, 1);
joy.graphics.print(message, 50, 50);
joy.graphics.print("Counter: " + counter.value, 50, 80);
joy.graphics.print("Press SPACE to increment, BACKSPACE to decrement", 50, 110);
joy.graphics.print("PI = " + PI, 50, 140);
};
joy.keypressed = function(key) {
if (key === "space") {
counter.increment();
} else if (key === "backspace") {
counter.decrement();
} else if (key === "escape") {
joy.event.quit();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/modules/utils.js
|
JavaScript
|
// A simple utility module
export function greet(name) {
return "Hello, " + name + "!";
}
export const PI = 3.14159;
export class Counter {
constructor(initial = 0) {
this.value = initial;
}
increment() {
this.value++;
}
decrement() {
this.value--;
}
}
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/mouse/main.js
|
JavaScript
|
// Mouse example
// Demonstrates mouse callbacks, position, buttons, visibility, and cursors
joy.window.setMode(800, 600);
joy.window.setTitle("Mouse Demo");
joy.graphics.setBackgroundColor(0.1, 0.1, 0.2);
var clicks = [];
var currentCursor = "arrow";
var cursorTypes = ["arrow", "ibeam", "wait", "crosshair", "hand", "sizeall", "sizens", "sizewe", "no"];
var cursorIndex = 0;
var cursors = {};
var hasFocus = true;
var wheelY = 0;
joy.load = function() {
console.log("Mouse Demo:");
console.log(" Click to place dots (L=red, R=green, M=blue)");
console.log(" Double-click for larger dots");
console.log(" V: Toggle visibility");
console.log(" G: Toggle grab");
console.log(" R: Toggle relative mode");
console.log(" C: Cycle through system cursors");
console.log(" Space: Clear dots");
console.log(" Scroll: Change background brightness");
console.log(" Escape: Exit");
// Pre-create system cursors
for (var i = 0; i < cursorTypes.length; i++) {
cursors[cursorTypes[i]] = joy.mouse.getSystemCursor(cursorTypes[i]);
}
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
if (key === "v") {
joy.mouse.setVisible(!joy.mouse.isVisible());
console.log("Cursor visible: " + joy.mouse.isVisible());
}
if (key === "g") {
joy.mouse.setGrabbed(!joy.mouse.isGrabbed());
console.log("Mouse grabbed: " + joy.mouse.isGrabbed());
}
if (key === "r") {
var newMode = !joy.mouse.getRelativeMode();
joy.mouse.setRelativeMode(newMode);
console.log("Relative mode: " + joy.mouse.getRelativeMode());
}
if (key === "c") {
cursorIndex = (cursorIndex + 1) % cursorTypes.length;
currentCursor = cursorTypes[cursorIndex];
joy.mouse.setCursor(cursors[currentCursor]);
console.log("Cursor: " + currentCursor);
}
if (key === "space") {
clicks = [];
console.log("Cleared dots");
}
};
// Mouse button pressed callback
// button: 1=left, 2=right, 3=middle
// presses: number of clicks (for double-click detection)
joy.mousepressed = function(x, y, button, istouch, presses) {
var colors = [
[1, 0.3, 0.3], // Button 1 (left) - Red
[0.3, 1, 0.3], // Button 2 (right) - Green
[0.3, 0.3, 1] // Button 3 (middle) - Blue
];
var color = colors[Math.min(button - 1, 2)];
var radius = presses > 1 ? 16 : 8; // Larger for double-click
clicks.push({x: x, y: y, color: color, button: button, radius: radius});
};
// Mouse button released callback
joy.mousereleased = function(x, y, button, istouch, presses) {
// Could add release effects here
};
// Mouse moved callback
joy.mousemoved = function(x, y, dx, dy, istouch) {
// dx, dy are delta movement - useful for relative mode
};
// Mouse wheel moved callback
joy.wheelmoved = function(x, y) {
wheelY += y * 0.02;
wheelY = Math.max(-0.1, Math.min(0.3, wheelY));
joy.graphics.setBackgroundColor(0.1 + wheelY, 0.1 + wheelY, 0.2 + wheelY);
};
// Mouse focus callback
joy.mousefocus = function(focus) {
hasFocus = focus;
console.log("Mouse focus: " + (focus ? "gained" : "lost"));
};
joy.update = function(dt) {
};
joy.draw = function() {
// Draw click dots
for (var i = 0; i < clicks.length; i++) {
var click = clicks[i];
joy.graphics.setColor(click.color[0], click.color[1], click.color[2]);
joy.graphics.circle("fill", click.x, click.y, click.radius);
}
// Draw crosshair at mouse position
var pos = joy.mouse.getPosition();
var mx = pos[0];
var my = pos[1];
joy.graphics.setColor(1, 1, 1, 0.5);
joy.graphics.line(mx - 15, my, mx + 15, my);
joy.graphics.line(mx, my - 15, mx, my + 15);
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Mouse Position: " + Math.floor(mx) + ", " + Math.floor(my), 10, 10);
// Button states
var btn1 = joy.mouse.isDown(1) ? "DOWN" : "up";
var btn2 = joy.mouse.isDown(2) ? "DOWN" : "up";
var btn3 = joy.mouse.isDown(3) ? "DOWN" : "up";
joy.graphics.print("Buttons: L=" + btn1 + " R=" + btn2 + " M=" + btn3, 10, 30);
// States
joy.graphics.print("Visible: " + joy.mouse.isVisible() + " (V)", 10, 50);
joy.graphics.print("Grabbed: " + joy.mouse.isGrabbed() + " (G)", 10, 70);
joy.graphics.print("Relative: " + joy.mouse.getRelativeMode() + " (R)", 10, 90);
joy.graphics.print("Cursor: " + currentCursor + " (C)", 10, 110);
joy.graphics.print("Focus: " + hasFocus, 10, 130);
joy.graphics.setColor(0.7, 0.7, 0.7);
joy.graphics.print("Click to place dots, Space to clear", 10, 155);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/system/main.js
|
JavaScript
|
// System module example
// Displays system information and demonstrates clipboard, URL, and power functions
joy.window.setMode(800, 600);
joy.window.setTitle("System Info Demo");
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15);
var clipboardText = "";
var lastClipboardCheck = 0;
var urlOpened = false;
joy.load = function() {
console.log("System Info Demo:");
console.log(" C: Copy sample text to clipboard");
console.log(" V: Paste from clipboard");
console.log(" U: Open example URL in browser");
console.log(" L: Print preferred locales");
console.log(" Escape: Exit");
// Print system info to console
console.log("");
console.log("System Information:");
console.log(" OS: " + joy.system.getOS());
console.log(" Processor Count: " + joy.system.getProcessorCount());
var power = joy.system.getPowerInfo();
console.log(" Power State: " + power[0]);
if (power[1] !== null) {
console.log(" Battery: " + power[1] + "%");
}
if (power[2] !== null) {
console.log(" Time Remaining: " + Math.floor(power[2] / 60) + " minutes");
}
var locales = joy.system.getPreferredLocales();
console.log(" Preferred Locales: " + (locales.length > 0 ? locales.join(", ") : "none"));
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
if (key === "c") {
var text = "Hello from Joy! Time: " + Date.now();
joy.system.setClipboardText(text);
console.log("Copied to clipboard: " + text);
}
if (key === "v") {
clipboardText = joy.system.getClipboardText();
console.log("Pasted from clipboard: " + clipboardText);
}
if (key === "u") {
var success = joy.system.openURL("https://love2d.org");
console.log("Open URL: " + (success ? "success" : "failed"));
urlOpened = success;
}
if (key === "l") {
var locales = joy.system.getPreferredLocales();
console.log("Preferred locales:");
for (var i = 0; i < locales.length; i++) {
console.log(" " + (i + 1) + ": " + locales[i]);
}
}
};
joy.update = function(dt) {
};
joy.draw = function() {
var y = 20;
var lineHeight = 24;
// Title
joy.graphics.setColor(0.3, 0.7, 1);
joy.graphics.print("System Information", 20, y);
y += lineHeight + 10;
// OS
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Operating System: " + joy.system.getOS(), 20, y);
y += lineHeight;
// Processors
joy.graphics.print("Processor Cores: " + joy.system.getProcessorCount(), 20, y);
y += lineHeight;
// Power info
var power = joy.system.getPowerInfo();
var powerStr = "Power: " + power[0];
if (power[1] !== null) {
powerStr += " (" + power[1] + "%)";
}
if (power[2] !== null && power[2] > 0) {
var mins = Math.floor(power[2] / 60);
var hours = Math.floor(mins / 60);
mins = mins % 60;
if (hours > 0) {
powerStr += " - " + hours + "h " + mins + "m remaining";
} else {
powerStr += " - " + mins + "m remaining";
}
}
joy.graphics.print(powerStr, 20, y);
y += lineHeight;
// Locales
var locales = joy.system.getPreferredLocales();
var localeStr = locales.length > 0 ? locales.slice(0, 3).join(", ") : "none";
if (locales.length > 3) {
localeStr += "...";
}
joy.graphics.print("Preferred Locales: " + localeStr, 20, y);
y += lineHeight + 20;
// Clipboard section
joy.graphics.setColor(0.3, 0.7, 1);
joy.graphics.print("Clipboard", 20, y);
y += lineHeight + 5;
joy.graphics.setColor(1, 1, 1);
if (clipboardText.length > 0) {
var displayText = clipboardText;
if (displayText.length > 60) {
displayText = displayText.substring(0, 60) + "...";
}
joy.graphics.print("Last paste: " + displayText, 20, y);
} else {
joy.graphics.setColor(0.6, 0.6, 0.6);
joy.graphics.print("Press V to paste from clipboard", 20, y);
}
y += lineHeight + 20;
// Instructions
joy.graphics.setColor(0.3, 0.7, 1);
joy.graphics.print("Controls", 20, y);
y += lineHeight + 5;
joy.graphics.setColor(0.8, 0.8, 0.8);
joy.graphics.print("C - Copy sample text to clipboard", 20, y);
y += lineHeight;
joy.graphics.print("V - Paste from clipboard", 20, y);
y += lineHeight;
joy.graphics.print("U - Open love2d.org in browser", 20, y);
y += lineHeight;
joy.graphics.print("L - Print locales to console", 20, y);
y += lineHeight;
joy.graphics.print("Escape - Exit", 20, y);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/websocket/client/main.js
|
JavaScript
|
// WebSocket client example for Joy2D
let ws = null;
let messages = [];
let inputText = "";
let connected = false;
let statusText = "Disconnected";
joy.load = function() {
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15);
joy.window.setMode(800, 600);
joy.window.setTitle("Client");
connect();
};
function connect() {
statusText = "Connecting...";
ws = new WebSocket("ws://localhost:8080/ws");
ws.onopen = function(event) {
connected = true;
statusText = "Connected";
addMessage("System", "Connected to server");
};
ws.onmessage = function(event) {
addMessage("Server", event.data);
};
ws.onclose = function(event) {
connected = false;
statusText = "Disconnected (code: " + event.code + ")";
addMessage("System", "Connection closed");
};
ws.onerror = function(event) {
addMessage("System", "WebSocket error");
};
}
function addMessage(from, text) {
messages.push({ from: from, text: text });
// Keep only last 15 messages
if (messages.length > 15) {
messages.shift();
}
}
function sendMessage() {
if (ws && connected && inputText.length > 0) {
ws.send(inputText);
addMessage("You", inputText);
inputText = "";
}
}
joy.keypressed = function(key, scancode, isRepeat) {
if (key === "escape") {
joy.window.close();
} else if (key === "return" || key === "kp_enter") {
sendMessage();
} else if (key === "backspace") {
inputText = inputText.slice(0, -1);
} else if (key === "r" && !connected) {
connect();
}
};
joy.textinput = function(text) {
inputText += text;
};
joy.draw = function() {
let width = joy.window.getWidth();
let height = joy.window.getHeight();
// Title
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("WebSocket Example", 20, 20);
// Status
if (connected) {
joy.graphics.setColor(0.3, 1, 0.3);
} else {
joy.graphics.setColor(1, 0.3, 0.3);
}
joy.graphics.print("Status: " + statusText, 20, 50);
// Messages
joy.graphics.setColor(0.8, 0.8, 0.8);
let y = 90;
for (let i = 0; i < messages.length; i++) {
let msg = messages[i];
let color = [0.8, 0.8, 0.8];
if (msg.from === "You") {
color = [0.5, 0.8, 1];
} else if (msg.from === "Server") {
color = [0.5, 1, 0.5];
} else if (msg.from === "System") {
color = [1, 1, 0.5];
}
joy.graphics.setColor(color[0], color[1], color[2]);
joy.graphics.print("[" + msg.from + "] " + msg.text, 20, y);
y += 25;
}
// Input box
joy.graphics.setColor(0.3, 0.3, 0.35);
joy.graphics.rectangle("fill", 20, height - 60, width - 40, 40);
joy.graphics.setColor(0.5, 0.5, 0.55);
joy.graphics.rectangle("line", 20, height - 60, width - 40, 40);
// Input text
joy.graphics.setColor(1, 1, 1);
let displayText = inputText + "_";
joy.graphics.print(displayText, 30, height - 50);
// Help text
joy.graphics.setColor(0.5, 0.5, 0.5);
joy.graphics.print("Type a message and press Enter to send. Press R to reconnect. ESC to quit.", 20, height - 20);
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/websocket/server/main.go
|
Go
|
package main
import (
"fmt"
"log"
"net/http"
"github.com/gorilla/websocket"
)
var upgrader = websocket.Upgrader{
CheckOrigin: func(r *http.Request) bool {
return true // Allow all origins for this example
},
}
func handleWebSocket(w http.ResponseWriter, r *http.Request) {
conn, err := upgrader.Upgrade(w, r, nil)
if err != nil {
log.Println("Upgrade error:", err)
return
}
defer conn.Close()
log.Println("Client connected")
for {
messageType, message, err := conn.ReadMessage()
if err != nil {
log.Println("Read error:", err)
break
}
log.Printf("Received: %s", message)
// Echo the message back with a prefix
response := fmt.Sprintf("Server received: %s", message)
err = conn.WriteMessage(messageType, []byte(response))
if err != nil {
log.Println("Write error:", err)
break
}
}
log.Println("Client disconnected")
}
func main() {
http.HandleFunc("/ws", handleWebSocket)
addr := "localhost:8080"
log.Printf("WebSocket server listening on ws://%s/ws", addr)
log.Fatal(http.ListenAndServe(addr, nil))
}
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/window/basic.js
|
JavaScript
|
// Basic window example
// Creates a simple 800x600 window
joy.window.setMode(800, 600);
joy.window.setTitle("Basic Window Example");
joy.load = function() {
console.log("Window created!");
var mode = joy.window.getMode();
console.log("Size:", mode[0], "x", mode[1]);
};
joy.update = function(dt) {
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/window/borderless.js
|
JavaScript
|
// Borderless window example
// Creates a borderless window
joy.window.setMode(800, 600, {
borderless: true
});
joy.window.setTitle("Borderless Window");
// Center the window on screen
joy.load = function() {
var desktop = joy.window.getDesktopDimensions();
var mode = joy.window.getMode();
var x = (desktop[0] - mode[0]) / 2;
var y = (desktop[1] - mode[1]) / 2;
joy.window.setPosition(x, y);
console.log("Borderless window centered at:", x, y);
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "escape") {
joy.window.close();
}
};
joy.update = function(dt) {
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/window/fullscreen.js
|
JavaScript
|
// Fullscreen example
// Press F to toggle fullscreen, Escape to exit
joy.window.setMode(800, 600);
joy.window.setTitle("Press F to toggle fullscreen, Escape to exit");
joy.load = function() {
console.log("Press F to toggle fullscreen mode");
console.log("Press Escape to exit");
var dims = joy.window.getDesktopDimensions();
console.log("Desktop resolution:", dims[0], "x", dims[1]);
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "f") {
var fs = joy.window.getFullscreen();
joy.window.setFullscreen(!fs[0]);
console.log("Fullscreen:", !fs[0]);
}
if (key === "escape") {
joy.window.close();
}
};
joy.update = function(dt) {
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/window/monitors.js
|
JavaScript
|
// Multi-monitor info example
// Displays information about all connected monitors
joy.window.setMode(800, 600);
joy.window.setTitle("Monitor Information");
joy.load = function() {
var count = joy.window.getDisplayCount();
console.log("Number of monitors:", count);
for (var i = 0; i < count; i++) {
var name = joy.window.getDisplayName(i);
var dims = joy.window.getDesktopDimensions(i);
console.log("Monitor", i + ":", name, "-", dims[0], "x", dims[1]);
}
console.log("DPI Scale:", joy.window.getDPIScale());
};
joy.update = function(dt) {
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/window/resizable.js
|
JavaScript
|
// Resizable window example
// Creates a resizable window with minimum size constraints
joy.window.setMode(800, 600, {
resizable: true,
minwidth: 400,
minheight: 300
});
joy.window.setTitle("Resizable Window - Try resizing me!");
var lastWidth = 0;
var lastHeight = 0;
joy.load = function() {
var mode = joy.window.getMode();
lastWidth = mode[0];
lastHeight = mode[1];
console.log("Initial size:", lastWidth, "x", lastHeight);
};
joy.update = function(dt) {
var mode = joy.window.getMode();
if (mode[0] !== lastWidth || mode[1] !== lastHeight) {
lastWidth = mode[0];
lastHeight = mode[1];
console.log("Window resized to:", lastWidth, "x", lastHeight);
}
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/window/state.js
|
JavaScript
|
// Window state example
// Demonstrates minimize, maximize, and restore
joy.window.setMode(800, 600, {
resizable: true
});
joy.window.setTitle("Window State - M:maximize, R:restore, Escape:exit");
joy.load = function() {
console.log("Press M to maximize");
console.log("Press R to restore");
console.log("Press Escape to exit");
console.log("(Minimize not shown - updates pause when minimized)");
};
joy.keypressed = function(key, scancode, isrepeat) {
if (key === "m") {
console.log("Maximizing...");
joy.window.maximize();
}
if (key === "r") {
console.log("Restoring...");
joy.window.restore();
}
if (key === "escape") {
joy.window.close();
}
};
joy.update = function(dt) {
};
joy.draw = function() {
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/worker/main.js
|
JavaScript
|
// Web Worker example - Rotating square with position updates from worker thread
let worker = null;
let squareX = 400;
let squareY = 300;
let targetX = 400;
let targetY = 300;
let rotation = 0;
const squareSize = 80;
const lerpSpeed = 3;
joy.load = function() {
// Create a worker that will send position updates
worker = new Worker("worker.js");
// Handle position updates from worker
worker.onmessage = function(event) {
if (event.data.type === "position") {
targetX = event.data.x;
targetY = event.data.y;
}
};
worker.onerror = function(event) {
console.error("Worker error:", event.message);
};
// Tell worker the screen dimensions and start sending positions
worker.postMessage({
type: "start",
width: joy.graphics.getWidth(),
height: joy.graphics.getHeight(),
margin: squareSize
});
};
joy.update = function(dt) {
// Rotate the square
rotation = rotation + dt * 2;
// Smoothly interpolate towards target position
squareX = squareX + (targetX - squareX) * lerpSpeed * dt;
squareY = squareY + (targetY - squareY) * lerpSpeed * dt;
};
joy.draw = function() {
// Clear with dark background
joy.graphics.setBackgroundColor(0.1, 0.1, 0.15);
// Draw the rotating square
joy.graphics.push();
joy.graphics.translate(squareX, squareY);
joy.graphics.rotate(rotation);
joy.graphics.setColor(0.3, 0.6, 1.0);
joy.graphics.rectangle("fill", -squareSize/2, -squareSize/2, squareSize, squareSize);
joy.graphics.setColor(0.5, 0.8, 1.0);
joy.graphics.rectangle("line", -squareSize/2, -squareSize/2, squareSize, squareSize);
joy.graphics.pop();
// Draw target indicator
joy.graphics.setColor(1, 1, 1, 0.3);
joy.graphics.circle("line", targetX, targetY, 10);
// Draw info text
joy.graphics.setColor(1, 1, 1);
joy.graphics.print("Worker Thread Position Demo", 10, 10);
joy.graphics.print("Worker sends new position every second", 10, 30);
joy.graphics.print("Press ESC to exit", 10, 50);
joy.graphics.print("Position: " + Math.floor(squareX) + ", " + Math.floor(squareY), 10, 80);
};
joy.keypressed = function(key) {
if (key === "escape") {
if (worker) {
worker.terminate();
worker = null;
}
joy.window.close();
}
};
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
examples/worker/worker.js
|
JavaScript
|
// Worker script - sends random position updates every second
let screenWidth = 800;
let screenHeight = 600;
let margin = 80;
// Handle messages from main thread
self.onmessage = function(event) {
if (event.data.type === "start") {
screenWidth = event.data.width;
screenHeight = event.data.height;
margin = event.data.margin;
// Start the position update loop
runPositionLoop();
}
};
function runPositionLoop() {
// Loop until terminated
while (!joy.worker.isTerminated()) {
// Generate random position within screen bounds
const x = joy.math.random(margin, screenWidth - margin);
const y = joy.math.random(margin, screenHeight - margin);
// Send position to main thread
self.postMessage({
type: "position",
x: x,
y: y
});
// Sleep for 1 second (interruptible)
joy.timer.sleep(1.0);
}
}
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
resources/ProggyClean.ttf.h
|
C/C++ Header
|
unsigned char ProggyClean_ttf[] = {
0x00, 0x01, 0x00, 0x00, 0x00, 0x0c, 0x00, 0x80, 0x00, 0x03, 0x00, 0x40,
0x4f, 0x53, 0x2f, 0x32, 0x88, 0xeb, 0x74, 0x90, 0x00, 0x00, 0x01, 0x48,
0x00, 0x00, 0x00, 0x4e, 0x63, 0x6d, 0x61, 0x70, 0x02, 0x12, 0x23, 0x75,
0x00, 0x00, 0x03, 0xa0, 0x00, 0x00, 0x01, 0x52, 0x63, 0x76, 0x74, 0x20,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0xfc, 0x00, 0x00, 0x00, 0x02,
0x67, 0x6c, 0x79, 0x66, 0x12, 0xaf, 0x89, 0x56, 0x00, 0x00, 0x07, 0x04,
0x00, 0x00, 0x92, 0x80, 0x68, 0x65, 0x61, 0x64, 0xd7, 0x91, 0x66, 0xd3,
0x00, 0x00, 0x00, 0xcc, 0x00, 0x00, 0x00, 0x36, 0x68, 0x68, 0x65, 0x61,
0x08, 0x42, 0x01, 0xc3, 0x00, 0x00, 0x01, 0x04, 0x00, 0x00, 0x00, 0x24,
0x68, 0x6d, 0x74, 0x78, 0x8a, 0x00, 0x7e, 0x80, 0x00, 0x00, 0x01, 0x98,
0x00, 0x00, 0x02, 0x06, 0x6c, 0x6f, 0x63, 0x61, 0x8c, 0x73, 0xb0, 0xd8,
0x00, 0x00, 0x05, 0x00, 0x00, 0x00, 0x02, 0x04, 0x6d, 0x61, 0x78, 0x70,
0x01, 0xae, 0x00, 0xda, 0x00, 0x00, 0x01, 0x28, 0x00, 0x00, 0x00, 0x20,
0x6e, 0x61, 0x6d, 0x65, 0x25, 0x59, 0xbb, 0x96, 0x00, 0x00, 0x99, 0x84,
0x00, 0x00, 0x01, 0x9e, 0x70, 0x6f, 0x73, 0x74, 0xa6, 0xac, 0x83, 0xef,
0x00, 0x00, 0x9b, 0x24, 0x00, 0x00, 0x05, 0xd2, 0x70, 0x72, 0x65, 0x70,
0x69, 0x02, 0x01, 0x12, 0x00, 0x00, 0x04, 0xf4, 0x00, 0x00, 0x00, 0x08,
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0x5f, 0x0f, 0x3c, 0xf5, 0x00, 0x03, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00,
0xb7, 0x67, 0x77, 0x84, 0x00, 0x00, 0x00, 0x00, 0xbd, 0x92, 0xa6, 0xd7,
0x00, 0x00, 0xfe, 0x80, 0x03, 0x80, 0x05, 0x00, 0x00, 0x00, 0x00, 0x03,
0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00,
0x04, 0xc0, 0xfe, 0x40, 0x00, 0x00, 0x03, 0x80, 0x00, 0x00, 0x00, 0x00,
0x03, 0x80, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x01, 0x00, 0x00,
0x01, 0x01, 0x00, 0x90, 0x00, 0x24, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02,
0x00, 0x08, 0x00, 0x40, 0x00, 0x0a, 0x00, 0x00, 0x00, 0x76, 0x00, 0x08,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x80, 0x01, 0x90, 0x00, 0x05,
0x00, 0x00, 0x02, 0xbc, 0x02, 0x8a, 0x00, 0x00, 0x00, 0x8f, 0x02, 0xbc,
0x02, 0x8a, 0x00, 0x00, 0x01, 0xc5, 0x00, 0x32, 0x02, 0x00, 0x00, 0x00,
0x00, 0x00, 0x04, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x41, 0x6c, 0x74, 0x73, 0x00, 0x40, 0x00, 0x00, 0x20, 0xac,
0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x05, 0x00, 0x01, 0x80, 0x00, 0x00,
0x03, 0x80, 0x00, 0x00, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80,
0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80,
0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80,
0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80,
0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80,
0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80, 0x03, 0x80,
0x01, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80,
0x01, 0x80, 0x01, 0x00, 0x01, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x01, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
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0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80,
0x01, 0x00, 0x00, 0x80, 0x00, 0x00, 0x01, 0x00, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x01, 0x00, 0x00, 0x80, 0x00, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x01, 0x00,
0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x01, 0x80, 0x00, 0x80, 0x00, 0x00, 0x03, 0x80, 0x00, 0x80,
0x03, 0x80, 0x01, 0x00, 0x00, 0x80, 0x01, 0x00, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00,
0x03, 0x80, 0x00, 0x80, 0x03, 0x80, 0x03, 0x80, 0x01, 0x80, 0x01, 0x00,
0x01, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80,
0x00, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x03, 0x80, 0x00, 0x80,
0x00, 0x00, 0x03, 0x80, 0x01, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00,
0x00, 0x00, 0x01, 0x80, 0x00, 0x80, 0x01, 0x00, 0x00, 0x00, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x03, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x01, 0x80, 0x00, 0x00, 0x00, 0x80,
0x01, 0x00, 0x01, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x01, 0x00,
0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x1c, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x4c,
0x00, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x04, 0x00, 0x30,
0x00, 0x00, 0x00, 0x08, 0x00, 0x08, 0x00, 0x02, 0x00, 0x00, 0x00, 0x7f,
0x00, 0xff, 0x20, 0xac, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x81,
0x20, 0xac, 0xff, 0xff, 0x00, 0x01, 0x00, 0x01, 0xdf, 0xd5, 0x00, 0x01,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x06,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x81, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xb1, 0x00, 0x01, 0x8d,
0xb8, 0x01, 0xff, 0x85, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc6,
0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6,
0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6,
0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6,
0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6,
0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6,
0x00, 0xc6, 0x00, 0xc6, 0x00, 0xc6, 0x00, 0xf4, 0x01, 0x1c, 0x01, 0x9e,
0x02, 0x14, 0x02, 0x88, 0x02, 0xfc, 0x03, 0x14, 0x03, 0x58, 0x03, 0x9c,
0x03, 0xde, 0x04, 0x14, 0x04, 0x32, 0x04, 0x50, 0x04, 0x62, 0x04, 0xa2,
0x05, 0x16, 0x05, 0x66, 0x05, 0xbc, 0x06, 0x12, 0x06, 0x74, 0x06, 0xd6,
0x07, 0x38, 0x07, 0x7e, 0x07, 0xec, 0x08, 0x4e, 0x08, 0x6c, 0x08, 0x96,
0x08, 0xd0, 0x09, 0x10, 0x09, 0x4a, 0x09, 0x88, 0x0a, 0x16, 0x0a, 0x80,
0x0b, 0x04, 0x0b, 0x56, 0x0b, 0xc8, 0x0c, 0x2e, 0x0c, 0x82, 0x0c, 0xea,
0x0d, 0x5e, 0x0d, 0xa4, 0x0d, 0xea, 0x0e, 0x50, 0x0e, 0x96, 0x0f, 0x28,
0x0f, 0xb0, 0x10, 0x12, 0x10, 0x74, 0x10, 0xe0, 0x11, 0x52, 0x11, 0xb6,
0x12, 0x04, 0x12, 0x6e, 0x12, 0xc4, 0x13, 0x4c, 0x13, 0xac, 0x13, 0xf6,
0x14, 0x58, 0x14, 0xae, 0x14, 0xea, 0x15, 0x40, 0x15, 0x80, 0x15, 0xa6,
0x15, 0xb8, 0x16, 0x12, 0x16, 0x7e, 0x16, 0xc6, 0x17, 0x34, 0x17, 0x8e,
0x17, 0xe0, 0x18, 0x56, 0x18, 0xba, 0x18, 0xee, 0x19, 0x36, 0x19, 0x96,
0x19, 0xd4, 0x1a, 0x48, 0x1a, 0x9c, 0x1a, 0xf0, 0x1b, 0x5c, 0x1b, 0xc8,
0x1c, 0x04, 0x1c, 0x4c, 0x1c, 0x96, 0x1c, 0xea, 0x1d, 0x2a, 0x1d, 0x92,
0x1d, 0xd2, 0x1e, 0x40, 0x1e, 0x8e, 0x1e, 0xe0, 0x1f, 0x24, 0x1f, 0x76,
0x1f, 0xa6, 0x1f, 0xa6, 0x20, 0x10, 0x20, 0x10, 0x20, 0x2e, 0x20, 0x8a,
0x20, 0xb2, 0x20, 0xc8, 0x21, 0x14, 0x21, 0x74, 0x21, 0x98, 0x21, 0xee,
0x22, 0x62, 0x22, 0x86, 0x23, 0x0c, 0x23, 0x0c, 0x23, 0x80, 0x23, 0x80,
0x23, 0x80, 0x23, 0x98, 0x23, 0xb0, 0x23, 0xd8, 0x24, 0x00, 0x24, 0x4a,
0x24, 0x68, 0x24, 0x90, 0x24, 0xae, 0x25, 0x06, 0x25, 0x60, 0x25, 0x82,
0x25, 0xf8, 0x25, 0xf8, 0x26, 0x58, 0x26, 0xaa, 0x26, 0xaa, 0x26, 0xd8,
0x27, 0x40, 0x27, 0x9a, 0x28, 0x0a, 0x28, 0x68, 0x28, 0xa8, 0x29, 0x0e,
0x29, 0x20, 0x29, 0xb8, 0x29, 0xf8, 0x2a, 0x36, 0x2a, 0x60, 0x2a, 0x60,
0x2b, 0x02, 0x2b, 0x2a, 0x2b, 0x5e, 0x2b, 0xac, 0x2b, 0xe6, 0x2c, 0x20,
0x2c, 0x34, 0x2c, 0x9a, 0x2d, 0x28, 0x2d, 0x5c, 0x2d, 0x78, 0x2d, 0xaa,
0x2d, 0xe8, 0x2e, 0x26, 0x2e, 0xa6, 0x2f, 0x26, 0x2f, 0xb6, 0x2f, 0xf4,
0x30, 0x5e, 0x30, 0xc8, 0x31, 0x3e, 0x31, 0xb4, 0x32, 0x1e, 0x32, 0x9e,
0x33, 0x1e, 0x33, 0x82, 0x33, 0xee, 0x34, 0x5c, 0x34, 0xce, 0x35, 0x3a,
0x35, 0x86, 0x35, 0xd4, 0x36, 0x26, 0x36, 0x72, 0x36, 0xe6, 0x37, 0x76,
0x37, 0xd8, 0x38, 0x3a, 0x38, 0xa6, 0x39, 0x12, 0x39, 0x74, 0x39, 0xae,
0x3a, 0x2e, 0x3a, 0x9a, 0x3b, 0x06, 0x3b, 0x7c, 0x3b, 0xe8, 0x3c, 0x3a,
0x3c, 0x96, 0x3d, 0x22, 0x3d, 0x86, 0x3d, 0xec, 0x3e, 0x56, 0x3e, 0xc6,
0x3f, 0x2a, 0x3f, 0x9a, 0x40, 0x12, 0x40, 0x6a, 0x40, 0xd0, 0x41, 0x36,
0x41, 0xa2, 0x42, 0x08, 0x42, 0x40, 0x42, 0x7a, 0x42, 0xb8, 0x42, 0xf0,
0x43, 0x62, 0x43, 0xcc, 0x44, 0x2a, 0x44, 0x8a, 0x44, 0xee, 0x45, 0x58,
0x45, 0xb6, 0x45, 0xe2, 0x46, 0x54, 0x46, 0xb4, 0x47, 0x14, 0x47, 0x7a,
0x47, 0xda, 0x48, 0x54, 0x48, 0xc6, 0x49, 0x40, 0x00, 0x24, 0x00, 0x00,
0xfe, 0x80, 0x03, 0x80, 0x05, 0x00, 0x00, 0x03, 0x00, 0x07, 0x00, 0x0b,
0x00, 0x0f, 0x00, 0x13, 0x00, 0x17, 0x00, 0x1b, 0x00, 0x1f, 0x00, 0x23,
0x00, 0x27, 0x00, 0x2b, 0x00, 0x2f, 0x00, 0x33, 0x00, 0x37, 0x00, 0x3b,
0x00, 0x3f, 0x00, 0x43, 0x00, 0x47, 0x00, 0x4b, 0x00, 0x4f, 0x00, 0x53,
0x00, 0x57, 0x00, 0x5b, 0x00, 0x5f, 0x00, 0x63, 0x00, 0x67, 0x00, 0x6b,
0x00, 0x6f, 0x00, 0x73, 0x00, 0x77, 0x00, 0x7b, 0x00, 0x7f, 0x00, 0x83,
0x00, 0x87, 0x00, 0x8b, 0x00, 0x8f, 0x00, 0x00, 0x11, 0x35, 0x33, 0x15,
0x31, 0x35, 0x33, 0x15, 0x31, 0x35, 0x33, 0x15, 0x31, 0x35, 0x33, 0x15,
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};
unsigned int ProggyClean_ttf_len = 41208;
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/bundle.cc
|
C++
|
#include "bundle.hh"
#include "miniz.h"
#include "physfs.h"
#include <cstdio>
#include <cstring>
#include <cstdlib>
namespace joy {
// Read entire file from PhysFS into memory
static char *readPhysFile(const char *path, size_t *out_size) {
PHYSFS_File *file = PHYSFS_openRead(path);
if (!file) {
return nullptr;
}
PHYSFS_sint64 len = PHYSFS_fileLength(file);
if (len < 0) {
PHYSFS_close(file);
return nullptr;
}
char *buf = static_cast<char *>(malloc(len));
if (!buf) {
PHYSFS_close(file);
return nullptr;
}
PHYSFS_sint64 bytes_read = PHYSFS_readBytes(file, buf, len);
PHYSFS_close(file);
if (bytes_read != len) {
free(buf);
return nullptr;
}
*out_size = static_cast<size_t>(len);
return buf;
}
// Recursively add directory contents to zip archive
static int addDirectoryToZip(mz_zip_archive *zip, const char *dir_path) {
char **files = PHYSFS_enumerateFiles(dir_path);
if (!files) {
fprintf(stderr, "Error: Cannot enumerate directory '%s': %s\n",
dir_path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return -1;
}
int result = 0;
for (char **file = files; *file != nullptr; file++) {
// Build full PhysFS path
size_t path_len = strlen(dir_path) + strlen(*file) + 2;
char *full_path = static_cast<char *>(malloc(path_len));
if (dir_path[0] == '\0') {
snprintf(full_path, path_len, "%s", *file);
} else {
snprintf(full_path, path_len, "%s/%s", dir_path, *file);
}
// Get file stats
PHYSFS_Stat stat;
if (!PHYSFS_stat(full_path, &stat)) {
free(full_path);
continue;
}
if (stat.filetype == PHYSFS_FILETYPE_DIRECTORY) {
// Recurse into subdirectory
if (addDirectoryToZip(zip, full_path) != 0) {
free(full_path);
result = -1;
break;
}
} else if (stat.filetype == PHYSFS_FILETYPE_REGULAR) {
// Read file and add to archive
size_t file_size;
char *file_data = readPhysFile(full_path, &file_size);
if (!file_data) {
fprintf(stderr, "Error: Failed to read '%s'\n", full_path);
free(full_path);
result = -1;
break;
}
if (!mz_zip_writer_add_mem(zip, full_path, file_data, file_size, MZ_BEST_COMPRESSION)) {
fprintf(stderr, "Error: Failed to add '%s' to archive\n", full_path);
free(file_data);
free(full_path);
result = -1;
break;
}
printf(" Added: %s\n", full_path);
free(file_data);
}
free(full_path);
}
PHYSFS_freeList(files);
return result;
}
int createBundle(const char *output_path, const char *source_dir) {
printf("Creating bundle: %s\n", output_path);
printf("Source: %s\n", source_dir);
// Mount the source directory
if (!PHYSFS_mount(source_dir, "/", 0)) {
fprintf(stderr, "Error: Failed to mount '%s': %s\n",
source_dir, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return 1;
}
mz_zip_archive zip;
memset(&zip, 0, sizeof(zip));
if (!mz_zip_writer_init_file(&zip, output_path, 0)) {
fprintf(stderr, "Error: Failed to create archive '%s'\n", output_path);
PHYSFS_unmount(source_dir);
return 1;
}
int result = addDirectoryToZip(&zip, "");
if (result == 0) {
if (!mz_zip_writer_finalize_archive(&zip)) {
fprintf(stderr, "Error: Failed to finalize archive\n");
result = 1;
}
}
mz_zip_writer_end(&zip);
// Unmount directory
PHYSFS_unmount(source_dir);
if (result == 0) {
printf("Bundle created successfully!\n");
} else {
remove(output_path);
}
return result;
}
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/bundle.hh
|
C++ Header
|
#pragma once
namespace joy {
// Create a .joy bundle from a directory
// Returns 0 on success, non-zero on error
int createBundle(const char *output_path, const char *source_dir);
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/engine.cc
|
C++
|
#include "engine.hh"
#include "render.hh"
#include "modules/window/window.hh"
#include "modules/info/info.hh"
#include "modules/keyboard/keyboard.hh"
#include "modules/mouse/mouse.hh"
#include "modules/graphics/graphics.hh"
#include "modules/audio/audio.hh"
#include "modules/filesystem/filesystem.hh"
#include "modules/gui/gui.hh"
#include "modules/timer/timer.hh"
#include "modules/image/image.hh"
#include "modules/system/system.hh"
#include "modules/math/math.hh"
#include "modules/data/data.hh"
#include "modules/sound/sound.hh"
#include "modules/joystick/joystick.hh"
#include "web-api/websocket.hh"
#include "web-api/worker.hh"
#include "js/js.hh"
#include "physfs.h"
#include <cstdio>
#include <cstdlib>
#include <string>
#include <vector>
namespace joy {
// Forward declaration from joystick_js.cc
namespace modules {
js::Value createJoystickJSObject(js::Context &ctx, Joystick *joystick);
}
// Console log/warn/error using js:: abstraction
static void js_console_log(js::FunctionArgs &args) {
js::Context &ctx = args.context();
for (int i = 0; i < args.length(); i++) {
if (i > 0) fputc(' ', stdout);
std::string str = args.arg(i).toString(ctx);
fputs(str.c_str(), stdout);
}
fputc('\n', stdout);
args.returnUndefined();
}
static void js_console_warn(js::FunctionArgs &args) {
js::Context &ctx = args.context();
fprintf(stderr, "[warn] ");
for (int i = 0; i < args.length(); i++) {
if (i > 0) fputc(' ', stderr);
std::string str = args.arg(i).toString(ctx);
fputs(str.c_str(), stderr);
}
fputc('\n', stderr);
args.returnUndefined();
}
static void js_console_error(js::FunctionArgs &args) {
js::Context &ctx = args.context();
fprintf(stderr, "[error] ");
for (int i = 0; i < args.length(); i++) {
if (i > 0) fputc(' ', stderr);
std::string str = args.arg(i).toString(ctx);
fputs(str.c_str(), stderr);
}
fputc('\n', stderr);
args.returnUndefined();
}
Engine::Engine()
: window_(nullptr)
, window_width_(800)
, window_height_(600)
, render_(nullptr)
, window_module_(nullptr)
, keyboard_module_(nullptr)
, mouse_module_(nullptr)
, graphics_module_(nullptr)
, audio_module_(nullptr)
, filesystem_module_(nullptr)
, gui_module_(nullptr)
, info_module_(nullptr)
, timer_module_(nullptr)
, image_module_(nullptr)
, system_module_(nullptr)
, math_module_(nullptr)
, data_module_(nullptr)
, sound_module_(nullptr)
, joystick_module_(nullptr)
, websocket_module_(nullptr)
#ifndef __EMSCRIPTEN__
, worker_module_(nullptr)
#endif
, running_(false)
{
}
Engine::~Engine() {
// PersistentValues and unique_ptrs will clean themselves up automatically
// Order matters: clear callbacks first, then context, then runtime
// Clear callbacks (implicitly done by unique_ptr destructor)
cb_load_.reset();
cb_update_.reset();
cb_draw_.reset();
cb_keypressed_.reset();
cb_keyreleased_.reset();
cb_textinput_.reset();
cb_mousepressed_.reset();
cb_mousereleased_.reset();
cb_mousemoved_.reset();
cb_wheelmoved_.reset();
cb_mousefocus_.reset();
cb_joystickadded_.reset();
cb_joystickremoved_.reset();
cb_joystickpressed_.reset();
cb_joystickreleased_.reset();
cb_joystickaxis_.reset();
cb_joystickhat_.reset();
cb_gamepadpressed_.reset();
cb_gamepadreleased_.reset();
cb_gamepadaxis_.reset();
js_joy_.reset();
js_global_.reset();
// Cleanup modules
#ifndef __EMSCRIPTEN__
delete worker_module_;
#endif
delete websocket_module_;
delete gui_module_;
delete filesystem_module_;
delete audio_module_;
delete window_module_;
delete keyboard_module_;
delete mouse_module_;
delete graphics_module_;
delete info_module_;
delete timer_module_;
delete image_module_;
delete system_module_;
delete math_module_;
delete data_module_;
delete sound_module_;
delete joystick_module_;
// Clear context before runtime
js_ctx_.reset();
js_rt_.reset();
// Cleanup render backend
delete render_;
// Cleanup window
if (window_) {
SDL_DestroyWindow(window_);
}
}
bool Engine::init() {
// Initialize JavaScript runtime
if (!initScript()) {
return false;
}
// Create window
#ifdef RENDER_METAL
Uint32 flags = SDL_WINDOW_METAL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY;
#else
Uint32 flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY;
#endif
window_ = SDL_CreateWindow("Joy2D", window_width_, window_height_, flags);
if (!window_) {
fprintf(stderr, "Failed to create window: %s\n", SDL_GetError());
return false;
}
// Enable text input by default so GUI text fields work
SDL_StartTextInput(window_);
// Bring window to foreground (needed when launching from terminal/tmux)
SDL_RaiseWindow(window_);
// Initialize GUI context (before render backend, as it doesn't need GPU yet)
if (!gui_module_->init()) {
fprintf(stderr, "Warning: Failed to initialize GUI context\n");
}
// Initialize render backend
render_ = new render::Render();
if (!render_->init(window_)) {
fprintf(stderr, "Failed to initialize renderer\n");
return false;
}
// Set graphics module for text rendering
render_->setGraphicsModule(graphics_module_);
// Set GUI module for GUI rendering
render_->setGuiModule(gui_module_);
// Initialize batch renderer (after sokol_gfx is set up)
if (!graphics_module_->initBatchRenderer()) {
fprintf(stderr, "Failed to initialize batch renderer\n");
return false;
}
// Initialize text rendering
if (!graphics_module_->initText()) {
fprintf(stderr, "Warning: Failed to initialize text rendering\n");
}
// Initialize GUI rendering (after sokol_gfx is set up)
if (!gui_module_->initRendering(window_)) {
fprintf(stderr, "Warning: Failed to initialize GUI rendering\n");
}
running_ = true;
return true;
}
bool Engine::initScript() {
js_rt_ = std::make_unique<js::Runtime>();
if (!js_rt_) {
fprintf(stderr, "Failed to create JS runtime\n");
return false;
}
js_ctx_ = std::make_unique<js::Context>(*js_rt_);
if (!js_ctx_) {
fprintf(stderr, "Failed to create JS context\n");
return false;
}
// Get global object and store it
js::Value global = js_ctx_->globalObject();
js_global_ = std::make_unique<js::PersistentValue>(*js_ctx_, global);
// Create console object using ModuleBuilder
js::ModuleBuilder(*js_ctx_, "console")
.function("log", js_console_log, 1)
.function("warn", js_console_warn, 1)
.function("error", js_console_error, 1)
.attachTo(global);
// Create joy namespace
js::Value joy = js::Value::object(*js_ctx_);
global.setProperty(*js_ctx_, "joy", joy);
js_joy_ = std::make_unique<js::PersistentValue>(*js_ctx_, joy);
// Store engine pointer in context
js_ctx_->setOpaque(this);
// Set up ES module loader
js_ctx_->setModuleLoader(
[this](const char *referrer, const char *specifier,
std::string &resolved, std::string &source) -> bool {
// Resolve the module path
std::string spec(specifier);
// Absolute path - use as-is
if (!spec.empty() && spec[0] == '/') {
resolved = spec;
} else {
// Relative path - resolve against referrer's directory
std::string referrer_dir;
if (referrer && referrer[0] != '\0') {
std::string ref(referrer);
size_t last_slash = ref.rfind('/');
if (last_slash != std::string::npos) {
referrer_dir = ref.substr(0, last_slash + 1);
} else {
referrer_dir = "/";
}
} else {
referrer_dir = "/";
}
// Combine and normalize path
std::string result = referrer_dir + spec;
// Simple path normalization
std::vector<std::string> parts;
size_t pos = 0;
while (pos < result.size()) {
size_t next = result.find('/', pos);
if (next == std::string::npos)
next = result.size();
std::string part = result.substr(pos, next - pos);
if (part == "..") {
if (!parts.empty() && parts.back() != "..") {
parts.pop_back();
}
} else if (part != "." && !part.empty()) {
parts.push_back(part);
}
pos = next + 1;
}
resolved = "/";
for (size_t i = 0; i < parts.size(); i++) {
resolved += parts[i];
if (i < parts.size() - 1)
resolved += "/";
}
}
// Read the file via PhysFS
size_t size;
char *buf = readFile(resolved.c_str(), &size);
if (!buf) {
return false;
}
source.assign(buf, size);
free(buf);
return true;
});
// Create modules
window_module_ = new modules::Window(this);
keyboard_module_ = new modules::Keyboard(this);
mouse_module_ = new modules::Mouse(this);
graphics_module_ = new modules::Graphics(this);
audio_module_ = new modules::Audio(this);
filesystem_module_ = new modules::Filesystem(this);
gui_module_ = new modules::Gui(this);
info_module_ = new modules::Info();
timer_module_ = new modules::Timer();
image_module_ = new modules::Image(this);
system_module_ = new modules::System(this);
math_module_ = new modules::Math();
data_module_ = new modules::DataModule();
sound_module_ = new modules::Sound(this);
joystick_module_ = new modules::JoystickModule(this);
websocket_module_ = new webapi::WebSocket(this);
#ifndef __EMSCRIPTEN__
worker_module_ = new webapi::Worker(this);
#endif
// Initialize audio engine
if (!audio_module_->init()) {
fprintf(stderr, "Warning: Failed to initialize audio\n");
}
// Initialize joystick subsystem
if (!joystick_module_->init()) {
fprintf(stderr, "Warning: Failed to initialize joystick subsystem\n");
}
// Initialize joy.* modules
modules::Info::initJS(*js_ctx_, joy);
modules::Keyboard::initJS(*js_ctx_, joy);
modules::Mouse::initJS(*js_ctx_, joy);
modules::Window::initJS(*js_ctx_, joy);
modules::Filesystem::initJS(*js_ctx_, joy);
modules::Gui::initJS(*js_ctx_, joy);
modules::Graphics::initJS(*js_ctx_, joy);
modules::Audio::initJS(*js_ctx_, joy);
modules::Timer::initJS(*js_ctx_, joy);
modules::Image::initJS(*js_ctx_, joy);
modules::System::initJS(*js_ctx_, joy);
modules::Math::initJS(*js_ctx_, joy);
modules::DataModule::initJS(*js_ctx_, joy);
modules::Sound::initJS(*js_ctx_, joy);
modules::JoystickModule::initJS(*js_ctx_, joy);
// Initialize Web API bindings (on global object, not joy namespace)
webapi::WebSocket::initJS(*js_ctx_, global);
#ifndef __EMSCRIPTEN__
webapi::Worker::initJS(*js_ctx_, global);
#endif
return true;
}
bool Engine::mountGame(const char *path) {
if (!PHYSFS_mount(path, "/", 1)) {
fprintf(stderr, "Failed to mount '%s': %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return false;
}
return true;
}
char *Engine::readFile(const char *filename, size_t *out_size) {
PHYSFS_File *file = PHYSFS_openRead(filename);
if (!file) {
return nullptr;
}
PHYSFS_sint64 len = PHYSFS_fileLength(file);
if (len < 0) {
PHYSFS_close(file);
return nullptr;
}
char *buf = (char *)malloc(len + 1);
if (!buf) {
PHYSFS_close(file);
return nullptr;
}
PHYSFS_sint64 bytes_read = PHYSFS_readBytes(file, buf, len);
PHYSFS_close(file);
if (bytes_read != len) {
free(buf);
return nullptr;
}
buf[len] = '\0';
if (out_size) *out_size = (size_t)len;
return buf;
}
bool Engine::loadScript(const char *filename) {
size_t size;
char *buf = readFile(filename, &size);
if (!buf) {
fprintf(stderr, "Failed to read %s\n", filename);
return false;
}
js::Value result = js_ctx_->evalModule(buf, size, filename);
free(buf);
if (result.isException()) {
fprintf(stderr, "JavaScript error:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
return false;
}
// Get callbacks
js::Value load_cb = getCallback("load");
js::Value update_cb = getCallback("update");
js::Value draw_cb = getCallback("draw");
js::Value keypressed_cb = getCallback("keypressed");
js::Value keyreleased_cb = getCallback("keyreleased");
js::Value textinput_cb = getCallback("textinput");
js::Value mousepressed_cb = getCallback("mousepressed");
js::Value mousereleased_cb = getCallback("mousereleased");
js::Value mousemoved_cb = getCallback("mousemoved");
js::Value wheelmoved_cb = getCallback("wheelmoved");
js::Value mousefocus_cb = getCallback("mousefocus");
js::Value joystickadded_cb = getCallback("joystickadded");
js::Value joystickremoved_cb = getCallback("joystickremoved");
js::Value joystickpressed_cb = getCallback("joystickpressed");
js::Value joystickreleased_cb = getCallback("joystickreleased");
js::Value joystickaxis_cb = getCallback("joystickaxis");
js::Value joystickhat_cb = getCallback("joystickhat");
js::Value gamepadpressed_cb = getCallback("gamepadpressed");
js::Value gamepadreleased_cb = getCallback("gamepadreleased");
js::Value gamepadaxis_cb = getCallback("gamepadaxis");
cb_load_ = std::make_unique<js::PersistentValue>(*js_ctx_, load_cb);
cb_update_ = std::make_unique<js::PersistentValue>(*js_ctx_, update_cb);
cb_draw_ = std::make_unique<js::PersistentValue>(*js_ctx_, draw_cb);
cb_keypressed_ = std::make_unique<js::PersistentValue>(*js_ctx_, keypressed_cb);
cb_keyreleased_ = std::make_unique<js::PersistentValue>(*js_ctx_, keyreleased_cb);
cb_textinput_ = std::make_unique<js::PersistentValue>(*js_ctx_, textinput_cb);
cb_mousepressed_ = std::make_unique<js::PersistentValue>(*js_ctx_, mousepressed_cb);
cb_mousereleased_ = std::make_unique<js::PersistentValue>(*js_ctx_, mousereleased_cb);
cb_mousemoved_ = std::make_unique<js::PersistentValue>(*js_ctx_, mousemoved_cb);
cb_wheelmoved_ = std::make_unique<js::PersistentValue>(*js_ctx_, wheelmoved_cb);
cb_mousefocus_ = std::make_unique<js::PersistentValue>(*js_ctx_, mousefocus_cb);
cb_joystickadded_ = std::make_unique<js::PersistentValue>(*js_ctx_, joystickadded_cb);
cb_joystickremoved_ = std::make_unique<js::PersistentValue>(*js_ctx_, joystickremoved_cb);
cb_joystickpressed_ = std::make_unique<js::PersistentValue>(*js_ctx_, joystickpressed_cb);
cb_joystickreleased_ = std::make_unique<js::PersistentValue>(*js_ctx_, joystickreleased_cb);
cb_joystickaxis_ = std::make_unique<js::PersistentValue>(*js_ctx_, joystickaxis_cb);
cb_joystickhat_ = std::make_unique<js::PersistentValue>(*js_ctx_, joystickhat_cb);
cb_gamepadpressed_ = std::make_unique<js::PersistentValue>(*js_ctx_, gamepadpressed_cb);
cb_gamepadreleased_ = std::make_unique<js::PersistentValue>(*js_ctx_, gamepadreleased_cb);
cb_gamepadaxis_ = std::make_unique<js::PersistentValue>(*js_ctx_, gamepadaxis_cb);
// Call load callback
if (!cb_load_->isEmpty() && load_cb.isFunction()) {
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(load_cb, global, nullptr, 0);
if (result.isException()) {
fprintf(stderr, "Error in load callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
// Call joystickadded for already-connected joysticks (after load, like Love2D)
if (!cb_joystickadded_->isEmpty() && joystickadded_cb.isFunction()) {
const auto &joysticks = joystick_module_->getJoysticks();
for (modules::Joystick *joystick : joysticks) {
js::Value global = js_global_->get(*js_ctx_);
js::Value joystickObj = modules::createJoystickJSObject(*js_ctx_, joystick);
js::Value result = js_ctx_->call(joystickadded_cb, global, &joystickObj, 1);
if (result.isException()) {
fprintf(stderr, "Error in joystickadded callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
}
return true;
}
js::Value Engine::getCallback(const char *name) {
js::Value joy = js_joy_->get(*js_ctx_);
js::Value val = joy.getProperty(*js_ctx_, name);
if (val.isFunction()) {
return val;
}
return js::Value::undefined();
}
void Engine::frame() {
// Step timer and get delta time
double dt = timer_module_->step();
// Begin GUI frame
if (gui_module_) {
gui_module_->beginFrame();
}
// Call update callback
if (cb_update_ && !cb_update_->isEmpty()) {
js::Value update_cb = cb_update_->get(*js_ctx_);
if (update_cb.isFunction()) {
js::Value global = js_global_->get(*js_ctx_);
js::Value dt_val = js::Value::number(static_cast<double>(dt));
js::Value result = js_ctx_->call(update_cb, global, &dt_val, 1);
if (result.isException()) {
fprintf(stderr, "Error in update callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
}
// Render
render_->beginFrame();
graphics_module_->clear(0, 0, 0, 0, false); // Use background color
// Call draw callback
if (cb_draw_ && !cb_draw_->isEmpty()) {
js::Value draw_cb = cb_draw_->get(*js_ctx_);
if (draw_cb.isFunction()) {
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(draw_cb, global, nullptr, 0);
if (result.isException()) {
fprintf(stderr, "Error in draw callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
}
// End GUI frame and render
if (gui_module_) {
gui_module_->endFrame();
}
render_->endFrame();
}
void Engine::handleKeyPressed(SDL_Scancode scancode, bool repeat) {
if (!cb_keypressed_ || cb_keypressed_->isEmpty()) {
return;
}
js::Value keypressed_cb = cb_keypressed_->get(*js_ctx_);
if (!keypressed_cb.isFunction()) {
return;
}
const char *key_name = modules::Keyboard::getKeyName(scancode);
if (!key_name) {
key_name = "";
}
js::Value args[3];
args[0] = js::Value::string(*js_ctx_, key_name);
args[1] = js::Value::number(static_cast<int32_t>(scancode));
args[2] = js::Value::boolean(repeat);
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(keypressed_cb, global, args, 3);
if (result.isException()) {
fprintf(stderr, "Error in keypressed callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleKeyReleased(SDL_Scancode scancode) {
if (!cb_keyreleased_ || cb_keyreleased_->isEmpty()) {
return;
}
js::Value keyreleased_cb = cb_keyreleased_->get(*js_ctx_);
if (!keyreleased_cb.isFunction()) {
return;
}
const char *key_name = modules::Keyboard::getKeyName(scancode);
if (!key_name) {
key_name = "";
}
js::Value args[2];
args[0] = js::Value::string(*js_ctx_, key_name);
args[1] = js::Value::number(static_cast<int32_t>(scancode));
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(keyreleased_cb, global, args, 2);
if (result.isException()) {
fprintf(stderr, "Error in keyreleased callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleTextInput(const char *text) {
if (!cb_textinput_ || cb_textinput_->isEmpty()) {
return;
}
js::Value textinput_cb = cb_textinput_->get(*js_ctx_);
if (!textinput_cb.isFunction()) {
return;
}
js::Value arg = js::Value::string(*js_ctx_, text);
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(textinput_cb, global, &arg, 1);
if (result.isException()) {
fprintf(stderr, "Error in textinput callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleMousePressed(float x, float y, int button, int clicks) {
if (!cb_mousepressed_ || cb_mousepressed_->isEmpty()) {
return;
}
js::Value mousepressed_cb = cb_mousepressed_->get(*js_ctx_);
if (!mousepressed_cb.isFunction()) {
return;
}
// Love2D button mapping: 1=left, 2=right, 3=middle
// SDL button mapping: 1=left, 2=middle, 3=right
// Swap 2 and 3 to match Love2D
int love_button = button;
if (button == 2) {
love_button = 3; // SDL middle -> Love right
} else if (button == 3) {
love_button = 2; // SDL right -> Love middle
}
js::Value args[5];
args[0] = js::Value::number(static_cast<double>(x));
args[1] = js::Value::number(static_cast<double>(y));
args[2] = js::Value::number(love_button);
args[3] = js::Value::boolean(false); // istouch
args[4] = js::Value::number(clicks);
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(mousepressed_cb, global, args, 5);
if (result.isException()) {
fprintf(stderr, "Error in mousepressed callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleMouseReleased(float x, float y, int button, int clicks) {
if (!cb_mousereleased_ || cb_mousereleased_->isEmpty()) {
return;
}
js::Value mousereleased_cb = cb_mousereleased_->get(*js_ctx_);
if (!mousereleased_cb.isFunction()) {
return;
}
// Love2D button mapping: 1=left, 2=right, 3=middle
// SDL button mapping: 1=left, 2=middle, 3=right
int love_button = button;
if (button == 2) {
love_button = 3;
} else if (button == 3) {
love_button = 2;
}
js::Value args[5];
args[0] = js::Value::number(static_cast<double>(x));
args[1] = js::Value::number(static_cast<double>(y));
args[2] = js::Value::number(love_button);
args[3] = js::Value::boolean(false); // istouch
args[4] = js::Value::number(clicks);
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(mousereleased_cb, global, args, 5);
if (result.isException()) {
fprintf(stderr, "Error in mousereleased callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleMouseMoved(float x, float y, float dx, float dy) {
if (!cb_mousemoved_ || cb_mousemoved_->isEmpty()) {
return;
}
js::Value mousemoved_cb = cb_mousemoved_->get(*js_ctx_);
if (!mousemoved_cb.isFunction()) {
return;
}
js::Value args[5];
args[0] = js::Value::number(static_cast<double>(x));
args[1] = js::Value::number(static_cast<double>(y));
args[2] = js::Value::number(static_cast<double>(dx));
args[3] = js::Value::number(static_cast<double>(dy));
args[4] = js::Value::boolean(false); // istouch
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(mousemoved_cb, global, args, 5);
if (result.isException()) {
fprintf(stderr, "Error in mousemoved callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleMouseWheel(float x, float y) {
if (!cb_wheelmoved_ || cb_wheelmoved_->isEmpty()) {
return;
}
js::Value wheelmoved_cb = cb_wheelmoved_->get(*js_ctx_);
if (!wheelmoved_cb.isFunction()) {
return;
}
js::Value args[2];
args[0] = js::Value::number(static_cast<double>(x));
args[1] = js::Value::number(static_cast<double>(y));
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(wheelmoved_cb, global, args, 2);
if (result.isException()) {
fprintf(stderr, "Error in wheelmoved callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleMouseFocus(bool focus) {
if (!cb_mousefocus_ || cb_mousefocus_->isEmpty()) {
return;
}
js::Value mousefocus_cb = cb_mousefocus_->get(*js_ctx_);
if (!mousefocus_cb.isFunction()) {
return;
}
js::Value arg = js::Value::boolean(focus);
js::Value global = js_global_->get(*js_ctx_);
js::Value result = js_ctx_->call(mousefocus_cb, global, &arg, 1);
if (result.isException()) {
fprintf(stderr, "Error in mousefocus callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleJoystickAdded(SDL_JoystickID deviceId) {
// Add the joystick to our module
modules::Joystick *joystick = joystick_module_->addJoystick(deviceId);
if (!joystick) {
return;
}
if (!cb_joystickadded_ || cb_joystickadded_->isEmpty()) {
return;
}
js::Value joystickadded_cb = cb_joystickadded_->get(*js_ctx_);
if (!joystickadded_cb.isFunction()) {
return;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value joystickObj = modules::createJoystickJSObject(*js_ctx_, joystick);
js::Value result = js_ctx_->call(joystickadded_cb, global, &joystickObj, 1);
if (result.isException()) {
fprintf(stderr, "Error in joystickadded callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleJoystickRemoved(SDL_JoystickID instanceId) {
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
// Call callback before removing
if (cb_joystickremoved_ && !cb_joystickremoved_->isEmpty()) {
js::Value joystickremoved_cb = cb_joystickremoved_->get(*js_ctx_);
if (joystickremoved_cb.isFunction()) {
js::Value global = js_global_->get(*js_ctx_);
js::Value joystickObj = modules::createJoystickJSObject(*js_ctx_, joystick);
js::Value result = js_ctx_->call(joystickremoved_cb, global, &joystickObj, 1);
if (result.isException()) {
fprintf(stderr, "Error in joystickremoved callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
}
// Remove the joystick
joystick_module_->removeJoystick(instanceId);
}
void Engine::handleJoystickPressed(SDL_JoystickID instanceId, int button) {
if (!cb_joystickpressed_ || cb_joystickpressed_->isEmpty()) {
return;
}
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
js::Value joystickpressed_cb = cb_joystickpressed_->get(*js_ctx_);
if (!joystickpressed_cb.isFunction()) {
return;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value args[2];
args[0] = modules::createJoystickJSObject(*js_ctx_, joystick);
args[1] = js::Value::number(button + 1); // 1-indexed like Love2D
js::Value result = js_ctx_->call(joystickpressed_cb, global, args, 2);
if (result.isException()) {
fprintf(stderr, "Error in joystickpressed callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleJoystickReleased(SDL_JoystickID instanceId, int button) {
if (!cb_joystickreleased_ || cb_joystickreleased_->isEmpty()) {
return;
}
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
js::Value joystickreleased_cb = cb_joystickreleased_->get(*js_ctx_);
if (!joystickreleased_cb.isFunction()) {
return;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value args[2];
args[0] = modules::createJoystickJSObject(*js_ctx_, joystick);
args[1] = js::Value::number(button + 1); // 1-indexed like Love2D
js::Value result = js_ctx_->call(joystickreleased_cb, global, args, 2);
if (result.isException()) {
fprintf(stderr, "Error in joystickreleased callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleJoystickAxis(SDL_JoystickID instanceId, int axis, float value) {
if (!cb_joystickaxis_ || cb_joystickaxis_->isEmpty()) {
return;
}
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
js::Value joystickaxis_cb = cb_joystickaxis_->get(*js_ctx_);
if (!joystickaxis_cb.isFunction()) {
return;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value args[3];
args[0] = modules::createJoystickJSObject(*js_ctx_, joystick);
args[1] = js::Value::number(axis + 1); // 1-indexed like Love2D
args[2] = js::Value::number(value);
js::Value result = js_ctx_->call(joystickaxis_cb, global, args, 3);
if (result.isException()) {
fprintf(stderr, "Error in joystickaxis callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleJoystickHat(SDL_JoystickID instanceId, int hat, int value) {
if (!cb_joystickhat_ || cb_joystickhat_->isEmpty()) {
return;
}
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
js::Value joystickhat_cb = cb_joystickhat_->get(*js_ctx_);
if (!joystickhat_cb.isFunction()) {
return;
}
// Convert SDL hat value to Love2D hat string
modules::JoystickHat hatEnum = modules::JoystickHat::Centered;
switch (value) {
case SDL_HAT_CENTERED: hatEnum = modules::JoystickHat::Centered; break;
case SDL_HAT_UP: hatEnum = modules::JoystickHat::Up; break;
case SDL_HAT_RIGHT: hatEnum = modules::JoystickHat::Right; break;
case SDL_HAT_DOWN: hatEnum = modules::JoystickHat::Down; break;
case SDL_HAT_LEFT: hatEnum = modules::JoystickHat::Left; break;
case SDL_HAT_RIGHTUP: hatEnum = modules::JoystickHat::RightUp; break;
case SDL_HAT_RIGHTDOWN: hatEnum = modules::JoystickHat::RightDown; break;
case SDL_HAT_LEFTUP: hatEnum = modules::JoystickHat::LeftUp; break;
case SDL_HAT_LEFTDOWN: hatEnum = modules::JoystickHat::LeftDown; break;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value args[3];
args[0] = modules::createJoystickJSObject(*js_ctx_, joystick);
args[1] = js::Value::number(hat + 1); // 1-indexed like Love2D
args[2] = js::Value::string(*js_ctx_, modules::Joystick::getHatName(hatEnum));
js::Value result = js_ctx_->call(joystickhat_cb, global, args, 3);
if (result.isException()) {
fprintf(stderr, "Error in joystickhat callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleGamepadPressed(SDL_JoystickID instanceId, int button) {
if (!cb_gamepadpressed_ || cb_gamepadpressed_->isEmpty()) {
return;
}
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
js::Value gamepadpressed_cb = cb_gamepadpressed_->get(*js_ctx_);
if (!gamepadpressed_cb.isFunction()) {
return;
}
// Convert SDL button to Love2D button name
modules::GamepadButton btn = modules::GamepadButton::Invalid;
switch (static_cast<SDL_GamepadButton>(button)) {
case SDL_GAMEPAD_BUTTON_SOUTH: btn = modules::GamepadButton::A; break;
case SDL_GAMEPAD_BUTTON_EAST: btn = modules::GamepadButton::B; break;
case SDL_GAMEPAD_BUTTON_WEST: btn = modules::GamepadButton::X; break;
case SDL_GAMEPAD_BUTTON_NORTH: btn = modules::GamepadButton::Y; break;
case SDL_GAMEPAD_BUTTON_BACK: btn = modules::GamepadButton::Back; break;
case SDL_GAMEPAD_BUTTON_GUIDE: btn = modules::GamepadButton::Guide; break;
case SDL_GAMEPAD_BUTTON_START: btn = modules::GamepadButton::Start; break;
case SDL_GAMEPAD_BUTTON_LEFT_STICK: btn = modules::GamepadButton::LeftStick; break;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK: btn = modules::GamepadButton::RightStick; break;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: btn = modules::GamepadButton::LeftShoulder; break;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: btn = modules::GamepadButton::RightShoulder; break;
case SDL_GAMEPAD_BUTTON_DPAD_UP: btn = modules::GamepadButton::DPadUp; break;
case SDL_GAMEPAD_BUTTON_DPAD_DOWN: btn = modules::GamepadButton::DPadDown; break;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT: btn = modules::GamepadButton::DPadLeft; break;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: btn = modules::GamepadButton::DPadRight; break;
case SDL_GAMEPAD_BUTTON_MISC1: btn = modules::GamepadButton::Misc1; break;
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1: btn = modules::GamepadButton::Paddle1; break;
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1: btn = modules::GamepadButton::Paddle2; break;
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2: btn = modules::GamepadButton::Paddle3; break;
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2: btn = modules::GamepadButton::Paddle4; break;
case SDL_GAMEPAD_BUTTON_TOUCHPAD: btn = modules::GamepadButton::Touchpad; break;
default: return; // Unknown button
}
const char *buttonName = modules::Joystick::getGamepadButtonName(btn);
if (!buttonName || buttonName[0] == '\0') {
return;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value args[2];
args[0] = modules::createJoystickJSObject(*js_ctx_, joystick);
args[1] = js::Value::string(*js_ctx_, buttonName);
js::Value result = js_ctx_->call(gamepadpressed_cb, global, args, 2);
if (result.isException()) {
fprintf(stderr, "Error in gamepadpressed callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleGamepadReleased(SDL_JoystickID instanceId, int button) {
if (!cb_gamepadreleased_ || cb_gamepadreleased_->isEmpty()) {
return;
}
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
js::Value gamepadreleased_cb = cb_gamepadreleased_->get(*js_ctx_);
if (!gamepadreleased_cb.isFunction()) {
return;
}
// Convert SDL button to Love2D button name
modules::GamepadButton btn = modules::GamepadButton::Invalid;
switch (static_cast<SDL_GamepadButton>(button)) {
case SDL_GAMEPAD_BUTTON_SOUTH: btn = modules::GamepadButton::A; break;
case SDL_GAMEPAD_BUTTON_EAST: btn = modules::GamepadButton::B; break;
case SDL_GAMEPAD_BUTTON_WEST: btn = modules::GamepadButton::X; break;
case SDL_GAMEPAD_BUTTON_NORTH: btn = modules::GamepadButton::Y; break;
case SDL_GAMEPAD_BUTTON_BACK: btn = modules::GamepadButton::Back; break;
case SDL_GAMEPAD_BUTTON_GUIDE: btn = modules::GamepadButton::Guide; break;
case SDL_GAMEPAD_BUTTON_START: btn = modules::GamepadButton::Start; break;
case SDL_GAMEPAD_BUTTON_LEFT_STICK: btn = modules::GamepadButton::LeftStick; break;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK: btn = modules::GamepadButton::RightStick; break;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: btn = modules::GamepadButton::LeftShoulder; break;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: btn = modules::GamepadButton::RightShoulder; break;
case SDL_GAMEPAD_BUTTON_DPAD_UP: btn = modules::GamepadButton::DPadUp; break;
case SDL_GAMEPAD_BUTTON_DPAD_DOWN: btn = modules::GamepadButton::DPadDown; break;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT: btn = modules::GamepadButton::DPadLeft; break;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: btn = modules::GamepadButton::DPadRight; break;
case SDL_GAMEPAD_BUTTON_MISC1: btn = modules::GamepadButton::Misc1; break;
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1: btn = modules::GamepadButton::Paddle1; break;
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1: btn = modules::GamepadButton::Paddle2; break;
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2: btn = modules::GamepadButton::Paddle3; break;
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2: btn = modules::GamepadButton::Paddle4; break;
case SDL_GAMEPAD_BUTTON_TOUCHPAD: btn = modules::GamepadButton::Touchpad; break;
default: return; // Unknown button
}
const char *buttonName = modules::Joystick::getGamepadButtonName(btn);
if (!buttonName || buttonName[0] == '\0') {
return;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value args[2];
args[0] = modules::createJoystickJSObject(*js_ctx_, joystick);
args[1] = js::Value::string(*js_ctx_, buttonName);
js::Value result = js_ctx_->call(gamepadreleased_cb, global, args, 2);
if (result.isException()) {
fprintf(stderr, "Error in gamepadreleased callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
void Engine::handleGamepadAxis(SDL_JoystickID instanceId, int axis, float value) {
if (!cb_gamepadaxis_ || cb_gamepadaxis_->isEmpty()) {
return;
}
modules::Joystick *joystick = joystick_module_->getJoystickFromID(instanceId);
if (!joystick) {
return;
}
js::Value gamepadaxis_cb = cb_gamepadaxis_->get(*js_ctx_);
if (!gamepadaxis_cb.isFunction()) {
return;
}
// Convert SDL axis to Love2D axis name
modules::GamepadAxis axisEnum = modules::GamepadAxis::Invalid;
switch (static_cast<SDL_GamepadAxis>(axis)) {
case SDL_GAMEPAD_AXIS_LEFTX: axisEnum = modules::GamepadAxis::LeftX; break;
case SDL_GAMEPAD_AXIS_LEFTY: axisEnum = modules::GamepadAxis::LeftY; break;
case SDL_GAMEPAD_AXIS_RIGHTX: axisEnum = modules::GamepadAxis::RightX; break;
case SDL_GAMEPAD_AXIS_RIGHTY: axisEnum = modules::GamepadAxis::RightY; break;
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER: axisEnum = modules::GamepadAxis::TriggerLeft; break;
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER: axisEnum = modules::GamepadAxis::TriggerRight; break;
default: return; // Unknown axis
}
const char *axisName = modules::Joystick::getGamepadAxisName(axisEnum);
if (!axisName || axisName[0] == '\0') {
return;
}
js::Value global = js_global_->get(*js_ctx_);
js::Value args[3];
args[0] = modules::createJoystickJSObject(*js_ctx_, joystick);
args[1] = js::Value::string(*js_ctx_, axisName);
args[2] = js::Value::number(value);
js::Value result = js_ctx_->call(gamepadaxis_cb, global, args, 3);
if (result.isException()) {
fprintf(stderr, "Error in gamepadaxis callback:\n");
js::Value exception = js_ctx_->getException();
js_ctx_->printException(exception);
}
}
int Engine::getWidth() const {
if (!window_) return 0;
int w, h;
SDL_GetWindowSize(window_, &w, &h);
return w;
}
int Engine::getHeight() const {
if (!window_) return 0;
int w, h;
SDL_GetWindowSize(window_, &w, &h);
return h;
}
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/engine.hh
|
C++ Header
|
#pragma once
#include "SDL3/SDL.h"
#include <memory>
// Forward declarations for js:: abstraction
namespace js {
class Runtime;
class Context;
class Value;
class PersistentValue;
}
namespace joy {
// Forward declarations
namespace render {
class Render;
}
namespace modules {
class Info;
class Window;
class Keyboard;
class Mouse;
class Graphics;
class Audio;
class Filesystem;
class Gui;
class Timer;
class Image;
class System;
class Math;
class DataModule;
class Sound;
class JoystickModule;
class Joystick;
}
namespace webapi {
class WebSocket;
class Worker;
}
class Engine {
public:
Engine();
~Engine();
// Initialize engine
bool init();
// Mount a game path (directory, .zip, or .joy file)
bool mountGame(const char *path);
// Load and run a script from mounted filesystem
bool loadScript(const char *filename);
// Run one frame
void frame();
// Handle keyboard events
void handleKeyPressed(SDL_Scancode scancode, bool repeat);
void handleKeyReleased(SDL_Scancode scancode);
void handleTextInput(const char *text);
// Handle mouse events
void handleMousePressed(float x, float y, int button, int clicks);
void handleMouseReleased(float x, float y, int button, int clicks);
void handleMouseMoved(float x, float y, float dx, float dy);
void handleMouseWheel(float x, float y);
void handleMouseFocus(bool focus);
// Handle joystick events
void handleJoystickAdded(SDL_JoystickID deviceId);
void handleJoystickRemoved(SDL_JoystickID instanceId);
void handleJoystickPressed(SDL_JoystickID instanceId, int button);
void handleJoystickReleased(SDL_JoystickID instanceId, int button);
void handleJoystickAxis(SDL_JoystickID instanceId, int axis, float value);
void handleJoystickHat(SDL_JoystickID instanceId, int hat, int value);
void handleGamepadPressed(SDL_JoystickID instanceId, int button);
void handleGamepadReleased(SDL_JoystickID instanceId, int button);
void handleGamepadAxis(SDL_JoystickID instanceId, int axis, float value);
// Check if engine is running
bool isRunning() const { return running_; }
// Stop the engine
void stop() { running_ = false; }
// Get window dimensions
int getWidth() const;
int getHeight() const;
// Get components
SDL_Window *getWindow() const { return window_; }
render::Render *getRender() const { return render_; }
modules::Window *getWindowModule() const { return window_module_; }
modules::Keyboard *getKeyboardModule() const { return keyboard_module_; }
modules::Mouse *getMouseModule() const { return mouse_module_; }
modules::Graphics *getGraphicsModule() const { return graphics_module_; }
modules::Audio *getAudioModule() const { return audio_module_; }
modules::Filesystem *getFilesystemModule() const { return filesystem_module_; }
modules::Gui *getGuiModule() const { return gui_module_; }
modules::Info *getInfoModule() const { return info_module_; }
modules::Timer *getTimerModule() const { return timer_module_; }
modules::Image *getImageModule() const { return image_module_; }
modules::System *getSystemModule() const { return system_module_; }
modules::Math *getMathModule() const { return math_module_; }
modules::DataModule *getDataModule() const { return data_module_; }
modules::Sound *getSoundModule() const { return sound_module_; }
modules::JoystickModule *getJoystickModule() const { return joystick_module_; }
webapi::WebSocket *getWebSocketModule() const { return websocket_module_; }
webapi::Worker *getWorkerModule() const { return worker_module_; }
// Get JS context (for modules that need direct access)
js::Context *getJSContext() const { return js_ctx_.get(); }
private:
// PhysFS helper - read file from virtual filesystem
char *readFile(const char *filename, size_t *size);
// SDL window
SDL_Window *window_;
int window_width_;
int window_height_;
// Render backend
render::Render *render_;
// Modules
modules::Window *window_module_;
modules::Keyboard *keyboard_module_;
modules::Mouse *mouse_module_;
modules::Graphics *graphics_module_;
modules::Audio *audio_module_;
modules::Filesystem *filesystem_module_;
modules::Gui *gui_module_;
modules::Info *info_module_;
modules::Timer *timer_module_;
modules::Image *image_module_;
modules::System *system_module_;
modules::Math *math_module_;
modules::DataModule *data_module_;
modules::Sound *sound_module_;
modules::JoystickModule *joystick_module_;
// Web API modules
webapi::WebSocket *websocket_module_;
webapi::Worker *worker_module_;
// JavaScript runtime (using js:: abstraction)
std::unique_ptr<js::Runtime> js_rt_;
std::unique_ptr<js::Context> js_ctx_;
std::unique_ptr<js::PersistentValue> js_global_;
std::unique_ptr<js::PersistentValue> js_joy_;
// Callbacks (stored as PersistentValue to survive GC)
std::unique_ptr<js::PersistentValue> cb_load_;
std::unique_ptr<js::PersistentValue> cb_update_;
std::unique_ptr<js::PersistentValue> cb_draw_;
std::unique_ptr<js::PersistentValue> cb_keypressed_;
std::unique_ptr<js::PersistentValue> cb_keyreleased_;
std::unique_ptr<js::PersistentValue> cb_textinput_;
std::unique_ptr<js::PersistentValue> cb_mousepressed_;
std::unique_ptr<js::PersistentValue> cb_mousereleased_;
std::unique_ptr<js::PersistentValue> cb_mousemoved_;
std::unique_ptr<js::PersistentValue> cb_wheelmoved_;
std::unique_ptr<js::PersistentValue> cb_mousefocus_;
std::unique_ptr<js::PersistentValue> cb_joystickadded_;
std::unique_ptr<js::PersistentValue> cb_joystickremoved_;
std::unique_ptr<js::PersistentValue> cb_joystickpressed_;
std::unique_ptr<js::PersistentValue> cb_joystickreleased_;
std::unique_ptr<js::PersistentValue> cb_joystickaxis_;
std::unique_ptr<js::PersistentValue> cb_joystickhat_;
std::unique_ptr<js::PersistentValue> cb_gamepadpressed_;
std::unique_ptr<js::PersistentValue> cb_gamepadreleased_;
std::unique_ptr<js::PersistentValue> cb_gamepadaxis_;
// State
bool running_;
// Initialize JavaScript runtime
bool initScript();
// Get callback from joy object
js::Value getCallback(const char *name);
};
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/impl/miniaudio_impl.c
|
C
|
// Disable unused audio backends to reduce binary size
#define MA_NO_ENCODING
#define MA_NO_GENERATION
#ifdef __APPLE__
#define MA_NO_WASAPI
#define MA_NO_DSOUND
#define MA_NO_WINMM
#define MA_NO_ALSA
#define MA_NO_PULSEAUDIO
#define MA_NO_JACK
#define MA_NO_SNDIO
#define MA_NO_AUDIO4
#define MA_NO_OSS
#define MA_NO_AAUDIO
#define MA_NO_OPENSL
#elif defined(__EMSCRIPTEN__)
#define MA_NO_WASAPI
#define MA_NO_DSOUND
#define MA_NO_WINMM
#define MA_NO_COREAUDIO
#define MA_NO_ALSA
#define MA_NO_PULSEAUDIO
#define MA_NO_JACK
#define MA_NO_SNDIO
#define MA_NO_AUDIO4
#define MA_NO_OSS
#define MA_NO_AAUDIO
#define MA_NO_OPENSL
#elif defined(_WIN32)
#define MA_NO_COREAUDIO
#define MA_NO_ALSA
#define MA_NO_PULSEAUDIO
#define MA_NO_JACK
#define MA_NO_SNDIO
#define MA_NO_AUDIO4
#define MA_NO_OSS
#define MA_NO_AAUDIO
#define MA_NO_OPENSL
#define MA_NO_WEBAUDIO
#else
// Linux - keep ALSA and PulseAudio
#define MA_NO_WASAPI
#define MA_NO_DSOUND
#define MA_NO_WINMM
#define MA_NO_COREAUDIO
#define MA_NO_SNDIO
#define MA_NO_AUDIO4
#define MA_NO_OSS
#define MA_NO_AAUDIO
#define MA_NO_OPENSL
#define MA_NO_WEBAUDIO
#endif
#define MINIAUDIO_IMPLEMENTATION
#include "miniaudio.h"
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/impl/nuklear_impl.c
|
C
|
// Nuklear implementation - separate file to avoid STB conflicts with fontstash
#define NK_IMPLEMENTATION
#include "nuklear_config.h"
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/impl/sokol_impl.c
|
C
|
// Sokol implementation - compiled as C (non-Apple platforms)
#include "SDL3/SDL.h"
#define SOKOL_IMPL
#ifdef __EMSCRIPTEN__
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE
#endif
#include "sokol_gfx.h"
#include "sokol_log.h"
// Note: FontStash implementation is in text_renderer.cc
// Text rendering uses our own TextRenderer with BatchRenderer
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/impl/sokol_impl.m
|
Objective-C
|
// Sokol implementation - compiled as Objective-C++ on macOS
#include "SDL3/SDL.h"
#include "SDL3/SDL_metal.h"
#define SOKOL_IMPL
#define SOKOL_METAL
#include "sokol_gfx.h"
#include "sokol_log.h"
// Note: FontStash implementation is in text_renderer.cc
// Text rendering uses our own TextRenderer with BatchRenderer
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/impl/stb_image_impl.c
|
C
|
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/impl/stb_image_write_impl.c
|
C
|
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/impl/stb_vorbis_impl.c
|
C
|
// stb_vorbis implementation
#include "stb_vorbis.c"
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js.hh
|
C++ Header
|
#pragma once
// Main header for the JavaScript engine abstraction layer.
// Include this to get access to all js:: types.
#include "js_types.hh"
#include "js_value.hh"
#include "js_context.hh"
#include "js_runtime.hh"
#include "js_function.hh"
#include "js_module_builder.hh"
#include "js_class.hh"
#include "js_persistent.hh"
#include "js_constructor.hh"
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_class.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include "js_value.hh"
#include <cstdint>
#include <memory>
namespace js {
// Opaque class ID type
using ClassID = uint32_t;
// Finalizer callback - called when object is garbage collected
using Finalizer = void (*)(void *opaque);
// Class definition for registering custom JS classes
struct ClassDef {
const char *name;
Finalizer finalizer;
};
// Class builder for registering classes and creating instances
class ClassBuilder {
public:
// Register a new class on a runtime
static ClassID registerClass(Context &ctx, const ClassDef &def);
// Create an instance of a registered class
static Value newInstance(Context &ctx, ClassID classId);
// Set opaque C++ pointer on a class instance
static void setOpaque(Value &obj, void *opaque);
// Get opaque C++ pointer from a class instance
static void *getOpaque(const Value &obj, ClassID classId);
// Set prototype methods on a class
static void setPrototype(Context &ctx, ClassID classId, Value &proto);
};
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_constructor.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include "js_value.hh"
#include "js_class.hh"
#include <memory>
namespace js {
// Forward declaration
class ConstructorArgs;
// Constructor callback signature
using ConstructorCallback = void(*)(ConstructorArgs &args);
// Accessor callback signatures (use FunctionArgs for consistency)
using AccessorGetter = NativeFunction;
using AccessorSetter = NativeFunction; // args.arg(0) is the value being set
// Arguments passed to constructor callback
class ConstructorArgs {
public:
int length() const;
Value arg(int index) const;
Context& context();
// Get engine pointer stored in context
template<typename T>
T* getContextOpaque() const {
return static_cast<T*>(getContextOpaqueRaw());
}
// Create the instance object (call this once, then set internal fields)
Value createInstance();
// Set the return value (the constructed instance)
void returnValue(Value instance);
// Throw errors
void throwError(const char *msg);
void throwTypeError(const char *msg);
void throwSyntaxError(const char *msg);
void throwRangeError(const char *msg);
// Implementation (for backend use only)
struct Impl;
// Construct from implementation (for backend use only)
explicit ConstructorArgs(Impl *impl) : impl_(impl) {}
private:
void* getContextOpaqueRaw() const;
friend class ConstructorBuilder;
Impl* impl_;
};
class ConstructorBuilder {
public:
ConstructorBuilder(Context &ctx, const char *name);
~ConstructorBuilder();
ConstructorBuilder(ConstructorBuilder&&) noexcept;
ConstructorBuilder& operator=(ConstructorBuilder&&) noexcept;
// Set the constructor callback
ConstructorBuilder& constructor(ConstructorCallback cb, int argc = 0);
// Set finalizer for instances
ConstructorBuilder& finalizer(Finalizer fn);
// Number of internal fields for storing C++ pointers (default 1)
ConstructorBuilder& internalFieldCount(int count);
// Add method to prototype
ConstructorBuilder& prototypeMethod(const char *name, NativeFunction fn, int argc = 0);
// Add getter to prototype
ConstructorBuilder& prototypeGetter(const char *name, AccessorGetter getter);
// Add getter+setter to prototype
ConstructorBuilder& prototypeAccessor(const char *name,
AccessorGetter getter,
AccessorSetter setter = nullptr);
// Add static constant to constructor function
ConstructorBuilder& staticConstant(const char *name, int value);
ConstructorBuilder& staticConstant(const char *name, const char *value);
// Build and attach constructor to target object
void attachTo(Value &target);
private:
struct Impl;
std::unique_ptr<Impl> impl_;
};
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_context.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include <cstddef>
#include <memory>
namespace js {
class Context {
public:
explicit Context(Runtime &runtime);
~Context();
// Non-copyable
Context(const Context &) = delete;
Context &operator=(const Context &) = delete;
// Movable
Context(Context &&other) noexcept;
Context &operator=(Context &&other) noexcept;
// Code evaluation
Value eval(const char *code, size_t len, const char *filename);
// ES Module support
void setModuleLoader(ModuleLoaderCallback loader);
Value evalModule(const char *code, size_t len, const char *filename);
// Function calls
Value call(const Value &func, const Value &thisVal, const Value *argv,
int argc);
// Global object
Value globalObject();
// Error handling
Value throwError(const char *msg);
Value getException();
// Print exception with stack trace to stderr
void printException(const Value &exception);
// Store/retrieve opaque pointer (for Engine access from callbacks)
void setOpaque(void *ptr);
void *getOpaque() const;
// Get associated runtime
Runtime &runtime();
// Implementation access (for backend use only)
struct Impl;
Impl *impl() const { return impl_.get(); }
// Create a non-owning wrapper around raw backend context
// (for interop with unconverted code)
static Context wrapRaw(void *raw_runtime, void *raw_context);
// Get raw backend context (for interop with unconverted code)
void *raw() const;
private:
// Private constructor for non-owning wrapper
Context(Impl *impl, Runtime *runtime);
std::unique_ptr<Impl> impl_;
Runtime *runtime_;
bool owns_impl_;
};
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_function.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include "js_value.hh"
namespace js {
class FunctionArgs {
public:
// Argument access
int length() const;
Value arg(int index) const;
// Get 'this' value
Value thisValue() const;
// Get context
Context &context();
// Set return value
void returnValue(Value val);
void returnUndefined();
// Throw errors and return exception
void throwError(const char *msg);
void throwTypeError(const char *msg);
void throwSyntaxError(const char *msg);
void throwRangeError(const char *msg);
// Get opaque pointer from context (convenience for getting Engine*)
template <typename T>
T *getContextOpaque() {
return static_cast<T *>(context().getOpaque());
}
// Implementation (for backend use only)
struct Impl;
// Construct from implementation (for backend use only)
explicit FunctionArgs(Impl *impl) : impl_(impl) {}
private:
Impl *impl_;
};
// NativeFunction is already defined in js_types.hh as:
// using NativeFunction = void (*)(FunctionArgs &);
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_module_builder.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include "js_value.hh"
#include <memory>
namespace js {
class ModuleBuilder {
public:
ModuleBuilder(Context &ctx, const char *name);
~ModuleBuilder();
// Non-copyable
ModuleBuilder(const ModuleBuilder &) = delete;
ModuleBuilder &operator=(const ModuleBuilder &) = delete;
// Movable
ModuleBuilder(ModuleBuilder &&other) noexcept;
ModuleBuilder &operator=(ModuleBuilder &&other) noexcept;
// Add function to module
ModuleBuilder &function(const char *name, NativeFunction fn, int argc = 0);
// Add constants
ModuleBuilder &constant(const char *name, const char *value);
ModuleBuilder &constant(const char *name, int value);
ModuleBuilder &constant(const char *name, double value);
// Build and return the module object
Value build();
// Attach to parent object (e.g., joy namespace)
void attachTo(Value &parent);
// Implementation access (for backend use only)
struct Impl;
private:
std::unique_ptr<Impl> impl_;
};
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_persistent.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include "js_value.hh"
#include <memory>
namespace js {
// Persistent handle that prevents a value from being garbage collected.
// Use for storing callbacks, self-references, etc.
class PersistentValue {
public:
PersistentValue();
PersistentValue(Context &ctx, const Value &val);
~PersistentValue();
// Move only (prevents accidental copies)
PersistentValue(PersistentValue &&other) noexcept;
PersistentValue& operator=(PersistentValue &&other) noexcept;
PersistentValue(const PersistentValue&) = delete;
PersistentValue& operator=(const PersistentValue&) = delete;
// Get the stored value
Value get(Context &ctx) const;
// Check if empty
bool isEmpty() const;
// Reset to empty
void reset();
// Reset to new value
void reset(Context &ctx, const Value &val);
private:
struct Impl;
std::unique_ptr<Impl> impl_;
};
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_runtime.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include <memory>
namespace js {
class Runtime {
public:
Runtime();
~Runtime();
// Non-copyable, non-movable
Runtime(const Runtime &) = delete;
Runtime &operator=(const Runtime &) = delete;
Runtime(Runtime &&) = delete;
Runtime &operator=(Runtime &&) = delete;
// Implementation access (for backend use only)
struct Impl;
Impl *impl() const { return impl_.get(); }
private:
std::unique_ptr<Impl> impl_;
};
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_types.hh
|
C++ Header
|
#pragma once
#include <functional>
#include <memory>
#include <string>
namespace js {
class Value;
class Context;
class Runtime;
class FunctionArgs;
class ModuleBuilder;
using NativeFunction = void (*)(FunctionArgs &);
// Callback for loading ES module source code
// Parameters:
// referrer_path: path of the importing module (empty string for entry point)
// specifier: the import specifier (e.g., "./utils.js")
// resolved_path: output - the resolved absolute path
// source_code: output - the file contents
// Returns: true on success, false if module cannot be loaded
using ModuleLoaderCallback = std::function<bool(
const char *referrer_path,
const char *specifier,
std::string &resolved_path,
std::string &source_code)>;
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/js_value.hh
|
C++ Header
|
#pragma once
#include "js_types.hh"
#include <cstdint>
#include <memory>
#include <string>
#include <vector>
namespace js {
class Value {
public:
// Default constructor - creates undefined value
Value();
// Copy semantics
Value(const Value &other);
Value &operator=(const Value &other);
// Move semantics
Value(Value &&other) noexcept;
Value &operator=(Value &&other) noexcept;
~Value();
// Type checking
bool isUndefined() const;
bool isNull() const;
bool isBoolean() const;
bool isNumber() const;
bool isString() const;
bool isObject() const;
bool isArray() const;
bool isFunction() const;
bool isException() const;
// Value extraction
bool toBool() const;
int32_t toInt32() const;
double toFloat64() const;
std::string toString(Context &ctx) const;
// Factory methods for primitives (no context needed)
static Value undefined();
static Value null();
static Value boolean(bool val);
static Value number(int32_t val);
static Value number(double val);
// Factory methods requiring context
static Value string(Context &ctx, const char *str);
static Value string(Context &ctx, const char *str, size_t len);
static Value object(Context &ctx);
static Value array(Context &ctx);
// Property access
Value getProperty(Context &ctx, const char *name) const;
Value getProperty(Context &ctx, uint32_t index) const;
void setProperty(Context &ctx, const char *name, Value val);
void setProperty(Context &ctx, uint32_t index, Value val);
// Internal fields (for constructor-created instances)
void setInternalField(int index, void *ptr);
void* getInternalField(int index) const;
// ArrayBuffer support
bool isArrayBuffer() const;
bool isTypedArray() const;
// Create ArrayBuffer with copy of data
static Value arrayBuffer(Context &ctx, const void *data, size_t length);
// Create empty ArrayBuffer
static Value arrayBuffer(Context &ctx, size_t length);
// Get ArrayBuffer data (returns nullptr if not an ArrayBuffer)
void* arrayBufferData() const;
size_t arrayBufferLength() const;
// For TypedArray views
Value typedArrayBuffer(Context &ctx) const; // Get underlying ArrayBuffer
size_t typedArrayByteOffset() const;
size_t typedArrayByteLength() const;
// Serialization for cross-context/cross-thread transfer
// Serializes the value to a binary format (for message passing)
// Returns empty vector on failure
std::vector<uint8_t> serialize(Context &ctx) const;
// Deserialize from binary format
// Returns undefined on failure (check with isException after call)
static Value deserialize(Context &ctx, const uint8_t *data, size_t len);
static Value deserialize(Context &ctx, const std::vector<uint8_t> &data);
// Implementation access (for backend use only)
struct Impl;
Impl *impl() const { return impl_.get(); }
// Construct from implementation (for backend use only)
explicit Value(std::unique_ptr<Impl> impl);
// Create from raw backend value (for interop with unconverted code)
// Note: This dups the value, so the caller still owns the original
static Value fromRaw(Context &ctx, void *raw_value);
// Get raw backend value (for interop with unconverted code)
// Note: The returned value is still owned by this Value
void *raw() const;
private:
std::unique_ptr<Impl> impl_;
};
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/quickjs/js_impl.cc
|
C++
|
#include "js/js.hh"
#include "quickjs.h"
#include <cstring>
#include <unordered_map>
#include <vector>
namespace js {
// ============================================================================
// Per-runtime state (stored via JS_SetRuntimeOpaque)
// ============================================================================
struct RuntimeData {
JSClassID trampoline_class_id = 0;
std::unordered_map<JSClassID, Finalizer> class_finalizers;
std::unordered_map<JSClassID, ConstructorCallback> constructor_callbacks;
};
static RuntimeData *getRuntimeData(JSRuntime *rt) {
return static_cast<RuntimeData *>(JS_GetRuntimeOpaque(rt));
}
static RuntimeData *getRuntimeData(JSContext *ctx) {
return getRuntimeData(JS_GetRuntime(ctx));
}
// ============================================================================
// Forward declarations of all Impl structs
// ============================================================================
struct Value::Impl {
JSValue val;
JSContext *ctx; // Needed for ref counting; may be null for primitives
Impl() : val(JS_UNDEFINED), ctx(nullptr) {}
Impl(JSValue v, JSContext *c) : val(v), ctx(c) {}
~Impl() {
if (ctx) {
JS_FreeValue(ctx, val);
}
}
Impl(const Impl &other) : val(other.val), ctx(other.ctx) {
if (ctx) {
val = JS_DupValue(ctx, other.val);
}
}
Impl &operator=(const Impl &other) {
if (this != &other) {
if (ctx) {
JS_FreeValue(ctx, val);
}
val = other.val;
ctx = other.ctx;
if (ctx) {
val = JS_DupValue(ctx, other.val);
}
}
return *this;
}
Impl(Impl &&other) noexcept : val(other.val), ctx(other.ctx) {
other.val = JS_UNDEFINED;
other.ctx = nullptr;
}
Impl &operator=(Impl &&other) noexcept {
if (this != &other) {
if (ctx) {
JS_FreeValue(ctx, val);
}
val = other.val;
ctx = other.ctx;
other.val = JS_UNDEFINED;
other.ctx = nullptr;
}
return *this;
}
};
struct Runtime::Impl {
JSRuntime *rt;
RuntimeData data;
Impl() : rt(JS_NewRuntime()) {
JS_SetRuntimeOpaque(rt, &data);
}
~Impl() {
if (rt) {
JS_FreeRuntime(rt);
}
}
};
struct Context::Impl {
JSContext *ctx;
bool owns;
ModuleLoaderCallback module_loader;
std::unordered_map<std::string, JSModuleDef *> module_cache;
Impl(JSRuntime *rt) : ctx(JS_NewContext(rt)), owns(true) {}
Impl(JSContext *c, bool own) : ctx(c), owns(own) {}
~Impl() {
if (ctx && owns) {
JS_FreeContext(ctx);
}
}
};
struct FunctionArgs::Impl {
JSContext *ctx;
JSValueConst this_val;
int argc;
JSValueConst *argv;
JSValue return_val;
Context *wrapper_ctx;
Impl(JSContext *c, JSValueConst tv, int ac, JSValueConst *av, Context *wc)
: ctx(c), this_val(tv), argc(ac), argv(av), return_val(JS_UNDEFINED),
wrapper_ctx(wc) {}
};
struct FunctionEntry {
const char *name;
NativeFunction fn;
int argc;
};
struct ModuleBuilder::Impl {
Context *ctx;
const char *name;
std::vector<FunctionEntry> functions;
std::vector<std::pair<const char *, JSValue>> constants;
Impl(Context *c, const char *n) : ctx(c), name(n) {}
~Impl() {
// Free any constant values that weren't transferred
for (auto &pair : constants) {
JS_FreeValue(ctx->impl()->ctx, pair.second);
}
}
};
// ============================================================================
// Value implementation
// ============================================================================
Value::Value() : impl_(std::make_unique<Impl>()) {}
Value::Value(const Value &other)
: impl_(other.impl_ ? std::make_unique<Impl>(*other.impl_)
: std::make_unique<Impl>()) {}
Value &Value::operator=(const Value &other) {
if (this != &other) {
impl_ = other.impl_ ? std::make_unique<Impl>(*other.impl_)
: std::make_unique<Impl>();
}
return *this;
}
Value::Value(Value &&other) noexcept : impl_(std::move(other.impl_)) {}
Value &Value::operator=(Value &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
Value::~Value() = default;
Value::Value(std::unique_ptr<Impl> impl) : impl_(std::move(impl)) {}
Value Value::fromRaw(Context &ctx, void *raw_value) {
JSContext *qctx = ctx.impl()->ctx;
JSValue val = *static_cast<JSValue *>(raw_value);
// Dup the value since we're creating a new owner
JSValue duped = JS_DupValue(qctx, val);
auto impl = std::make_unique<Impl>(duped, qctx);
return Value(std::move(impl));
}
void *Value::raw() const {
if (!impl_)
return nullptr;
return &impl_->val;
}
bool Value::isUndefined() const {
return impl_ && JS_IsUndefined(impl_->val);
}
bool Value::isNull() const { return impl_ && JS_IsNull(impl_->val); }
bool Value::isBoolean() const { return impl_ && JS_IsBool(impl_->val); }
bool Value::isNumber() const { return impl_ && JS_IsNumber(impl_->val); }
bool Value::isString() const { return impl_ && JS_IsString(impl_->val); }
bool Value::isObject() const { return impl_ && JS_IsObject(impl_->val); }
bool Value::isArray() const { return impl_ && JS_IsArray(impl_->val); }
bool Value::isFunction() const {
return impl_ && JS_IsFunction(impl_->ctx, impl_->val);
}
bool Value::isException() const {
return impl_ && JS_IsException(impl_->val);
}
bool Value::toBool() const {
if (!impl_)
return false;
return JS_ToBool(impl_->ctx, impl_->val);
}
int32_t Value::toInt32() const {
if (!impl_)
return 0;
int32_t result = 0;
JS_ToInt32(impl_->ctx, &result, impl_->val);
return result;
}
double Value::toFloat64() const {
if (!impl_)
return 0.0;
double result = 0.0;
JS_ToFloat64(impl_->ctx, &result, impl_->val);
return result;
}
std::string Value::toString(Context &ctx) const {
if (!impl_)
return "";
JSContext *qctx = ctx.impl()->ctx;
const char *str = JS_ToCString(qctx, impl_->val);
if (!str)
return "";
std::string result(str);
JS_FreeCString(qctx, str);
return result;
}
Value Value::undefined() {
auto impl = std::make_unique<Impl>(JS_UNDEFINED, nullptr);
return Value(std::move(impl));
}
Value Value::null() {
auto impl = std::make_unique<Impl>(JS_NULL, nullptr);
return Value(std::move(impl));
}
Value Value::boolean(bool val) {
auto impl = std::make_unique<Impl>(JS_NewBool(nullptr, val), nullptr);
return Value(std::move(impl));
}
Value Value::number(int32_t val) {
auto impl = std::make_unique<Impl>(JS_NewInt32(nullptr, val), nullptr);
return Value(std::move(impl));
}
Value Value::number(double val) {
auto impl = std::make_unique<Impl>(JS_NewFloat64(nullptr, val), nullptr);
return Value(std::move(impl));
}
Value Value::string(Context &ctx, const char *str) {
JSContext *qctx = ctx.impl()->ctx;
auto impl = std::make_unique<Impl>(JS_NewString(qctx, str), qctx);
return Value(std::move(impl));
}
Value Value::string(Context &ctx, const char *str, size_t len) {
JSContext *qctx = ctx.impl()->ctx;
auto impl = std::make_unique<Impl>(JS_NewStringLen(qctx, str, len), qctx);
return Value(std::move(impl));
}
Value Value::object(Context &ctx) {
JSContext *qctx = ctx.impl()->ctx;
auto impl = std::make_unique<Impl>(JS_NewObject(qctx), qctx);
return Value(std::move(impl));
}
Value Value::array(Context &ctx) {
JSContext *qctx = ctx.impl()->ctx;
auto impl = std::make_unique<Impl>(JS_NewArray(qctx), qctx);
return Value(std::move(impl));
}
Value Value::getProperty(Context &ctx, const char *name) const {
if (!impl_)
return Value::undefined();
JSContext *qctx = ctx.impl()->ctx;
JSValue prop = JS_GetPropertyStr(qctx, impl_->val, name);
auto impl = std::make_unique<Impl>(prop, qctx);
return Value(std::move(impl));
}
Value Value::getProperty(Context &ctx, uint32_t index) const {
if (!impl_)
return Value::undefined();
JSContext *qctx = ctx.impl()->ctx;
JSValue prop = JS_GetPropertyUint32(qctx, impl_->val, index);
auto impl = std::make_unique<Impl>(prop, qctx);
return Value(std::move(impl));
}
void Value::setProperty(Context &ctx, const char *name, Value val) {
if (!impl_ || !val.impl_)
return;
JSContext *qctx = ctx.impl()->ctx;
// Dup the value since setProperty takes ownership
JSValue dup = JS_DupValue(qctx, val.impl_->val);
JS_SetPropertyStr(qctx, impl_->val, name, dup);
}
void Value::setProperty(Context &ctx, uint32_t index, Value val) {
if (!impl_ || !val.impl_)
return;
JSContext *qctx = ctx.impl()->ctx;
// Dup the value since setProperty takes ownership
JSValue dup = JS_DupValue(qctx, val.impl_->val);
JS_SetPropertyUint32(qctx, impl_->val, index, dup);
}
// ============================================================================
// Runtime implementation
// ============================================================================
Runtime::Runtime() : impl_(std::make_unique<Impl>()) {}
Runtime::~Runtime() = default;
// ============================================================================
// Module loading helpers
// ============================================================================
// Resolve a module path relative to the referrer's directory
static std::string resolveModulePath(const char *referrer, const char *specifier) {
std::string spec(specifier);
// Absolute path - use as-is
if (!spec.empty() && spec[0] == '/') {
return spec;
}
// Get referrer's directory
std::string referrer_dir;
if (referrer && referrer[0] != '\0') {
std::string ref(referrer);
size_t last_slash = ref.rfind('/');
if (last_slash != std::string::npos) {
referrer_dir = ref.substr(0, last_slash + 1);
} else {
referrer_dir = "/";
}
} else {
referrer_dir = "/";
}
// Combine and normalize path
std::string result = referrer_dir + spec;
// Simple path normalization (handle . and ..)
std::vector<std::string> parts;
size_t pos = 0;
while (pos < result.size()) {
size_t next = result.find('/', pos);
if (next == std::string::npos)
next = result.size();
std::string part = result.substr(pos, next - pos);
if (part == "..") {
if (!parts.empty() && parts.back() != "..") {
parts.pop_back();
}
} else if (part != "." && !part.empty()) {
parts.push_back(part);
}
pos = next + 1;
}
std::string normalized = "/";
for (size_t i = 0; i < parts.size(); i++) {
normalized += parts[i];
if (i < parts.size() - 1)
normalized += "/";
}
return normalized;
}
// QuickJS module normalize callback
static char *qjs_module_normalize(JSContext *ctx, const char *base,
const char *name, void *opaque) {
(void)opaque;
std::string resolved = resolveModulePath(base, name);
char *result = static_cast<char *>(js_malloc(ctx, resolved.size() + 1));
if (result) {
memcpy(result, resolved.c_str(), resolved.size() + 1);
}
return result;
}
// QuickJS module loader callback
static JSModuleDef *qjs_module_loader(JSContext *ctx, const char *module_name,
void *opaque) {
Context::Impl *impl = static_cast<Context::Impl *>(opaque);
// Check cache first
auto it = impl->module_cache.find(module_name);
if (it != impl->module_cache.end()) {
return it->second;
}
// Use callback to load source
if (!impl->module_loader) {
JS_ThrowReferenceError(ctx, "No module loader configured");
return nullptr;
}
std::string resolved_path, source;
if (!impl->module_loader("", module_name, resolved_path, source)) {
JS_ThrowReferenceError(ctx, "Cannot find module '%s'", module_name);
return nullptr;
}
// Compile as module
JSValue func = JS_Eval(ctx, source.c_str(), source.size(),
resolved_path.c_str(),
JS_EVAL_TYPE_MODULE | JS_EVAL_FLAG_COMPILE_ONLY);
if (JS_IsException(func)) {
return nullptr;
}
// Extract JSModuleDef from the compiled function
JSModuleDef *mod = static_cast<JSModuleDef *>(JS_VALUE_GET_PTR(func));
impl->module_cache[module_name] = mod;
return mod;
}
// ============================================================================
// Context implementation
// ============================================================================
Context::Context(Runtime &runtime)
: impl_(std::make_unique<Impl>(runtime.impl()->rt)), runtime_(&runtime),
owns_impl_(true) {}
Context::Context(Impl *impl, Runtime *runtime)
: impl_(impl), runtime_(runtime), owns_impl_(false) {}
Context::~Context() {
if (!owns_impl_) {
// Release the unique_ptr without deleting
impl_.release();
}
}
Context::Context(Context &&other) noexcept
: impl_(std::move(other.impl_)), runtime_(other.runtime_),
owns_impl_(other.owns_impl_) {
other.runtime_ = nullptr;
other.owns_impl_ = true;
}
Context &Context::operator=(Context &&other) noexcept {
if (!owns_impl_) {
impl_.release();
}
impl_ = std::move(other.impl_);
runtime_ = other.runtime_;
owns_impl_ = other.owns_impl_;
other.runtime_ = nullptr;
other.owns_impl_ = true;
return *this;
}
Context Context::wrapRaw(void *raw_runtime, void *raw_context) {
(void)raw_runtime; // Not needed for QuickJS - context has runtime ref
JSContext *ctx = static_cast<JSContext *>(raw_context);
auto impl = new Impl(ctx, false); // non-owning
return Context(impl, nullptr);
}
void *Context::raw() const { return impl_ ? impl_->ctx : nullptr; }
Value Context::eval(const char *code, size_t len, const char *filename) {
JSValue result =
JS_Eval(impl_->ctx, code, len, filename, JS_EVAL_TYPE_GLOBAL);
auto impl = std::make_unique<Value::Impl>(result, impl_->ctx);
return Value(std::move(impl));
}
Value Context::call(const Value &func, const Value &thisVal, const Value *argv,
int argc) {
std::vector<JSValue> jsArgv(argc);
for (int i = 0; i < argc; i++) {
jsArgv[i] = argv[i].impl()->val;
}
JSValue result = JS_Call(impl_->ctx, func.impl()->val, thisVal.impl()->val,
argc, argc > 0 ? jsArgv.data() : nullptr);
auto impl = std::make_unique<Value::Impl>(result, impl_->ctx);
return Value(std::move(impl));
}
Value Context::globalObject() {
JSValue global = JS_GetGlobalObject(impl_->ctx);
auto impl = std::make_unique<Value::Impl>(global, impl_->ctx);
return Value(std::move(impl));
}
Value Context::throwError(const char *msg) {
JSValue err = JS_ThrowInternalError(impl_->ctx, "%s", msg);
auto impl = std::make_unique<Value::Impl>(err, impl_->ctx);
return Value(std::move(impl));
}
Value Context::getException() {
JSValue exc = JS_GetException(impl_->ctx);
auto impl = std::make_unique<Value::Impl>(exc, impl_->ctx);
return Value(std::move(impl));
}
void Context::printException(const Value &exception) {
if (!exception.impl())
return;
JSValue exc_val = exception.impl()->val;
// Always print the error message first
const char *error_str = JS_ToCString(impl_->ctx, exc_val);
if (error_str) {
fprintf(stderr, "%s\n", error_str);
JS_FreeCString(impl_->ctx, error_str);
}
// Then print the stack trace if available
JSValue stack = JS_GetPropertyStr(impl_->ctx, exc_val, "stack");
const char *stack_str = JS_ToCString(impl_->ctx, stack);
if (stack_str && stack_str[0] != '\0') {
fprintf(stderr, "%s\n", stack_str);
}
if (stack_str) {
JS_FreeCString(impl_->ctx, stack_str);
}
JS_FreeValue(impl_->ctx, stack);
}
void Context::setOpaque(void *ptr) { JS_SetContextOpaque(impl_->ctx, ptr); }
void *Context::getOpaque() const { return JS_GetContextOpaque(impl_->ctx); }
Runtime &Context::runtime() { return *runtime_; }
void Context::setModuleLoader(ModuleLoaderCallback loader) {
impl_->module_loader = std::move(loader);
// Register our module loader with QuickJS
JSRuntime *rt = JS_GetRuntime(impl_->ctx);
JS_SetModuleLoaderFunc(rt, qjs_module_normalize, qjs_module_loader,
impl_.get());
}
Value Context::evalModule(const char *code, size_t len, const char *filename) {
// Compile as module
JSValue func = JS_Eval(impl_->ctx, code, len, filename,
JS_EVAL_TYPE_MODULE | JS_EVAL_FLAG_COMPILE_ONLY);
if (JS_IsException(func)) {
auto impl = std::make_unique<Value::Impl>(func, impl_->ctx);
return Value(std::move(impl));
}
// Cache this module
impl_->module_cache[filename] =
static_cast<JSModuleDef *>(JS_VALUE_GET_PTR(func));
// Resolve dependencies (this triggers the loader for imports)
if (JS_ResolveModule(impl_->ctx, func) < 0) {
JS_FreeValue(impl_->ctx, func);
JSValue exc = JS_GetException(impl_->ctx);
auto impl = std::make_unique<Value::Impl>(exc, impl_->ctx);
return Value(std::move(impl));
}
// Evaluate module
JSValue result = JS_EvalFunction(impl_->ctx, func);
auto impl = std::make_unique<Value::Impl>(result, impl_->ctx);
return Value(std::move(impl));
}
// ============================================================================
// FunctionArgs implementation
// ============================================================================
int FunctionArgs::length() const { return impl_->argc; }
Value FunctionArgs::arg(int index) const {
if (index < 0 || index >= impl_->argc) {
return Value::undefined();
}
// Dup because we're returning ownership
JSValue dup = JS_DupValue(impl_->ctx, impl_->argv[index]);
auto valImpl = std::make_unique<Value::Impl>(dup, impl_->ctx);
return Value(std::move(valImpl));
}
Value FunctionArgs::thisValue() const {
JSValue dup = JS_DupValue(impl_->ctx, impl_->this_val);
auto valImpl = std::make_unique<Value::Impl>(dup, impl_->ctx);
return Value(std::move(valImpl));
}
Context &FunctionArgs::context() { return *impl_->wrapper_ctx; }
void FunctionArgs::returnValue(Value val) {
if (val.impl()) {
// Dup because we're taking ownership
impl_->return_val = JS_DupValue(impl_->ctx, val.impl()->val);
} else {
impl_->return_val = JS_UNDEFINED;
}
}
void FunctionArgs::returnUndefined() { impl_->return_val = JS_UNDEFINED; }
void FunctionArgs::throwError(const char *msg) {
impl_->return_val = JS_ThrowInternalError(impl_->ctx, "%s", msg);
}
// ============================================================================
// ModuleBuilder implementation
// ============================================================================
// Trampoline function that QuickJS calls, which then calls our NativeFunction
struct TrampolineData {
NativeFunction fn;
};
static JSValue trampoline(JSContext *ctx, JSValueConst this_val, int argc,
JSValueConst *argv, int magic, JSValue *func_data) {
(void)magic;
RuntimeData *rtData = getRuntimeData(ctx);
if (!rtData)
return JS_UNDEFINED;
TrampolineData *data =
static_cast<TrampolineData *>(JS_GetOpaque(*func_data, rtData->trampoline_class_id));
if (!data)
return JS_UNDEFINED;
// Create a temporary Context wrapper for this call
Context wrapper = Context::wrapRaw(nullptr, ctx);
FunctionArgs::Impl argsImpl(ctx, this_val, argc, argv, &wrapper);
FunctionArgs args(&argsImpl);
data->fn(args);
return argsImpl.return_val;
}
static void trampoline_finalizer(JSRuntime *rt, JSValue val) {
RuntimeData *rtData = getRuntimeData(rt);
if (!rtData)
return;
TrampolineData *data =
static_cast<TrampolineData *>(JS_GetOpaque(val, rtData->trampoline_class_id));
delete data;
}
static JSClassDef trampoline_class_def = {
.class_name = "TrampolineData",
.finalizer = trampoline_finalizer,
};
static void ensureTrampolineClassRegistered(JSRuntime *rt) {
RuntimeData *rtData = getRuntimeData(rt);
if (!rtData)
return;
if (rtData->trampoline_class_id == 0) {
JS_NewClassID(rt, &rtData->trampoline_class_id);
JS_NewClass(rt, rtData->trampoline_class_id, &trampoline_class_def);
}
}
ModuleBuilder::ModuleBuilder(Context &ctx, const char *name)
: impl_(std::make_unique<Impl>(&ctx, name)) {}
ModuleBuilder::~ModuleBuilder() = default;
ModuleBuilder::ModuleBuilder(ModuleBuilder &&other) noexcept
: impl_(std::move(other.impl_)) {}
ModuleBuilder &ModuleBuilder::operator=(ModuleBuilder &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
ModuleBuilder &ModuleBuilder::function(const char *name, NativeFunction fn,
int argc) {
impl_->functions.push_back({name, fn, argc});
return *this;
}
ModuleBuilder &ModuleBuilder::constant(const char *name, const char *value) {
JSContext *qctx = impl_->ctx->impl()->ctx;
impl_->constants.push_back({name, JS_NewString(qctx, value)});
return *this;
}
ModuleBuilder &ModuleBuilder::constant(const char *name, int value) {
impl_->constants.push_back({name, JS_NewInt32(nullptr, value)});
return *this;
}
ModuleBuilder &ModuleBuilder::constant(const char *name, double value) {
impl_->constants.push_back({name, JS_NewFloat64(nullptr, value)});
return *this;
}
Value ModuleBuilder::build() {
JSContext *qctx = impl_->ctx->impl()->ctx;
JSRuntime *rt = JS_GetRuntime(qctx);
ensureTrampolineClassRegistered(rt);
RuntimeData *rtData = getRuntimeData(rt);
if (!rtData)
return Value::undefined();
JSValue module = JS_NewObject(qctx);
// Add functions
for (const auto &entry : impl_->functions) {
// Create trampoline data object
TrampolineData *data = new TrampolineData{entry.fn};
JSValue dataObj = JS_NewObjectClass(qctx, rtData->trampoline_class_id);
JS_SetOpaque(dataObj, data);
// Create function with data
JSValue func =
JS_NewCFunctionData(qctx, trampoline, entry.argc, 0, 1, &dataObj);
JS_FreeValue(qctx, dataObj); // func holds a reference now
JS_SetPropertyStr(qctx, module, entry.name, func);
}
// Add constants
for (auto &pair : impl_->constants) {
JS_SetPropertyStr(qctx, module, pair.first, pair.second);
// Clear so destructor doesn't double-free
pair.second = JS_UNDEFINED;
}
impl_->constants.clear();
auto valImpl = std::make_unique<Value::Impl>(module, qctx);
return Value(std::move(valImpl));
}
void ModuleBuilder::attachTo(Value &parent) {
Value module = build();
parent.setProperty(*impl_->ctx, impl_->name, std::move(module));
}
// ============================================================================
// ClassBuilder implementation
// ============================================================================
// Generic finalizer that looks up the real finalizer by class ID
static void generic_class_finalizer(JSRuntime *rt, JSValue val) {
RuntimeData *rtData = getRuntimeData(rt);
if (!rtData)
return;
JSClassID class_id = JS_GetClassID(val);
auto it = rtData->class_finalizers.find(class_id);
if (it != rtData->class_finalizers.end() && it->second) {
void *opaque = JS_GetOpaque(val, class_id);
if (opaque) {
it->second(opaque);
}
}
}
ClassID ClassBuilder::registerClass(Context &ctx, const ClassDef &def) {
JSContext *qctx = ctx.impl()->ctx;
JSRuntime *rt = JS_GetRuntime(qctx);
RuntimeData *rtData = getRuntimeData(rt);
if (!rtData)
return 0;
JSClassID class_id = 0;
JS_NewClassID(rt, &class_id);
JSClassDef js_def = {};
js_def.class_name = def.name;
if (def.finalizer) {
rtData->class_finalizers[class_id] = def.finalizer;
js_def.finalizer = generic_class_finalizer;
}
JS_NewClass(rt, class_id, &js_def);
return static_cast<ClassID>(class_id);
}
Value ClassBuilder::newInstance(Context &ctx, ClassID classId) {
JSContext *qctx = ctx.impl()->ctx;
JSValue obj = JS_NewObjectClass(qctx, static_cast<JSClassID>(classId));
auto impl = std::make_unique<Value::Impl>(obj, qctx);
return Value(std::move(impl));
}
void ClassBuilder::setOpaque(Value &obj, void *opaque) {
if (!obj.impl())
return;
JS_SetOpaque(obj.impl()->val, opaque);
}
void *ClassBuilder::getOpaque(const Value &obj, ClassID classId) {
if (!obj.impl())
return nullptr;
return JS_GetOpaque(obj.impl()->val, static_cast<JSClassID>(classId));
}
void ClassBuilder::setPrototype(Context &ctx, ClassID classId, Value &proto) {
JSContext *qctx = ctx.impl()->ctx;
if (!proto.impl())
return;
// Dup the proto since SetClassProto takes ownership
JSValue protoDup = JS_DupValue(qctx, proto.impl()->val);
JS_SetClassProto(qctx, static_cast<JSClassID>(classId), protoDup);
}
// ============================================================================
// Additional FunctionArgs throw methods
// ============================================================================
void FunctionArgs::throwTypeError(const char *msg) {
impl_->return_val = JS_ThrowTypeError(impl_->ctx, "%s", msg);
}
void FunctionArgs::throwSyntaxError(const char *msg) {
impl_->return_val = JS_ThrowSyntaxError(impl_->ctx, "%s", msg);
}
void FunctionArgs::throwRangeError(const char *msg) {
impl_->return_val = JS_ThrowRangeError(impl_->ctx, "%s", msg);
}
// ============================================================================
// Value internal fields and ArrayBuffer implementation
// ============================================================================
void Value::setInternalField(int index, void *ptr) {
(void)index; // QuickJS only supports one opaque pointer
if (impl_) {
JS_SetOpaque(impl_->val, ptr);
}
}
void *Value::getInternalField(int index) const {
(void)index; // QuickJS only supports one opaque pointer
if (!impl_)
return nullptr;
// Get class ID to retrieve opaque
JSClassID class_id = JS_GetClassID(impl_->val);
return JS_GetOpaque(impl_->val, class_id);
}
bool Value::isArrayBuffer() const {
if (!impl_ || !impl_->ctx)
return false;
size_t size;
uint8_t *buf = JS_GetArrayBuffer(impl_->ctx, &size, impl_->val);
return buf != nullptr;
}
bool Value::isTypedArray() const {
if (!impl_ || !impl_->ctx)
return false;
size_t offset, length, bytes_per_element;
JSValue buffer = JS_GetTypedArrayBuffer(impl_->ctx, impl_->val, &offset, &length, &bytes_per_element);
bool result = !JS_IsException(buffer);
if (result) {
JS_FreeValue(impl_->ctx, buffer);
}
return result;
}
Value Value::arrayBuffer(Context &ctx, const void *data, size_t length) {
JSContext *qctx = ctx.impl()->ctx;
JSValue buf = JS_NewArrayBufferCopy(qctx, static_cast<const uint8_t *>(data), length);
auto impl = std::make_unique<Impl>(buf, qctx);
return Value(std::move(impl));
}
Value Value::arrayBuffer(Context &ctx, size_t length) {
JSContext *qctx = ctx.impl()->ctx;
// Create zeroed buffer
uint8_t *data = static_cast<uint8_t *>(js_mallocz(qctx, length));
if (!data) {
return Value::null();
}
JSValue buf = JS_NewArrayBuffer(qctx, data, length, [](JSRuntime *rt, void *opaque, void *ptr) {
js_free_rt(rt, ptr);
}, nullptr, false);
auto impl = std::make_unique<Impl>(buf, qctx);
return Value(std::move(impl));
}
void *Value::arrayBufferData() const {
if (!impl_ || !impl_->ctx)
return nullptr;
size_t size;
return JS_GetArrayBuffer(impl_->ctx, &size, impl_->val);
}
size_t Value::arrayBufferLength() const {
if (!impl_ || !impl_->ctx)
return 0;
size_t size = 0;
JS_GetArrayBuffer(impl_->ctx, &size, impl_->val);
return size;
}
Value Value::typedArrayBuffer(Context &ctx) const {
if (!impl_)
return Value::null();
JSContext *qctx = ctx.impl()->ctx;
size_t offset, length, bytes_per_element;
JSValue buffer = JS_GetTypedArrayBuffer(qctx, impl_->val, &offset, &length, &bytes_per_element);
if (JS_IsException(buffer)) {
return Value::null();
}
auto impl = std::make_unique<Impl>(buffer, qctx);
return Value(std::move(impl));
}
size_t Value::typedArrayByteOffset() const {
if (!impl_ || !impl_->ctx)
return 0;
size_t offset = 0, length, bytes_per_element;
JSValue buffer = JS_GetTypedArrayBuffer(impl_->ctx, impl_->val, &offset, &length, &bytes_per_element);
if (!JS_IsException(buffer)) {
JS_FreeValue(impl_->ctx, buffer);
}
return offset;
}
size_t Value::typedArrayByteLength() const {
if (!impl_ || !impl_->ctx)
return 0;
size_t offset, byte_length = 0, bytes_per_element = 0;
JSValue buffer = JS_GetTypedArrayBuffer(impl_->ctx, impl_->val, &offset, &byte_length, &bytes_per_element);
if (!JS_IsException(buffer)) {
JS_FreeValue(impl_->ctx, buffer);
}
// JS_GetTypedArrayBuffer returns byte_length directly, don't multiply
return byte_length;
}
std::vector<uint8_t> Value::serialize(Context &ctx) const {
if (!impl_)
return {};
JSContext *qctx = ctx.impl()->ctx;
size_t len = 0;
// Use JS_WRITE_OBJ_REFERENCE to handle circular references and complex objects
uint8_t *buf = JS_WriteObject(qctx, &len, impl_->val, JS_WRITE_OBJ_REFERENCE);
if (!buf) {
return {};
}
std::vector<uint8_t> result(buf, buf + len);
js_free(qctx, buf);
return result;
}
Value Value::deserialize(Context &ctx, const uint8_t *data, size_t len) {
if (!data || len == 0)
return Value::undefined();
JSContext *qctx = ctx.impl()->ctx;
// Use JS_READ_OBJ_REFERENCE to match serialization flags
JSValue val = JS_ReadObject(qctx, data, len, JS_READ_OBJ_REFERENCE);
auto impl = std::make_unique<Value::Impl>(val, qctx);
return Value(std::move(impl));
}
Value Value::deserialize(Context &ctx, const std::vector<uint8_t> &data) {
return deserialize(ctx, data.data(), data.size());
}
// ============================================================================
// PersistentValue implementation
// ============================================================================
struct PersistentValue::Impl {
JSContext *ctx;
JSValue value;
Impl() : ctx(nullptr), value(JS_UNDEFINED) {}
Impl(JSContext *c, JSValue v) : ctx(c), value(JS_DupValue(c, v)) {}
~Impl() {
if (ctx && !JS_IsUndefined(value)) {
JS_FreeValue(ctx, value);
}
}
Impl(const Impl&) = delete;
Impl& operator=(const Impl&) = delete;
};
PersistentValue::PersistentValue() : impl_(std::make_unique<Impl>()) {}
PersistentValue::PersistentValue(Context &ctx, const Value &val)
: impl_(std::make_unique<Impl>(ctx.impl()->ctx, val.impl()->val)) {}
PersistentValue::~PersistentValue() = default;
PersistentValue::PersistentValue(PersistentValue &&other) noexcept
: impl_(std::move(other.impl_)) {}
PersistentValue& PersistentValue::operator=(PersistentValue &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
Value PersistentValue::get(Context &ctx) const {
if (!impl_ || !impl_->ctx || JS_IsUndefined(impl_->value)) {
return Value::undefined();
}
JSValue dup = JS_DupValue(impl_->ctx, impl_->value);
auto valImpl = std::make_unique<Value::Impl>(dup, impl_->ctx);
return Value(std::move(valImpl));
}
bool PersistentValue::isEmpty() const {
return !impl_ || !impl_->ctx || JS_IsUndefined(impl_->value);
}
void PersistentValue::reset() {
if (impl_ && impl_->ctx && !JS_IsUndefined(impl_->value)) {
JS_FreeValue(impl_->ctx, impl_->value);
impl_->value = JS_UNDEFINED;
impl_->ctx = nullptr;
}
}
void PersistentValue::reset(Context &ctx, const Value &val) {
reset();
impl_->ctx = ctx.impl()->ctx;
impl_->value = JS_DupValue(impl_->ctx, val.impl()->val);
}
// ============================================================================
// ConstructorBuilder implementation
// ============================================================================
struct ConstructorArgs::Impl {
JSContext *ctx;
JSValueConst new_target;
int argc;
JSValueConst *argv;
JSValue return_val;
Context *wrapper_ctx;
JSClassID class_id;
Impl(JSContext *c, JSValueConst nt, int ac, JSValueConst *av, Context *wc, JSClassID cid)
: ctx(c), new_target(nt), argc(ac), argv(av), return_val(JS_UNDEFINED),
wrapper_ctx(wc), class_id(cid) {}
};
int ConstructorArgs::length() const { return impl_->argc; }
Value ConstructorArgs::arg(int index) const {
if (index < 0 || index >= impl_->argc) {
return Value::undefined();
}
JSValue dup = JS_DupValue(impl_->ctx, impl_->argv[index]);
auto valImpl = std::make_unique<Value::Impl>(dup, impl_->ctx);
return Value(std::move(valImpl));
}
Context& ConstructorArgs::context() { return *impl_->wrapper_ctx; }
void* ConstructorArgs::getContextOpaqueRaw() const {
return JS_GetContextOpaque(impl_->ctx);
}
Value ConstructorArgs::createInstance() {
JSValue obj = JS_NewObjectClass(impl_->ctx, impl_->class_id);
auto valImpl = std::make_unique<Value::Impl>(obj, impl_->ctx);
return Value(std::move(valImpl));
}
void ConstructorArgs::returnValue(Value instance) {
if (instance.impl()) {
impl_->return_val = JS_DupValue(impl_->ctx, instance.impl()->val);
} else {
impl_->return_val = JS_UNDEFINED;
}
}
void ConstructorArgs::throwError(const char *msg) {
impl_->return_val = JS_ThrowInternalError(impl_->ctx, "%s", msg);
}
void ConstructorArgs::throwTypeError(const char *msg) {
impl_->return_val = JS_ThrowTypeError(impl_->ctx, "%s", msg);
}
void ConstructorArgs::throwSyntaxError(const char *msg) {
impl_->return_val = JS_ThrowSyntaxError(impl_->ctx, "%s", msg);
}
void ConstructorArgs::throwRangeError(const char *msg) {
impl_->return_val = JS_ThrowRangeError(impl_->ctx, "%s", msg);
}
// ConstructorBuilder data
struct ConstructorMethodEntry {
const char *name;
NativeFunction fn;
int argc;
};
struct ConstructorAccessorEntry {
const char *name;
AccessorGetter getter;
AccessorSetter setter;
};
struct ConstructorBuilder::Impl {
Context *ctx;
const char *name;
ConstructorCallback ctor_cb;
int ctor_argc;
Finalizer finalizer_fn;
int internal_field_count;
std::vector<ConstructorMethodEntry> methods;
std::vector<ConstructorAccessorEntry> accessors;
std::vector<std::pair<const char *, int>> int_constants;
std::vector<std::pair<const char *, const char *>> str_constants;
Impl(Context *c, const char *n)
: ctx(c), name(n), ctor_cb(nullptr), ctor_argc(0),
finalizer_fn(nullptr), internal_field_count(1) {}
};
// Constructor trampoline - uses magic value to store class_id
static JSValue constructor_trampoline(JSContext *ctx, JSValueConst new_target,
int argc, JSValueConst *argv, int magic) {
(void)new_target;
JSClassID class_id = static_cast<JSClassID>(magic);
RuntimeData *rtData = getRuntimeData(ctx);
if (!rtData)
return JS_ThrowInternalError(ctx, "Runtime data not found");
auto it = rtData->constructor_callbacks.find(class_id);
if (it == rtData->constructor_callbacks.end() || !it->second) {
return JS_ThrowInternalError(ctx, "Constructor not found");
}
Context wrapper = Context::wrapRaw(nullptr, ctx);
ConstructorArgs::Impl argsImpl(ctx, new_target, argc, argv, &wrapper, class_id);
ConstructorArgs args(&argsImpl);
it->second(args);
return argsImpl.return_val;
}
// Accessor getter trampoline (reuses standard trampoline signature)
static JSValue accessor_getter_trampoline(JSContext *ctx, JSValueConst this_val,
int argc, JSValueConst *argv, int magic,
JSValue *func_data) {
(void)argc;
(void)argv;
(void)magic;
RuntimeData *rtData = getRuntimeData(ctx);
if (!rtData)
return JS_UNDEFINED;
TrampolineData *data =
static_cast<TrampolineData *>(JS_GetOpaque(*func_data, rtData->trampoline_class_id));
if (!data)
return JS_UNDEFINED;
Context wrapper = Context::wrapRaw(nullptr, ctx);
FunctionArgs::Impl argsImpl(ctx, this_val, 0, nullptr, &wrapper);
FunctionArgs args(&argsImpl);
data->fn(args);
return argsImpl.return_val;
}
// Accessor setter trampoline (reuses standard trampoline signature)
static JSValue accessor_setter_trampoline(JSContext *ctx, JSValueConst this_val,
int argc, JSValueConst *argv, int magic,
JSValue *func_data) {
(void)magic;
RuntimeData *rtData = getRuntimeData(ctx);
if (!rtData)
return JS_UNDEFINED;
TrampolineData *data =
static_cast<TrampolineData *>(JS_GetOpaque(*func_data, rtData->trampoline_class_id));
if (!data)
return JS_UNDEFINED;
Context wrapper = Context::wrapRaw(nullptr, ctx);
FunctionArgs::Impl argsImpl(ctx, this_val, argc, argv, &wrapper);
FunctionArgs args(&argsImpl);
data->fn(args);
return argsImpl.return_val;
}
ConstructorBuilder::ConstructorBuilder(Context &ctx, const char *name)
: impl_(std::make_unique<Impl>(&ctx, name)) {}
ConstructorBuilder::~ConstructorBuilder() = default;
ConstructorBuilder::ConstructorBuilder(ConstructorBuilder &&other) noexcept
: impl_(std::move(other.impl_)) {}
ConstructorBuilder& ConstructorBuilder::operator=(ConstructorBuilder &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
ConstructorBuilder& ConstructorBuilder::constructor(ConstructorCallback cb, int argc) {
impl_->ctor_cb = cb;
impl_->ctor_argc = argc;
return *this;
}
ConstructorBuilder& ConstructorBuilder::finalizer(Finalizer fn) {
impl_->finalizer_fn = fn;
return *this;
}
ConstructorBuilder& ConstructorBuilder::internalFieldCount(int count) {
impl_->internal_field_count = count;
return *this;
}
ConstructorBuilder& ConstructorBuilder::prototypeMethod(const char *name, NativeFunction fn, int argc) {
impl_->methods.push_back({name, fn, argc});
return *this;
}
ConstructorBuilder& ConstructorBuilder::prototypeGetter(const char *name, AccessorGetter getter) {
impl_->accessors.push_back({name, getter, nullptr});
return *this;
}
ConstructorBuilder& ConstructorBuilder::prototypeAccessor(const char *name,
AccessorGetter getter,
AccessorSetter setter) {
impl_->accessors.push_back({name, getter, setter});
return *this;
}
ConstructorBuilder& ConstructorBuilder::staticConstant(const char *name, int value) {
impl_->int_constants.push_back({name, value});
return *this;
}
ConstructorBuilder& ConstructorBuilder::staticConstant(const char *name, const char *value) {
impl_->str_constants.push_back({name, value});
return *this;
}
void ConstructorBuilder::attachTo(Value &target) {
JSContext *qctx = impl_->ctx->impl()->ctx;
JSRuntime *rt = JS_GetRuntime(qctx);
ensureTrampolineClassRegistered(rt);
RuntimeData *rtData = getRuntimeData(rt);
if (!rtData)
return;
// Register class
JSClassID class_id = 0;
JS_NewClassID(rt, &class_id);
JSClassDef js_def = {};
js_def.class_name = impl_->name;
if (impl_->finalizer_fn) {
rtData->class_finalizers[class_id] = impl_->finalizer_fn;
js_def.finalizer = generic_class_finalizer;
}
JS_NewClass(rt, class_id, &js_def);
// Store constructor callback
rtData->constructor_callbacks[class_id] = impl_->ctor_cb;
// Create prototype
JSValue proto = JS_NewObject(qctx);
// Add prototype methods
for (const auto &entry : impl_->methods) {
TrampolineData *data = new TrampolineData{entry.fn};
JSValue dataObj = JS_NewObjectClass(qctx, rtData->trampoline_class_id);
JS_SetOpaque(dataObj, data);
JSValue func = JS_NewCFunctionData(qctx, trampoline, entry.argc, 0, 1, &dataObj);
JS_FreeValue(qctx, dataObj);
JS_SetPropertyStr(qctx, proto, entry.name, func);
}
// Add prototype accessors
for (const auto &entry : impl_->accessors) {
JSValue getter = JS_UNDEFINED;
JSValue setter = JS_UNDEFINED;
if (entry.getter) {
TrampolineData *gdata = new TrampolineData{entry.getter};
JSValue gdataObj = JS_NewObjectClass(qctx, rtData->trampoline_class_id);
JS_SetOpaque(gdataObj, gdata);
getter = JS_NewCFunctionData(qctx, accessor_getter_trampoline, 0, 0, 1, &gdataObj);
JS_FreeValue(qctx, gdataObj);
}
if (entry.setter) {
TrampolineData *sdata = new TrampolineData{entry.setter};
JSValue sdataObj = JS_NewObjectClass(qctx, rtData->trampoline_class_id);
JS_SetOpaque(sdataObj, sdata);
setter = JS_NewCFunctionData(qctx, accessor_setter_trampoline, 1, 0, 1, &sdataObj);
JS_FreeValue(qctx, sdataObj);
}
JSAtom prop = JS_NewAtom(qctx, entry.name);
JS_DefinePropertyGetSet(qctx, proto, prop, getter, setter, JS_PROP_C_W_E);
JS_FreeAtom(qctx, prop);
}
// Set class prototype
JS_SetClassProto(qctx, class_id, JS_DupValue(qctx, proto));
// Create constructor function using JS_NewCFunction2 with constructor flag
// The magic value stores the class_id
JSValue ctor = JS_NewCFunction2(qctx,
reinterpret_cast<JSCFunction *>(constructor_trampoline),
impl_->name, impl_->ctor_argc,
JS_CFUNC_constructor_magic,
static_cast<int>(class_id));
// Link constructor and prototype
JS_SetConstructor(qctx, ctor, proto);
JS_FreeValue(qctx, proto);
// Add static constants
for (const auto &pair : impl_->int_constants) {
JS_SetPropertyStr(qctx, ctor, pair.first, JS_NewInt32(qctx, pair.second));
}
for (const auto &pair : impl_->str_constants) {
JS_SetPropertyStr(qctx, ctor, pair.first, JS_NewString(qctx, pair.second));
}
// Attach to target
if (target.impl()) {
JS_SetPropertyStr(qctx, target.impl()->val, impl_->name, ctor);
}
}
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/js/v8/js_impl.cc
|
C++
|
#include "js/js.hh"
#include "libplatform/libplatform.h"
#include "v8.h"
#include <cstring>
#include <unordered_map>
#include <vector>
#include <memory>
#include <mutex>
namespace js {
// ============================================================================
// V8 Platform (singleton, initialized once - this is process-wide by design)
// ============================================================================
static std::unique_ptr<v8::Platform> g_platform;
static std::once_flag g_v8_init_flag;
static void initializeV8() {
g_platform = v8::platform::NewDefaultPlatform();
v8::V8::InitializePlatform(g_platform.get());
v8::V8::Initialize();
}
static void ensureV8Initialized() {
std::call_once(g_v8_init_flag, initializeV8);
}
// ============================================================================
// Per-runtime state (stored via isolate->SetData)
// ============================================================================
// Use slot 0 for our runtime data
constexpr uint32_t kRuntimeDataSlot = 0;
struct RuntimeData {
std::unordered_map<ClassID, Finalizer> class_finalizers;
std::unordered_map<ClassID, v8::Global<v8::ObjectTemplate>> class_templates;
std::unordered_map<ClassID, v8::Global<v8::Object>> class_prototypes;
ClassID next_class_id = 1;
// Must be called before isolate is disposed
void cleanup() {
for (auto &pair : class_templates) {
pair.second.Reset();
}
class_templates.clear();
for (auto &pair : class_prototypes) {
pair.second.Reset();
}
class_prototypes.clear();
class_finalizers.clear();
}
};
static RuntimeData *getRuntimeData(v8::Isolate *isolate) {
return static_cast<RuntimeData *>(isolate->GetData(kRuntimeDataSlot));
}
// ============================================================================
// Forward declarations of all Impl structs
// ============================================================================
// Primitive type for deferred V8 value creation
enum class PrimitiveType { None, Undefined, Null, Boolean, Int32, Double };
struct Value::Impl {
v8::Isolate *isolate;
v8::Global<v8::Value> value;
// For primitives created without context
PrimitiveType prim_type;
union {
bool bool_val;
int32_t int_val;
double double_val;
};
Impl() : isolate(nullptr), prim_type(PrimitiveType::Undefined) {}
Impl(v8::Isolate *iso, v8::Local<v8::Value> val)
: isolate(iso), value(iso, val), prim_type(PrimitiveType::None) {}
// Primitive constructors
static std::unique_ptr<Impl> makeUndefined() {
auto impl = std::make_unique<Impl>();
impl->prim_type = PrimitiveType::Undefined;
return impl;
}
static std::unique_ptr<Impl> makeNull() {
auto impl = std::make_unique<Impl>();
impl->prim_type = PrimitiveType::Null;
return impl;
}
static std::unique_ptr<Impl> makeBoolean(bool val) {
auto impl = std::make_unique<Impl>();
impl->prim_type = PrimitiveType::Boolean;
impl->bool_val = val;
return impl;
}
static std::unique_ptr<Impl> makeInt32(int32_t val) {
auto impl = std::make_unique<Impl>();
impl->prim_type = PrimitiveType::Int32;
impl->int_val = val;
return impl;
}
static std::unique_ptr<Impl> makeDouble(double val) {
auto impl = std::make_unique<Impl>();
impl->prim_type = PrimitiveType::Double;
impl->double_val = val;
return impl;
}
~Impl() {
value.Reset();
}
Impl(const Impl &other)
: isolate(other.isolate), prim_type(other.prim_type) {
if (isolate && !other.value.IsEmpty()) {
v8::HandleScope handle_scope(isolate);
value.Reset(isolate, other.value.Get(isolate));
}
// Copy primitive value
switch (prim_type) {
case PrimitiveType::Boolean: bool_val = other.bool_val; break;
case PrimitiveType::Int32: int_val = other.int_val; break;
case PrimitiveType::Double: double_val = other.double_val; break;
default: break;
}
}
Impl &operator=(const Impl &other) {
if (this != &other) {
value.Reset();
isolate = other.isolate;
prim_type = other.prim_type;
if (isolate && !other.value.IsEmpty()) {
v8::HandleScope handle_scope(isolate);
value.Reset(isolate, other.value.Get(isolate));
}
switch (prim_type) {
case PrimitiveType::Boolean: bool_val = other.bool_val; break;
case PrimitiveType::Int32: int_val = other.int_val; break;
case PrimitiveType::Double: double_val = other.double_val; break;
default: break;
}
}
return *this;
}
Impl(Impl &&other) noexcept
: isolate(other.isolate), value(std::move(other.value)),
prim_type(other.prim_type) {
switch (prim_type) {
case PrimitiveType::Boolean: bool_val = other.bool_val; break;
case PrimitiveType::Int32: int_val = other.int_val; break;
case PrimitiveType::Double: double_val = other.double_val; break;
default: break;
}
other.isolate = nullptr;
other.prim_type = PrimitiveType::Undefined;
}
Impl &operator=(Impl &&other) noexcept {
if (this != &other) {
value.Reset();
isolate = other.isolate;
value = std::move(other.value);
prim_type = other.prim_type;
switch (prim_type) {
case PrimitiveType::Boolean: bool_val = other.bool_val; break;
case PrimitiveType::Int32: int_val = other.int_val; break;
case PrimitiveType::Double: double_val = other.double_val; break;
default: break;
}
other.isolate = nullptr;
other.prim_type = PrimitiveType::Undefined;
}
return *this;
}
v8::Local<v8::Value> Get() const {
if (isolate && !value.IsEmpty()) {
return value.Get(isolate);
}
return v8::Local<v8::Value>();
}
// Get value, creating from primitive if needed
v8::Local<v8::Value> GetWithIsolate(v8::Isolate *iso) const {
if (!value.IsEmpty() && isolate) {
return value.Get(isolate);
}
// Create from primitive
switch (prim_type) {
case PrimitiveType::Undefined:
return v8::Undefined(iso);
case PrimitiveType::Null:
return v8::Null(iso);
case PrimitiveType::Boolean:
return v8::Boolean::New(iso, bool_val);
case PrimitiveType::Int32:
return v8::Integer::New(iso, int_val);
case PrimitiveType::Double:
return v8::Number::New(iso, double_val);
default:
return v8::Undefined(iso);
}
}
bool isPrimitive() const {
return prim_type != PrimitiveType::None && value.IsEmpty();
}
};
struct Runtime::Impl {
v8::Isolate *isolate;
v8::ArrayBuffer::Allocator *allocator;
RuntimeData data;
Impl() {
ensureV8Initialized();
v8::Isolate::CreateParams create_params;
allocator = v8::ArrayBuffer::Allocator::NewDefaultAllocator();
create_params.array_buffer_allocator = allocator;
isolate = v8::Isolate::New(create_params);
isolate->SetData(kRuntimeDataSlot, &data);
}
~Impl() {
if (isolate) {
// Clean up Global handles before disposing isolate
data.cleanup();
isolate->Dispose();
}
delete allocator;
}
};
struct Context::Impl {
v8::Isolate *isolate;
v8::Global<v8::Context> context;
void *opaque;
bool owns;
ModuleLoaderCallback module_loader;
std::unordered_map<std::string, v8::Global<v8::Module>> module_cache;
Impl(v8::Isolate *iso) : isolate(iso), opaque(nullptr), owns(true) {
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = v8::Context::New(isolate);
context.Reset(isolate, ctx);
}
Impl(v8::Isolate *iso, v8::Local<v8::Context> ctx, bool own)
: isolate(iso), opaque(nullptr), owns(own) {
context.Reset(isolate, ctx);
}
~Impl() {
// Clear module cache before context
for (auto &pair : module_cache) {
pair.second.Reset();
}
module_cache.clear();
context.Reset();
}
v8::Local<v8::Context> Get() const {
return context.Get(isolate);
}
};
struct FunctionArgs::Impl {
v8::Isolate *isolate;
v8::Local<v8::Context> context;
const v8::FunctionCallbackInfo<v8::Value> *info;
Context *wrapper_ctx;
v8::Local<v8::Value> return_val;
bool has_return;
bool has_exception;
Impl(v8::Isolate *iso, v8::Local<v8::Context> ctx,
const v8::FunctionCallbackInfo<v8::Value> *i, Context *wc)
: isolate(iso), context(ctx), info(i), wrapper_ctx(wc),
has_return(false), has_exception(false) {}
};
struct FunctionEntry {
const char *name;
NativeFunction fn;
int argc;
};
struct ModuleBuilder::Impl {
Context *ctx;
const char *name;
std::vector<FunctionEntry> functions;
std::vector<std::pair<const char *, std::string>> string_constants;
std::vector<std::pair<const char *, int>> int_constants;
std::vector<std::pair<const char *, double>> double_constants;
Impl(Context *c, const char *n) : ctx(c), name(n) {}
};
// ============================================================================
// Value implementation
// ============================================================================
Value::Value() : impl_(std::make_unique<Impl>()) {}
Value::Value(const Value &other)
: impl_(other.impl_ ? std::make_unique<Impl>(*other.impl_)
: std::make_unique<Impl>()) {}
Value &Value::operator=(const Value &other) {
if (this != &other) {
impl_ = other.impl_ ? std::make_unique<Impl>(*other.impl_)
: std::make_unique<Impl>();
}
return *this;
}
Value::Value(Value &&other) noexcept : impl_(std::move(other.impl_)) {}
Value &Value::operator=(Value &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
Value::~Value() = default;
Value::Value(std::unique_ptr<Impl> impl) : impl_(std::move(impl)) {}
Value Value::fromRaw(Context &ctx, void *raw_value) {
// In V8, we expect raw_value to be a v8::Local<v8::Value>*
v8::Isolate *isolate = static_cast<v8::Isolate *>(ctx.raw());
v8::Local<v8::Value> *val = static_cast<v8::Local<v8::Value> *>(raw_value);
auto impl = std::make_unique<Impl>(isolate, *val);
return Value(std::move(impl));
}
void *Value::raw() const {
// Return pointer to internal Global for interop
if (!impl_)
return nullptr;
return const_cast<v8::Global<v8::Value> *>(&impl_->value);
}
bool Value::isUndefined() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return true;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsUndefined();
}
bool Value::isNull() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsNull();
}
bool Value::isBoolean() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsBoolean();
}
bool Value::isNumber() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsNumber();
}
bool Value::isString() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsString();
}
bool Value::isObject() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsObject();
}
bool Value::isArray() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsArray();
}
bool Value::isFunction() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsFunction();
}
bool Value::isException() const {
// V8 doesn't have a special exception value like QuickJS
// Exceptions are handled via TryCatch
return false;
}
bool Value::toBool() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->BooleanValue(impl_->isolate);
}
int32_t Value::toInt32() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return 0;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Context> ctx = impl_->isolate->GetCurrentContext();
return impl_->Get()->Int32Value(ctx).FromMaybe(0);
}
double Value::toFloat64() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return 0.0;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Context> ctx = impl_->isolate->GetCurrentContext();
return impl_->Get()->NumberValue(ctx).FromMaybe(0.0);
}
std::string Value::toString(Context &ctx) const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return "";
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Context> v8ctx = impl_->isolate->GetCurrentContext();
v8::Local<v8::String> str;
if (!impl_->Get()->ToString(v8ctx).ToLocal(&str)) {
return "";
}
v8::String::Utf8Value utf8(impl_->isolate, str);
return *utf8 ? std::string(*utf8) : "";
}
Value Value::undefined() {
return Value(Impl::makeUndefined());
}
Value Value::null() {
return Value(Impl::makeNull());
}
Value Value::boolean(bool val) {
return Value(Impl::makeBoolean(val));
}
Value Value::number(int32_t val) {
return Value(Impl::makeInt32(val));
}
Value Value::number(double val) {
return Value(Impl::makeDouble(val));
}
Value Value::string(Context &ctx, const char *str) {
v8::Isolate *isolate = ctx.impl()->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::String> v8str =
v8::String::NewFromUtf8(isolate, str).ToLocalChecked();
auto impl = std::make_unique<Impl>(isolate, v8str);
return Value(std::move(impl));
}
Value Value::string(Context &ctx, const char *str, size_t len) {
v8::Isolate *isolate = ctx.impl()->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::String> v8str =
v8::String::NewFromUtf8(isolate, str, v8::NewStringType::kNormal,
static_cast<int>(len))
.ToLocalChecked();
auto impl = std::make_unique<Impl>(isolate, v8str);
return Value(std::move(impl));
}
Value Value::object(Context &ctx) {
v8::Isolate *isolate = ctx.impl()->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::Object> obj = v8::Object::New(isolate);
auto impl = std::make_unique<Impl>(isolate, obj);
return Value(std::move(impl));
}
Value Value::array(Context &ctx) {
v8::Isolate *isolate = ctx.impl()->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::Array> arr = v8::Array::New(isolate);
auto impl = std::make_unique<Impl>(isolate, arr);
return Value(std::move(impl));
}
Value Value::getProperty(Context &ctx, const char *name) const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return Value::undefined();
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsObject())
return Value::undefined();
v8::Local<v8::Object> obj = val.As<v8::Object>();
v8::Local<v8::String> key =
v8::String::NewFromUtf8(isolate, name).ToLocalChecked();
v8::Local<v8::Value> result;
if (!obj->Get(v8ctx, key).ToLocal(&result)) {
return Value::undefined();
}
auto impl = std::make_unique<Impl>(isolate, result);
return Value(std::move(impl));
}
Value Value::getProperty(Context &ctx, uint32_t index) const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return Value::undefined();
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsObject())
return Value::undefined();
v8::Local<v8::Object> obj = val.As<v8::Object>();
v8::Local<v8::Value> result;
if (!obj->Get(v8ctx, index).ToLocal(&result)) {
return Value::undefined();
}
auto impl = std::make_unique<Impl>(isolate, result);
return Value(std::move(impl));
}
void Value::setProperty(Context &ctx, const char *name, Value val) {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return;
if (!val.impl())
return;
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::Value> thisVal = impl_->Get();
if (!thisVal->IsObject())
return;
v8::Local<v8::Object> obj = thisVal.As<v8::Object>();
v8::Local<v8::String> key =
v8::String::NewFromUtf8(isolate, name).ToLocalChecked();
v8::Local<v8::Value> value = val.impl()->GetWithIsolate(isolate);
obj->Set(v8ctx, key, value).Check();
}
void Value::setProperty(Context &ctx, uint32_t index, Value val) {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return;
if (!val.impl())
return;
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::Value> thisVal = impl_->Get();
if (!thisVal->IsObject())
return;
v8::Local<v8::Object> obj = thisVal.As<v8::Object>();
v8::Local<v8::Value> value = val.impl()->GetWithIsolate(isolate);
obj->Set(v8ctx, index, value).Check();
}
// ============================================================================
// Internal fields and ArrayBuffer implementation
// ============================================================================
void Value::setInternalField(int index, void *ptr) {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsObject())
return;
v8::Local<v8::Object> obj = val.As<v8::Object>();
if (obj->InternalFieldCount() <= index)
return;
obj->SetAlignedPointerInInternalField(index, ptr);
}
void *Value::getInternalField(int index) const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return nullptr;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsObject())
return nullptr;
v8::Local<v8::Object> obj = val.As<v8::Object>();
if (obj->InternalFieldCount() <= index)
return nullptr;
return obj->GetAlignedPointerFromInternalField(index);
}
bool Value::isArrayBuffer() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsArrayBuffer();
}
bool Value::isTypedArray() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return false;
v8::HandleScope handle_scope(impl_->isolate);
return impl_->Get()->IsTypedArray();
}
Value Value::arrayBuffer(Context &ctx, const void *data, size_t length) {
v8::Isolate *isolate = static_cast<v8::Isolate *>(ctx.raw());
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
// Create backing store with copy of data
std::unique_ptr<v8::BackingStore> backing_store =
v8::ArrayBuffer::NewBackingStore(isolate, length);
memcpy(backing_store->Data(), data, length);
v8::Local<v8::ArrayBuffer> ab =
v8::ArrayBuffer::New(isolate, std::move(backing_store));
auto impl = std::make_unique<Impl>(isolate, ab);
return Value(std::move(impl));
}
Value Value::arrayBuffer(Context &ctx, size_t length) {
v8::Isolate *isolate = static_cast<v8::Isolate *>(ctx.raw());
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
std::unique_ptr<v8::BackingStore> backing_store =
v8::ArrayBuffer::NewBackingStore(
isolate, length,
v8::BackingStoreInitializationMode::kZeroInitialized);
v8::Local<v8::ArrayBuffer> ab =
v8::ArrayBuffer::New(isolate, std::move(backing_store));
auto impl = std::make_unique<Impl>(isolate, ab);
return Value(std::move(impl));
}
void *Value::arrayBufferData() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return nullptr;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsArrayBuffer())
return nullptr;
v8::Local<v8::ArrayBuffer> ab = val.As<v8::ArrayBuffer>();
return ab->GetBackingStore()->Data();
}
size_t Value::arrayBufferLength() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return 0;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsArrayBuffer())
return 0;
v8::Local<v8::ArrayBuffer> ab = val.As<v8::ArrayBuffer>();
return ab->ByteLength();
}
Value Value::typedArrayBuffer(Context &ctx) const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return Value::null();
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsTypedArray())
return Value::null();
v8::Local<v8::TypedArray> ta = val.As<v8::TypedArray>();
v8::Local<v8::ArrayBuffer> ab = ta->Buffer();
auto impl = std::make_unique<Impl>(impl_->isolate, ab);
return Value(std::move(impl));
}
size_t Value::typedArrayByteOffset() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return 0;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsTypedArray())
return 0;
v8::Local<v8::TypedArray> ta = val.As<v8::TypedArray>();
return ta->ByteOffset();
}
size_t Value::typedArrayByteLength() const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty())
return 0;
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->Get();
if (!val->IsTypedArray())
return 0;
v8::Local<v8::TypedArray> ta = val.As<v8::TypedArray>();
return ta->ByteLength();
}
// ============================================================================
// Value serialization (for cross-context/cross-thread transfer)
// ============================================================================
std::vector<uint8_t> Value::serialize(Context &ctx) const {
if (!impl_)
return {};
v8::Isolate *isolate = ctx.impl()->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::Value> val = impl_->GetWithIsolate(isolate);
v8::ValueSerializer serializer(isolate);
serializer.WriteHeader();
v8::Maybe<bool> result = serializer.WriteValue(v8ctx, val);
if (result.IsNothing() || !result.FromJust()) {
return {};
}
std::pair<uint8_t *, size_t> buffer = serializer.Release();
std::vector<uint8_t> data(buffer.first, buffer.first + buffer.second);
free(buffer.first);
return data;
}
Value Value::deserialize(Context &ctx, const uint8_t *data, size_t len) {
if (!data || len == 0) {
return Value::undefined();
}
if (!ctx.impl()) {
fprintf(stderr, "V8 deserialize: ctx.impl() is null\n");
return Value::undefined();
}
v8::Isolate *isolate = ctx.impl()->isolate;
if (!isolate) {
fprintf(stderr, "V8 deserialize: isolate is null\n");
return Value::undefined();
}
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
if (v8ctx.IsEmpty()) {
fprintf(stderr, "V8 deserialize: context is empty\n");
return Value::undefined();
}
v8::Context::Scope context_scope(v8ctx);
v8::ValueDeserializer deserializer(isolate, data, len);
v8::Maybe<bool> header_result = deserializer.ReadHeader(v8ctx);
if (header_result.IsNothing() || !header_result.FromJust()) {
return Value::undefined();
}
v8::MaybeLocal<v8::Value> maybe_val = deserializer.ReadValue(v8ctx);
v8::Local<v8::Value> val;
if (!maybe_val.ToLocal(&val)) {
return Value::undefined();
}
auto impl = std::make_unique<Impl>(isolate, val);
return Value(std::move(impl));
}
Value Value::deserialize(Context &ctx, const std::vector<uint8_t> &data) {
return deserialize(ctx, data.data(), data.size());
}
// ============================================================================
// Runtime implementation
// ============================================================================
Runtime::Runtime() : impl_(std::make_unique<Impl>()) {}
Runtime::~Runtime() = default;
// ============================================================================
// Context implementation
// ============================================================================
Context::Context(Runtime &runtime)
: impl_(std::make_unique<Impl>(runtime.impl()->isolate)),
runtime_(&runtime), owns_impl_(true) {}
Context::Context(Impl *impl, Runtime *runtime)
: impl_(impl), runtime_(runtime), owns_impl_(false) {}
Context::~Context() {
if (!owns_impl_) {
impl_.release();
}
}
Context::Context(Context &&other) noexcept
: impl_(std::move(other.impl_)), runtime_(other.runtime_),
owns_impl_(other.owns_impl_) {
other.runtime_ = nullptr;
other.owns_impl_ = true;
}
Context &Context::operator=(Context &&other) noexcept {
if (!owns_impl_) {
impl_.release();
}
impl_ = std::move(other.impl_);
runtime_ = other.runtime_;
owns_impl_ = other.owns_impl_;
other.runtime_ = nullptr;
other.owns_impl_ = true;
return *this;
}
Context Context::wrapRaw(void *raw_runtime, void *raw_context) {
(void)raw_runtime;
// raw_context is expected to be v8::Isolate* for V8
v8::Isolate *isolate = static_cast<v8::Isolate *>(raw_context);
v8::Local<v8::Context> ctx = isolate->GetCurrentContext();
auto impl = new Impl(isolate, ctx, false);
return Context(impl, nullptr);
}
void *Context::raw() const {
return impl_ ? impl_->isolate : nullptr;
}
Value Context::eval(const char *code, size_t len, const char *filename) {
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = impl_->Get();
v8::Context::Scope context_scope(ctx);
v8::TryCatch try_catch(isolate);
v8::Local<v8::String> source =
v8::String::NewFromUtf8(isolate, code, v8::NewStringType::kNormal,
static_cast<int>(len))
.ToLocalChecked();
v8::ScriptOrigin origin(
v8::String::NewFromUtf8(isolate, filename).ToLocalChecked());
v8::Local<v8::Script> script;
if (!v8::Script::Compile(ctx, source, &origin).ToLocal(&script)) {
// Compilation error - store exception
if (try_catch.HasCaught()) {
v8::Local<v8::Value> exception = try_catch.Exception();
auto impl = std::make_unique<Value::Impl>(isolate, exception);
// Mark as exception somehow
return Value(std::move(impl));
}
return Value::undefined();
}
v8::Local<v8::Value> result;
if (!script->Run(ctx).ToLocal(&result)) {
// Runtime error
if (try_catch.HasCaught()) {
v8::Local<v8::Value> exception = try_catch.Exception();
auto impl = std::make_unique<Value::Impl>(isolate, exception);
return Value(std::move(impl));
}
return Value::undefined();
}
auto impl = std::make_unique<Value::Impl>(isolate, result);
return Value(std::move(impl));
}
Value Context::call(const Value &func, const Value &thisVal, const Value *argv,
int argc) {
if (!func.impl())
return Value::undefined();
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = impl_->Get();
v8::Context::Scope context_scope(ctx);
v8::TryCatch try_catch(isolate);
v8::Local<v8::Value> funcVal = func.impl()->GetWithIsolate(isolate);
if (funcVal.IsEmpty() || !funcVal->IsFunction())
return Value::undefined();
v8::Local<v8::Function> function = funcVal.As<v8::Function>();
v8::Local<v8::Value> receiver;
if (thisVal.impl()) {
receiver = thisVal.impl()->GetWithIsolate(isolate);
}
if (receiver.IsEmpty()) {
receiver = ctx->Global();
}
std::vector<v8::Local<v8::Value>> args(argc);
for (int i = 0; i < argc; i++) {
if (argv[i].impl()) {
args[i] = argv[i].impl()->GetWithIsolate(isolate);
} else {
args[i] = v8::Undefined(isolate);
}
}
v8::Local<v8::Value> result;
if (!function->Call(ctx, receiver, argc, argc > 0 ? args.data() : nullptr)
.ToLocal(&result)) {
if (try_catch.HasCaught()) {
v8::Local<v8::Value> exception = try_catch.Exception();
auto impl = std::make_unique<Value::Impl>(isolate, exception);
return Value(std::move(impl));
}
return Value::undefined();
}
auto impl = std::make_unique<Value::Impl>(isolate, result);
return Value(std::move(impl));
}
Value Context::globalObject() {
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = impl_->Get();
v8::Context::Scope context_scope(ctx);
v8::Local<v8::Object> global = ctx->Global();
auto impl = std::make_unique<Value::Impl>(isolate, global);
return Value(std::move(impl));
}
Value Context::throwError(const char *msg) {
v8::Isolate *isolate = impl_->isolate;
v8::HandleScope handle_scope(isolate);
isolate->ThrowError(
v8::String::NewFromUtf8(isolate, msg).ToLocalChecked());
return Value::undefined();
}
Value Context::getException() {
// V8 handles exceptions via TryCatch, not stored exceptions
// Return undefined for now
return Value::undefined();
}
void Context::printException(const Value &exception) {
if (!exception.impl() || exception.impl()->value.IsEmpty())
return;
v8::Isolate *isolate = exception.impl()->isolate;
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Value> exc = exception.impl()->Get();
// Print error message
v8::String::Utf8Value error_str(isolate, exc);
if (*error_str) {
fprintf(stderr, "%s\n", *error_str);
}
// Try to get stack trace
if (exc->IsObject()) {
v8::Local<v8::Object> obj = exc.As<v8::Object>();
v8::Local<v8::Context> ctx = isolate->GetCurrentContext();
v8::Local<v8::Value> stack_val;
if (obj->Get(ctx, v8::String::NewFromUtf8Literal(isolate, "stack"))
.ToLocal(&stack_val) &&
stack_val->IsString()) {
v8::String::Utf8Value stack_str(isolate, stack_val);
if (*stack_str) {
fprintf(stderr, "%s\n", *stack_str);
}
}
}
}
void Context::setOpaque(void *ptr) {
impl_->opaque = ptr;
// Also store on global object so trampolines can access it
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = impl_->Get();
v8::Context::Scope context_scope(ctx);
v8::Local<v8::External> ext = v8::External::New(isolate, ptr);
ctx->Global()
->Set(ctx, v8::String::NewFromUtf8Literal(isolate, "__joy_opaque__"), ext)
.Check();
}
void *Context::getOpaque() const {
return impl_->opaque;
}
Runtime &Context::runtime() {
return *runtime_;
}
// ============================================================================
// Module loading helpers
// ============================================================================
// Use embedder data slot 1 for Context::Impl pointer (slot 0 might be used by V8 internals)
constexpr int kContextImplSlot = 1;
// Resolve a module path relative to the referrer's directory
static std::string resolveModulePath(const std::string &referrer,
const std::string &specifier) {
// Absolute path - use as-is
if (!specifier.empty() && specifier[0] == '/') {
return specifier;
}
// Get referrer's directory
std::string referrer_dir;
if (!referrer.empty()) {
size_t last_slash = referrer.rfind('/');
if (last_slash != std::string::npos) {
referrer_dir = referrer.substr(0, last_slash + 1);
} else {
referrer_dir = "/";
}
} else {
referrer_dir = "/";
}
// Combine and normalize path
std::string result = referrer_dir + specifier;
// Simple path normalization (handle . and ..)
std::vector<std::string> parts;
size_t pos = 0;
while (pos < result.size()) {
size_t next = result.find('/', pos);
if (next == std::string::npos)
next = result.size();
std::string part = result.substr(pos, next - pos);
if (part == "..") {
if (!parts.empty() && parts.back() != "..") {
parts.pop_back();
}
} else if (part != "." && !part.empty()) {
parts.push_back(part);
}
pos = next + 1;
}
std::string normalized = "/";
for (size_t i = 0; i < parts.size(); i++) {
normalized += parts[i];
if (i < parts.size() - 1)
normalized += "/";
}
return normalized;
}
// V8 module resolve callback
static v8::MaybeLocal<v8::Module> v8ResolveModuleCallback(
v8::Local<v8::Context> context, v8::Local<v8::String> specifier,
v8::Local<v8::FixedArray> import_attributes,
v8::Local<v8::Module> referrer) {
(void)import_attributes;
v8::Isolate *isolate = context->GetIsolate();
// Get Context::Impl from embedder data
v8::Local<v8::Value> embedder_data =
context->GetEmbedderData(kContextImplSlot);
if (embedder_data.IsEmpty() || !embedder_data->IsExternal()) {
isolate->ThrowException(v8::String::NewFromUtf8Literal(
isolate, "Module loader not configured"));
return v8::MaybeLocal<v8::Module>();
}
Context::Impl *impl =
static_cast<Context::Impl *>(embedder_data.As<v8::External>()->Value());
// Get specifier string
v8::String::Utf8Value specifier_utf8(isolate, specifier);
std::string spec(*specifier_utf8);
// Get referrer path from our cache (reverse lookup)
std::string referrer_path;
for (const auto &pair : impl->module_cache) {
if (!pair.second.IsEmpty() &&
pair.second.Get(isolate)->GetIdentityHash() ==
referrer->GetIdentityHash()) {
referrer_path = pair.first;
break;
}
}
// Resolve the path
std::string resolved_path = resolveModulePath(referrer_path, spec);
// Check cache first
auto it = impl->module_cache.find(resolved_path);
if (it != impl->module_cache.end() && !it->second.IsEmpty()) {
return it->second.Get(isolate);
}
// Use callback to load source
if (!impl->module_loader) {
isolate->ThrowException(v8::String::NewFromUtf8Literal(
isolate, "No module loader configured"));
return v8::MaybeLocal<v8::Module>();
}
std::string resolved, source;
if (!impl->module_loader(referrer_path.c_str(), spec.c_str(), resolved,
source)) {
std::string err = "Cannot find module '" + spec + "'";
isolate->ThrowException(
v8::String::NewFromUtf8(isolate, err.c_str()).ToLocalChecked());
return v8::MaybeLocal<v8::Module>();
}
// Compile as module
v8::ScriptOrigin origin(
v8::String::NewFromUtf8(isolate, resolved.c_str()).ToLocalChecked(),
0, // line offset
0, // column offset
false, // is shared cross-origin
-1, // script id
v8::Local<v8::Value>(), // source map URL
false, // is opaque
false, // is WASM
true); // is module
v8::ScriptCompiler::Source src(
v8::String::NewFromUtf8(isolate, source.c_str()).ToLocalChecked(),
origin);
v8::Local<v8::Module> module;
if (!v8::ScriptCompiler::CompileModule(isolate, &src).ToLocal(&module)) {
return v8::MaybeLocal<v8::Module>();
}
// Cache before returning (handles circular deps)
impl->module_cache[resolved].Reset(isolate, module);
return module;
}
void Context::setModuleLoader(ModuleLoaderCallback loader) {
impl_->module_loader = std::move(loader);
// Store impl pointer in context embedder data for resolve callback
v8::Isolate::Scope isolate_scope(impl_->isolate);
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Context> ctx = impl_->Get();
v8::Context::Scope context_scope(ctx);
v8::Local<v8::External> ext = v8::External::New(impl_->isolate, impl_.get());
ctx->SetEmbedderData(kContextImplSlot, ext);
}
Value Context::evalModule(const char *code, size_t len, const char *filename) {
v8::Isolate *isolate = impl_->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = impl_->Get();
v8::Context::Scope context_scope(ctx);
v8::TryCatch try_catch(isolate);
// Create module source
v8::ScriptOrigin origin(
v8::String::NewFromUtf8(isolate, filename).ToLocalChecked(),
0, // line offset
0, // column offset
false, // is shared cross-origin
-1, // script id
v8::Local<v8::Value>(), // source map URL
false, // is opaque
false, // is WASM
true); // is module
v8::ScriptCompiler::Source source(
v8::String::NewFromUtf8(isolate, code, v8::NewStringType::kNormal,
static_cast<int>(len))
.ToLocalChecked(),
origin);
// Compile module
v8::Local<v8::Module> module;
if (!v8::ScriptCompiler::CompileModule(isolate, &source).ToLocal(&module)) {
if (try_catch.HasCaught()) {
auto impl =
std::make_unique<Value::Impl>(isolate, try_catch.Exception());
return Value(std::move(impl));
}
return Value::undefined();
}
// Cache this module
impl_->module_cache[filename].Reset(isolate, module);
// Instantiate module (resolves imports)
if (!module->InstantiateModule(ctx, v8ResolveModuleCallback)
.FromMaybe(false)) {
if (try_catch.HasCaught()) {
auto impl =
std::make_unique<Value::Impl>(isolate, try_catch.Exception());
return Value(std::move(impl));
}
return Value::undefined();
}
// Evaluate module
v8::Local<v8::Value> result;
if (!module->Evaluate(ctx).ToLocal(&result)) {
if (try_catch.HasCaught()) {
auto impl =
std::make_unique<Value::Impl>(isolate, try_catch.Exception());
return Value(std::move(impl));
}
return Value::undefined();
}
auto impl = std::make_unique<Value::Impl>(isolate, result);
return Value(std::move(impl));
}
// ============================================================================
// FunctionArgs implementation
// ============================================================================
int FunctionArgs::length() const {
return impl_->info->Length();
}
Value FunctionArgs::arg(int index) const {
if (index < 0 || index >= impl_->info->Length()) {
return Value::undefined();
}
v8::Local<v8::Value> val = (*impl_->info)[index];
auto valImpl = std::make_unique<Value::Impl>(impl_->isolate, val);
return Value(std::move(valImpl));
}
Value FunctionArgs::thisValue() const {
v8::Local<v8::Value> val = impl_->info->This();
auto valImpl = std::make_unique<Value::Impl>(impl_->isolate, val);
return Value(std::move(valImpl));
}
Context &FunctionArgs::context() {
return *impl_->wrapper_ctx;
}
void FunctionArgs::returnValue(Value val) {
if (val.impl()) {
v8::Local<v8::Value> v8val = val.impl()->GetWithIsolate(impl_->isolate);
impl_->info->GetReturnValue().Set(v8val);
}
impl_->has_return = true;
}
void FunctionArgs::returnUndefined() {
impl_->has_return = true;
}
void FunctionArgs::throwError(const char *msg) {
impl_->isolate->ThrowError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked());
impl_->has_exception = true;
}
void FunctionArgs::throwTypeError(const char *msg) {
impl_->isolate->ThrowException(v8::Exception::TypeError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked()));
impl_->has_exception = true;
}
void FunctionArgs::throwSyntaxError(const char *msg) {
impl_->isolate->ThrowException(v8::Exception::SyntaxError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked()));
impl_->has_exception = true;
}
void FunctionArgs::throwRangeError(const char *msg) {
impl_->isolate->ThrowException(v8::Exception::RangeError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked()));
impl_->has_exception = true;
}
// ============================================================================
// ModuleBuilder implementation
// ============================================================================
// Trampoline function that V8 calls
static void v8_trampoline(const v8::FunctionCallbackInfo<v8::Value> &info) {
v8::Isolate *isolate = info.GetIsolate();
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = isolate->GetCurrentContext();
// Get the native function from external data
v8::Local<v8::External> ext = info.Data().As<v8::External>();
NativeFunction fn = reinterpret_cast<NativeFunction>(ext->Value());
// Create wrapper context
Context wrapper = Context::wrapRaw(nullptr, isolate);
// Get opaque from context
void *opaque = nullptr;
v8::Local<v8::Value> opaque_val;
if (ctx->Global()
->Get(ctx, v8::String::NewFromUtf8Literal(isolate, "__joy_opaque__"))
.ToLocal(&opaque_val) &&
opaque_val->IsExternal()) {
opaque = opaque_val.As<v8::External>()->Value();
}
wrapper.impl()->opaque = opaque;
FunctionArgs::Impl argsImpl(isolate, ctx, &info, &wrapper);
FunctionArgs args(&argsImpl);
fn(args);
}
ModuleBuilder::ModuleBuilder(Context &ctx, const char *name)
: impl_(std::make_unique<Impl>(&ctx, name)) {}
ModuleBuilder::~ModuleBuilder() = default;
ModuleBuilder::ModuleBuilder(ModuleBuilder &&other) noexcept
: impl_(std::move(other.impl_)) {}
ModuleBuilder &ModuleBuilder::operator=(ModuleBuilder &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
ModuleBuilder &ModuleBuilder::function(const char *name, NativeFunction fn,
int argc) {
impl_->functions.push_back({name, fn, argc});
return *this;
}
ModuleBuilder &ModuleBuilder::constant(const char *name, const char *value) {
impl_->string_constants.push_back({name, std::string(value)});
return *this;
}
ModuleBuilder &ModuleBuilder::constant(const char *name, int value) {
impl_->int_constants.push_back({name, value});
return *this;
}
ModuleBuilder &ModuleBuilder::constant(const char *name, double value) {
impl_->double_constants.push_back({name, value});
return *this;
}
Value ModuleBuilder::build() {
v8::Isolate *isolate = impl_->ctx->impl()->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = impl_->ctx->impl()->Get();
v8::Context::Scope context_scope(ctx);
v8::Local<v8::Object> module = v8::Object::New(isolate);
// Add functions
for (const auto &entry : impl_->functions) {
v8::Local<v8::External> data =
v8::External::New(isolate, reinterpret_cast<void *>(entry.fn));
v8::Local<v8::Function> func =
v8::Function::New(ctx, v8_trampoline, data, entry.argc)
.ToLocalChecked();
v8::Local<v8::String> name =
v8::String::NewFromUtf8(isolate, entry.name).ToLocalChecked();
module->Set(ctx, name, func).Check();
}
// Add string constants
for (const auto &pair : impl_->string_constants) {
v8::Local<v8::String> name =
v8::String::NewFromUtf8(isolate, pair.first).ToLocalChecked();
v8::Local<v8::String> value =
v8::String::NewFromUtf8(isolate, pair.second.c_str())
.ToLocalChecked();
module->Set(ctx, name, value).Check();
}
// Add int constants
for (const auto &pair : impl_->int_constants) {
v8::Local<v8::String> name =
v8::String::NewFromUtf8(isolate, pair.first).ToLocalChecked();
v8::Local<v8::Integer> value = v8::Integer::New(isolate, pair.second);
module->Set(ctx, name, value).Check();
}
// Add double constants
for (const auto &pair : impl_->double_constants) {
v8::Local<v8::String> name =
v8::String::NewFromUtf8(isolate, pair.first).ToLocalChecked();
v8::Local<v8::Number> value = v8::Number::New(isolate, pair.second);
module->Set(ctx, name, value).Check();
}
auto valImpl = std::make_unique<Value::Impl>(isolate, module);
return Value(std::move(valImpl));
}
void ModuleBuilder::attachTo(Value &parent) {
Value module = build();
parent.setProperty(*impl_->ctx, impl_->name, std::move(module));
}
// ============================================================================
// ClassBuilder implementation
// ============================================================================
ClassID ClassBuilder::registerClass(Context &ctx, const ClassDef &def) {
v8::Isolate *isolate = static_cast<v8::Isolate *>(ctx.raw());
RuntimeData *rtData = getRuntimeData(isolate);
if (!rtData)
return 0;
ClassID id = rtData->next_class_id++;
if (def.finalizer) {
rtData->class_finalizers[id] = def.finalizer;
}
// Create an ObjectTemplate with internal fields for this class
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
v8::Local<v8::ObjectTemplate> templ = v8::ObjectTemplate::New(isolate);
templ->SetInternalFieldCount(1); // For opaque pointer
rtData->class_templates[id].Reset(isolate, templ);
return id;
}
Value ClassBuilder::newInstance(Context &ctx, ClassID classId) {
v8::Isolate *isolate = static_cast<v8::Isolate *>(ctx.raw());
RuntimeData *rtData = getRuntimeData(isolate);
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> v8ctx = ctx.impl()->Get();
v8::Context::Scope context_scope(v8ctx);
if (!rtData) {
// Fallback: create plain object (won't have internal fields)
v8::Local<v8::Object> obj = v8::Object::New(isolate);
auto impl = std::make_unique<Value::Impl>(isolate, obj);
return Value(std::move(impl));
}
// Get the ObjectTemplate for this class
auto it = rtData->class_templates.find(classId);
if (it == rtData->class_templates.end() || it->second.IsEmpty()) {
// Fallback: create plain object (won't have internal fields)
v8::Local<v8::Object> obj = v8::Object::New(isolate);
auto impl = std::make_unique<Value::Impl>(isolate, obj);
return Value(std::move(impl));
}
v8::Local<v8::ObjectTemplate> templ = it->second.Get(isolate);
v8::Local<v8::Object> obj = templ->NewInstance(v8ctx).ToLocalChecked();
// Set the prototype if one was registered for this class
auto protoIt = rtData->class_prototypes.find(classId);
if (protoIt != rtData->class_prototypes.end() && !protoIt->second.IsEmpty()) {
v8::Local<v8::Object> proto = protoIt->second.Get(isolate);
obj->SetPrototype(v8ctx, proto).Check();
}
auto impl = std::make_unique<Value::Impl>(isolate, obj);
return Value(std::move(impl));
}
void ClassBuilder::setOpaque(Value &obj, void *opaque) {
obj.setInternalField(0, opaque);
}
void *ClassBuilder::getOpaque(const Value &obj, ClassID classId) {
return obj.getInternalField(0);
}
void ClassBuilder::setPrototype(Context &ctx, ClassID classId, Value &proto) {
if (!proto.impl() || proto.impl()->value.IsEmpty())
return;
v8::Isolate *isolate = static_cast<v8::Isolate *>(ctx.raw());
RuntimeData *rtData = getRuntimeData(isolate);
if (!rtData)
return;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Value> protoVal = proto.impl()->Get();
if (!protoVal->IsObject())
return;
rtData->class_prototypes[classId].Reset(isolate, protoVal.As<v8::Object>());
}
// ============================================================================
// PersistentValue implementation
// ============================================================================
struct PersistentValue::Impl {
v8::Isolate *isolate;
v8::Global<v8::Value> value;
Impl() : isolate(nullptr) {}
Impl(v8::Isolate *iso, v8::Local<v8::Value> val)
: isolate(iso), value(iso, val) {}
~Impl() {
value.Reset();
}
};
PersistentValue::PersistentValue() : impl_(std::make_unique<Impl>()) {}
PersistentValue::PersistentValue(Context &ctx, const Value &val)
: impl_(std::make_unique<Impl>()) {
if (val.impl() && val.impl()->isolate && !val.impl()->value.IsEmpty()) {
v8::Isolate *isolate = val.impl()->isolate;
v8::HandleScope handle_scope(isolate);
impl_->isolate = isolate;
impl_->value.Reset(isolate, val.impl()->Get());
}
}
PersistentValue::~PersistentValue() = default;
PersistentValue::PersistentValue(PersistentValue &&other) noexcept
: impl_(std::move(other.impl_)) {}
PersistentValue &PersistentValue::operator=(PersistentValue &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
Value PersistentValue::get(Context &ctx) const {
if (!impl_ || !impl_->isolate || impl_->value.IsEmpty()) {
return Value::undefined();
}
v8::HandleScope handle_scope(impl_->isolate);
v8::Local<v8::Value> val = impl_->value.Get(impl_->isolate);
auto valImpl = std::make_unique<Value::Impl>(impl_->isolate, val);
return Value(std::move(valImpl));
}
bool PersistentValue::isEmpty() const {
return !impl_ || !impl_->isolate || impl_->value.IsEmpty();
}
void PersistentValue::reset() {
if (impl_) {
impl_->value.Reset();
impl_->isolate = nullptr;
}
}
void PersistentValue::reset(Context &ctx, const Value &val) {
reset();
if (val.impl() && val.impl()->isolate && !val.impl()->value.IsEmpty()) {
v8::Isolate *isolate = val.impl()->isolate;
v8::HandleScope handle_scope(isolate);
impl_->isolate = isolate;
impl_->value.Reset(isolate, val.impl()->Get());
}
}
// ============================================================================
// ConstructorBuilder implementation
// ============================================================================
struct ConstructorArgs::Impl {
v8::Isolate *isolate;
v8::Local<v8::Context> context;
const v8::FunctionCallbackInfo<v8::Value> *info;
Context *wrapper_ctx;
v8::Local<v8::FunctionTemplate> func_template;
Impl(v8::Isolate *iso, v8::Local<v8::Context> ctx,
const v8::FunctionCallbackInfo<v8::Value> *i, Context *wc,
v8::Local<v8::FunctionTemplate> ft)
: isolate(iso), context(ctx), info(i), wrapper_ctx(wc),
func_template(ft) {}
};
int ConstructorArgs::length() const {
return impl_->info->Length();
}
Value ConstructorArgs::arg(int index) const {
if (index < 0 || index >= impl_->info->Length()) {
return Value::undefined();
}
v8::Local<v8::Value> val = (*impl_->info)[index];
auto valImpl = std::make_unique<Value::Impl>(impl_->isolate, val);
return Value(std::move(valImpl));
}
Context &ConstructorArgs::context() {
return *impl_->wrapper_ctx;
}
void *ConstructorArgs::getContextOpaqueRaw() const {
return impl_->wrapper_ctx->getOpaque();
}
Value ConstructorArgs::createInstance() {
// Return the 'this' object - V8 automatically creates it for constructors
v8::Local<v8::Object> thisObj = impl_->info->This();
auto valImpl = std::make_unique<Value::Impl>(impl_->isolate, thisObj);
return Value(std::move(valImpl));
}
void ConstructorArgs::returnValue(Value instance) {
if (instance.impl()) {
v8::Local<v8::Value> v8val = instance.impl()->GetWithIsolate(impl_->isolate);
impl_->info->GetReturnValue().Set(v8val);
}
}
void ConstructorArgs::throwError(const char *msg) {
impl_->isolate->ThrowError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked());
}
void ConstructorArgs::throwTypeError(const char *msg) {
impl_->isolate->ThrowException(v8::Exception::TypeError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked()));
}
void ConstructorArgs::throwSyntaxError(const char *msg) {
impl_->isolate->ThrowException(v8::Exception::SyntaxError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked()));
}
void ConstructorArgs::throwRangeError(const char *msg) {
impl_->isolate->ThrowException(v8::Exception::RangeError(
v8::String::NewFromUtf8(impl_->isolate, msg).ToLocalChecked()));
}
// ConstructorBuilder data structures
struct ConstructorMethodEntry {
const char *name;
NativeFunction fn;
int argc;
};
struct ConstructorAccessorEntry {
const char *name;
AccessorGetter getter;
AccessorSetter setter;
};
struct ConstructorBuilder::Impl {
Context *ctx;
const char *name;
ConstructorCallback ctor_cb;
int ctor_argc;
Finalizer finalizer_fn;
int internal_field_count;
std::vector<ConstructorMethodEntry> methods;
std::vector<ConstructorAccessorEntry> accessors;
std::vector<std::pair<const char *, int>> int_constants;
std::vector<std::pair<const char *, const char *>> str_constants;
Impl(Context *c, const char *n)
: ctx(c), name(n), ctor_cb(nullptr), ctor_argc(0),
finalizer_fn(nullptr), internal_field_count(1) {}
};
// Constructor trampoline
static void v8_constructor_trampoline(
const v8::FunctionCallbackInfo<v8::Value> &info) {
v8::Isolate *isolate = info.GetIsolate();
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = isolate->GetCurrentContext();
if (!info.IsConstructCall()) {
isolate->ThrowError(
v8::String::NewFromUtf8Literal(isolate, "Must be called with 'new'"));
return;
}
// Get constructor callback from external data
v8::Local<v8::External> ext = info.Data().As<v8::External>();
ConstructorCallback cb =
reinterpret_cast<ConstructorCallback>(ext->Value());
// Create wrapper context
Context wrapper = Context::wrapRaw(nullptr, isolate);
// Get opaque from context
void *opaque = nullptr;
v8::Local<v8::Value> opaque_val;
if (ctx->Global()
->Get(ctx, v8::String::NewFromUtf8Literal(isolate, "__joy_opaque__"))
.ToLocal(&opaque_val) &&
opaque_val->IsExternal()) {
opaque = opaque_val.As<v8::External>()->Value();
}
wrapper.impl()->opaque = opaque;
ConstructorArgs::Impl argsImpl(isolate, ctx, &info, &wrapper,
v8::Local<v8::FunctionTemplate>());
ConstructorArgs args(&argsImpl);
cb(args);
}
ConstructorBuilder::ConstructorBuilder(Context &ctx, const char *name)
: impl_(std::make_unique<Impl>(&ctx, name)) {}
ConstructorBuilder::~ConstructorBuilder() = default;
ConstructorBuilder::ConstructorBuilder(ConstructorBuilder &&other) noexcept
: impl_(std::move(other.impl_)) {}
ConstructorBuilder &
ConstructorBuilder::operator=(ConstructorBuilder &&other) noexcept {
impl_ = std::move(other.impl_);
return *this;
}
ConstructorBuilder &ConstructorBuilder::constructor(ConstructorCallback cb,
int argc) {
impl_->ctor_cb = cb;
impl_->ctor_argc = argc;
return *this;
}
ConstructorBuilder &ConstructorBuilder::finalizer(Finalizer fn) {
impl_->finalizer_fn = fn;
return *this;
}
ConstructorBuilder &ConstructorBuilder::internalFieldCount(int count) {
impl_->internal_field_count = count;
return *this;
}
ConstructorBuilder &ConstructorBuilder::prototypeMethod(const char *name,
NativeFunction fn,
int argc) {
impl_->methods.push_back({name, fn, argc});
return *this;
}
ConstructorBuilder &ConstructorBuilder::prototypeGetter(const char *name,
AccessorGetter getter) {
impl_->accessors.push_back({name, getter, nullptr});
return *this;
}
ConstructorBuilder &ConstructorBuilder::prototypeAccessor(const char *name,
AccessorGetter getter,
AccessorSetter setter) {
impl_->accessors.push_back({name, getter, setter});
return *this;
}
ConstructorBuilder &ConstructorBuilder::staticConstant(const char *name,
int value) {
impl_->int_constants.push_back({name, value});
return *this;
}
ConstructorBuilder &ConstructorBuilder::staticConstant(const char *name,
const char *value) {
impl_->str_constants.push_back({name, value});
return *this;
}
void ConstructorBuilder::attachTo(Value &target) {
v8::Isolate *isolate = impl_->ctx->impl()->isolate;
v8::Isolate::Scope isolate_scope(isolate);
v8::HandleScope handle_scope(isolate);
v8::Local<v8::Context> ctx = impl_->ctx->impl()->Get();
v8::Context::Scope context_scope(ctx);
// Create function template for constructor
v8::Local<v8::External> ctor_data =
v8::External::New(isolate, reinterpret_cast<void *>(impl_->ctor_cb));
v8::Local<v8::FunctionTemplate> ctor_template = v8::FunctionTemplate::New(
isolate, v8_constructor_trampoline, ctor_data);
ctor_template->SetClassName(
v8::String::NewFromUtf8(isolate, impl_->name).ToLocalChecked());
ctor_template->InstanceTemplate()->SetInternalFieldCount(
impl_->internal_field_count);
// Add prototype methods
v8::Local<v8::ObjectTemplate> proto = ctor_template->PrototypeTemplate();
for (const auto &entry : impl_->methods) {
v8::Local<v8::External> data =
v8::External::New(isolate, reinterpret_cast<void *>(entry.fn));
v8::Local<v8::FunctionTemplate> method_template =
v8::FunctionTemplate::New(isolate, v8_trampoline, data);
proto->Set(v8::String::NewFromUtf8(isolate, entry.name).ToLocalChecked(),
method_template);
}
// Add prototype accessors
for (const auto &entry : impl_->accessors) {
v8::Local<v8::External> getter_data =
v8::External::New(isolate, reinterpret_cast<void *>(entry.getter));
v8::Local<v8::FunctionTemplate> getter_template =
v8::FunctionTemplate::New(isolate, v8_trampoline, getter_data);
v8::Local<v8::FunctionTemplate> setter_template;
if (entry.setter) {
v8::Local<v8::External> setter_data = v8::External::New(
isolate, reinterpret_cast<void *>(entry.setter));
setter_template =
v8::FunctionTemplate::New(isolate, v8_trampoline, setter_data);
}
proto->SetAccessorProperty(
v8::String::NewFromUtf8(isolate, entry.name).ToLocalChecked(),
getter_template, setter_template);
}
// Get the constructor function
v8::Local<v8::Function> ctor =
ctor_template->GetFunction(ctx).ToLocalChecked();
// Add static constants
for (const auto &pair : impl_->int_constants) {
ctor->Set(ctx,
v8::String::NewFromUtf8(isolate, pair.first).ToLocalChecked(),
v8::Integer::New(isolate, pair.second))
.Check();
}
for (const auto &pair : impl_->str_constants) {
ctor->Set(ctx,
v8::String::NewFromUtf8(isolate, pair.first).ToLocalChecked(),
v8::String::NewFromUtf8(isolate, pair.second).ToLocalChecked())
.Check();
}
// Attach to target - wrap ctor in a Value and use public setProperty
auto ctorImpl = std::make_unique<Value::Impl>(isolate, ctor);
Value ctorValue(std::move(ctorImpl));
target.setProperty(*impl_->ctx, impl_->name, std::move(ctorValue));
}
} // namespace js
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/main.cc
|
C++
|
#include "engine.hh"
#include "bundle.hh"
#include "modules/gui/gui.hh"
#include "web-api/websocket.hh"
#include "web-api/worker.hh"
#include "SDL3/SDL.h"
#include "physfs.h"
#include "cwalk.h"
#include <cargs.h>
#include <cstdio>
#include <cstring>
#include <sys/stat.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
// Windows compatibility for S_ISDIR
#ifdef _WIN32
#ifndef S_ISDIR
#define S_ISDIR(mode) (((mode) & _S_IFMT) == _S_IFDIR)
#endif
#endif
// Check if path is a directory
static bool isDirectory(const char *path) {
struct stat st;
if (stat(path, &st) != 0) {
return false;
}
return S_ISDIR(st.st_mode);
}
// Check if path ends with .js
static bool isScriptFile(const char *path) {
size_t len = strlen(path);
return len > 3 && strcmp(path + len - 3, ".js") == 0;
}
// Get directory from path (caller must free)
static char *getDirectory(const char *path) {
size_t dir_len;
cwk_path_get_dirname(path, &dir_len);
if (dir_len == 0) {
return strdup(".");
}
char *dir = (char *)malloc(dir_len + 1);
memcpy(dir, path, dir_len);
dir[dir_len] = '\0';
return dir;
}
// Get filename from path
static const char *getFilename(const char *path) {
const char *basename;
size_t len;
cwk_path_get_basename(path, &basename, &len);
return basename;
}
static struct cag_option options[] = {
{.identifier = 'b',
.access_letters = "b",
.access_name = "bundle",
.value_name = "OUTPUT",
.description = "Create a .joy bundle from input directory"},
{.identifier = 'h',
.access_letters = "h",
.access_name = "help",
.description = "Show this help message"}
};
static void printUsage(const char *program) {
printf("Usage: %s [options] [path]\n\n", program);
printf("Run a Joy game:\n");
printf(" %s Run main.js in current directory\n", program);
printf(" %s <directory> Run main.js in directory\n", program);
printf(" %s <file.joy> Run game from .joy bundle\n\n", program);
printf("Options:\n");
cag_option_print(options, CAG_ARRAY_SIZE(options), stdout);
}
// Frame function - handles events and renders one frame
static bool runFrame(joy::Engine *engine) {
// Update WebSocket (pump curl_multi for non-blocking I/O)
#ifndef __EMSCRIPTEN__
if (engine->getWebSocketModule()) {
engine->getWebSocketModule()->update();
}
// Update Workers (process messages from worker threads)
if (engine->getWorkerModule()) {
engine->getWorkerModule()->update();
}
#endif
// Poll events
SDL_Event event;
while (SDL_PollEvent(&event)) {
// Pass event to GUI first
if (engine->getGuiModule()) {
engine->getGuiModule()->handleEvent(&event);
}
switch (event.type) {
case SDL_EVENT_QUIT:
return false;
case SDL_EVENT_KEY_DOWN:
engine->handleKeyPressed(event.key.scancode, event.key.repeat);
break;
case SDL_EVENT_KEY_UP:
engine->handleKeyReleased(event.key.scancode);
break;
case SDL_EVENT_TEXT_INPUT:
engine->handleTextInput(event.text.text);
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
engine->handleMousePressed(event.button.x, event.button.y,
event.button.button, event.button.clicks);
break;
case SDL_EVENT_MOUSE_BUTTON_UP:
engine->handleMouseReleased(event.button.x, event.button.y,
event.button.button, event.button.clicks);
break;
case SDL_EVENT_MOUSE_MOTION:
engine->handleMouseMoved(event.motion.x, event.motion.y,
event.motion.xrel, event.motion.yrel);
break;
case SDL_EVENT_MOUSE_WHEEL:
engine->handleMouseWheel(event.wheel.x, event.wheel.y);
break;
case SDL_EVENT_WINDOW_MOUSE_ENTER:
engine->handleMouseFocus(true);
break;
case SDL_EVENT_WINDOW_MOUSE_LEAVE:
engine->handleMouseFocus(false);
break;
case SDL_EVENT_JOYSTICK_ADDED:
engine->handleJoystickAdded(event.jdevice.which);
break;
case SDL_EVENT_JOYSTICK_REMOVED:
engine->handleJoystickRemoved(event.jdevice.which);
break;
case SDL_EVENT_JOYSTICK_BUTTON_DOWN:
engine->handleJoystickPressed(event.jbutton.which, event.jbutton.button);
break;
case SDL_EVENT_JOYSTICK_BUTTON_UP:
engine->handleJoystickReleased(event.jbutton.which, event.jbutton.button);
break;
case SDL_EVENT_JOYSTICK_AXIS_MOTION:
engine->handleJoystickAxis(event.jaxis.which, event.jaxis.axis,
static_cast<float>(event.jaxis.value) / 32767.0f);
break;
case SDL_EVENT_JOYSTICK_HAT_MOTION:
engine->handleJoystickHat(event.jhat.which, event.jhat.hat, event.jhat.value);
break;
case SDL_EVENT_GAMEPAD_BUTTON_DOWN:
engine->handleGamepadPressed(event.gbutton.which, event.gbutton.button);
break;
case SDL_EVENT_GAMEPAD_BUTTON_UP:
engine->handleGamepadReleased(event.gbutton.which, event.gbutton.button);
break;
case SDL_EVENT_GAMEPAD_AXIS_MOTION:
engine->handleGamepadAxis(event.gaxis.which, event.gaxis.axis,
static_cast<float>(event.gaxis.value) / 32767.0f);
break;
}
}
// Run one frame
engine->frame();
return engine->isRunning();
}
#ifdef __EMSCRIPTEN__
// Emscripten main loop callback
static void emscripten_frame(void *arg) {
joy::Engine *engine = static_cast<joy::Engine *>(arg);
if (!runFrame(engine)) {
emscripten_cancel_main_loop();
}
}
#endif
int main(int argc, char *argv[]) {
const char *bundle_output = nullptr;
const char *input_path = nullptr;
// Parse command line arguments
cag_option_context context;
cag_option_init(&context, options, CAG_ARRAY_SIZE(options), argc, argv);
while (cag_option_fetch(&context)) {
switch (cag_option_get_identifier(&context)) {
case 'b':
bundle_output = cag_option_get_value(&context);
break;
case 'h':
printUsage(argv[0]);
return 0;
case '?':
fprintf(stderr, "Unknown option: %s\n", cag_option_get_value(&context));
printUsage(argv[0]);
return 1;
}
}
// Get input path from remaining arguments
if (cag_option_get_index(&context) < argc) {
input_path = argv[cag_option_get_index(&context)];
}
// Print help if no input provided and not creating bundle
if (!input_path) {
printUsage(argv[0]);
return 0;
}
// Determine mount path and script name
const char *mount_path;
const char *script_name;
char *allocated_mount = nullptr;
if (isDirectory(input_path)) {
mount_path = input_path;
script_name = "main.js";
} else if (isScriptFile(input_path)) {
// Script file - mount its directory and run the specific script
allocated_mount = getDirectory(input_path);
mount_path = allocated_mount;
script_name = getFilename(input_path);
} else {
// Assume it's an archive (.joy or .zip)
mount_path = input_path;
script_name = "main.js";
}
// Initialize PhysFS
if (!PHYSFS_init(argv[0])) {
fprintf(stderr, "Failed to initialize PhysFS: %s\n",
PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return 1;
}
// Handle bundle creation
if (bundle_output) {
if (!isDirectory(input_path)) {
fprintf(stderr, "Error: Cannot bundle a single file. Please provide a directory.\n");
free(allocated_mount);
PHYSFS_deinit();
return 1;
}
int result = joy::createBundle(bundle_output, input_path);
free(allocated_mount);
PHYSFS_deinit();
return result;
}
// Initialize SDL
if (!SDL_Init(SDL_INIT_VIDEO)) {
fprintf(stderr, "Failed to initialize SDL: %s\n", SDL_GetError());
free(allocated_mount);
PHYSFS_deinit();
return 1;
}
// Create engine
joy::Engine *engine = new joy::Engine();
if (!engine->init()) {
fprintf(stderr, "Failed to initialize engine\n");
delete engine;
SDL_Quit();
free(allocated_mount);
PHYSFS_deinit();
return 1;
}
// Mount and load game
if (!engine->mountGame(mount_path)) {
fprintf(stderr, "Failed to mount game: %s\n", mount_path);
delete engine;
SDL_Quit();
free(allocated_mount);
PHYSFS_deinit();
return 1;
}
if (!engine->loadScript(script_name)) {
fprintf(stderr, "Failed to load script: %s\n", script_name);
delete engine;
SDL_Quit();
free(allocated_mount);
PHYSFS_deinit();
return 1;
}
free(allocated_mount);
// Main loop
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop_arg(emscripten_frame, engine, 0, 1);
#else
while (runFrame(engine)) {
SDL_Delay(1);
}
#endif
// Cleanup
delete engine;
SDL_Quit();
PHYSFS_deinit();
return 0;
}
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/audio/audio.cc
|
C++
|
#include "audio.hh"
#include "modules/sound/sound.hh"
#include "miniaudio.h"
#define STB_VORBIS_HEADER_ONLY
#include "stb_vorbis.c"
#include <cstdio>
#include <cstring>
#include <cstdlib>
#include <cmath>
#include <cfloat>
#include <algorithm>
namespace joy {
namespace modules {
// AudioSource implementation
AudioSource::AudioSource(Audio *audioModule)
: audioModule_(audioModule)
, sound_(nullptr)
, buffer_(nullptr)
, buffer_config_(nullptr)
, pcm_data_(nullptr)
, frame_count_(0)
, pitch_(1.0f)
, volume_(1.0f)
, looping_(false)
, duration_(0.0f)
, channels_(0)
, sampleRate_(0)
, type_(SourceType::Static)
, spatial_(false)
, posX_(0.0f), posY_(0.0f), posZ_(0.0f)
, velX_(0.0f), velY_(0.0f), velZ_(0.0f)
, dirX_(0.0f), dirY_(0.0f), dirZ_(0.0f)
, coneInnerAngle_(2.0f * 3.14159265f), coneOuterAngle_(2.0f * 3.14159265f), coneOuterVolume_(0.0f)
, relative_(false)
, refDistance_(1.0f), maxDistance_(FLT_MAX)
, rolloff_(1.0f)
, dopplerFactor_(1.0f)
, minVolume_(0.0f), maxVolume_(1.0f)
, airAbsorption_(0.0f)
, hasFilter_(false)
, lpfNode_(nullptr)
, hpfNode_(nullptr)
, bpfNode_(nullptr)
{
sound_ = static_cast<ma_sound *>(malloc(sizeof(ma_sound)));
buffer_ = static_cast<ma_audio_buffer *>(malloc(sizeof(ma_audio_buffer)));
buffer_config_ = static_cast<ma_audio_buffer_config *>(malloc(sizeof(ma_audio_buffer_config)));
if (audioModule_) {
audioModule_->registerSource(this);
}
}
AudioSource::~AudioSource() {
if (audioModule_) {
audioModule_->unregisterSource(this);
}
if (sound_) {
ma_sound_uninit(sound_);
free(sound_);
}
if (buffer_) {
ma_audio_buffer_uninit(buffer_);
free(buffer_);
}
free(buffer_config_);
if (pcm_data_) {
free(pcm_data_);
}
if (lpfNode_) {
ma_lpf_node_uninit(lpfNode_, nullptr);
free(lpfNode_);
}
if (hpfNode_) {
ma_hpf_node_uninit(hpfNode_, nullptr);
free(hpfNode_);
}
if (bpfNode_) {
ma_bpf_node_uninit(bpfNode_, nullptr);
free(bpfNode_);
}
}
bool AudioSource::initFromMemory(ma_engine *engine, const char *file_data, size_t file_size, bool spatial) {
spatial_ = spatial;
// Decode OGG using stb_vorbis
int channels, sample_rate;
short *samples;
int num_samples = stb_vorbis_decode_memory(
reinterpret_cast<const unsigned char *>(file_data), static_cast<int>(file_size),
&channels, &sample_rate, &samples
);
if (num_samples < 0) {
fprintf(stderr, "Failed to decode audio file\n");
return false;
}
channels_ = channels;
sampleRate_ = sample_rate;
// Convert to float PCM
frame_count_ = static_cast<ma_uint64>(num_samples);
pcm_data_ = static_cast<float *>(malloc(frame_count_ * channels * sizeof(float)));
if (!pcm_data_) {
free(samples);
return false;
}
for (int i = 0; i < num_samples * channels; i++) {
pcm_data_[i] = samples[i] / 32768.0f;
}
free(samples);
duration_ = static_cast<float>(num_samples) / static_cast<float>(sample_rate);
// Create audio buffer
*buffer_config_ = ma_audio_buffer_config_init(
ma_format_f32, static_cast<ma_uint32>(channels), frame_count_, pcm_data_, nullptr);
buffer_config_->sampleRate = static_cast<ma_uint32>(sample_rate);
if (ma_audio_buffer_init(buffer_config_, buffer_) != MA_SUCCESS) {
fprintf(stderr, "Failed to create audio buffer\n");
return false;
}
// Create sound from buffer
ma_uint32 flags = spatial ? 0 : MA_SOUND_FLAG_NO_SPATIALIZATION;
if (ma_sound_init_from_data_source(engine, buffer_, flags, nullptr, sound_) != MA_SUCCESS) {
fprintf(stderr, "Failed to create sound\n");
ma_audio_buffer_uninit(buffer_);
return false;
}
// Apply initial spatial settings if enabled
if (spatial_) {
ma_sound_set_position(sound_, posX_, posY_, posZ_);
ma_sound_set_velocity(sound_, velX_, velY_, velZ_);
ma_sound_set_direction(sound_, dirX_, dirY_, dirZ_);
ma_sound_set_cone(sound_, coneInnerAngle_, coneOuterAngle_, coneOuterVolume_);
ma_sound_set_min_distance(sound_, refDistance_);
ma_sound_set_max_distance(sound_, maxDistance_);
ma_sound_set_rolloff(sound_, rolloff_);
ma_sound_set_doppler_factor(sound_, dopplerFactor_);
ma_sound_set_positioning(sound_, relative_ ? ma_positioning_relative : ma_positioning_absolute);
}
return true;
}
bool AudioSource::initFromSoundData(ma_engine *engine, SoundData *soundData, bool spatial) {
if (!soundData) {
fprintf(stderr, "Invalid SoundData\n");
return false;
}
spatial_ = spatial;
// Get audio parameters from SoundData
channels_ = soundData->getChannelCount();
sampleRate_ = soundData->getSampleRate();
int sampleCount = soundData->getSampleCount();
const float *srcData = soundData->getData();
// Copy PCM data (AudioSource takes ownership)
frame_count_ = static_cast<ma_uint64>(sampleCount);
pcm_data_ = static_cast<float *>(malloc(frame_count_ * channels_ * sizeof(float)));
if (!pcm_data_) {
return false;
}
memcpy(pcm_data_, srcData, frame_count_ * channels_ * sizeof(float));
duration_ = static_cast<float>(sampleCount) / static_cast<float>(sampleRate_);
// Create audio buffer
*buffer_config_ = ma_audio_buffer_config_init(
ma_format_f32, static_cast<ma_uint32>(channels_), frame_count_, pcm_data_, nullptr);
buffer_config_->sampleRate = static_cast<ma_uint32>(sampleRate_);
if (ma_audio_buffer_init(buffer_config_, buffer_) != MA_SUCCESS) {
fprintf(stderr, "Failed to create audio buffer from SoundData\n");
return false;
}
// Create sound from buffer
ma_uint32 flags = spatial ? 0 : MA_SOUND_FLAG_NO_SPATIALIZATION;
if (ma_sound_init_from_data_source(engine, buffer_, flags, nullptr, sound_) != MA_SUCCESS) {
fprintf(stderr, "Failed to create sound from SoundData\n");
ma_audio_buffer_uninit(buffer_);
return false;
}
// Apply initial spatial settings if enabled
if (spatial_) {
ma_sound_set_position(sound_, posX_, posY_, posZ_);
ma_sound_set_velocity(sound_, velX_, velY_, velZ_);
ma_sound_set_direction(sound_, dirX_, dirY_, dirZ_);
ma_sound_set_cone(sound_, coneInnerAngle_, coneOuterAngle_, coneOuterVolume_);
ma_sound_set_min_distance(sound_, refDistance_);
ma_sound_set_max_distance(sound_, maxDistance_);
ma_sound_set_rolloff(sound_, rolloff_);
ma_sound_set_doppler_factor(sound_, dopplerFactor_);
ma_sound_set_positioning(sound_, relative_ ? ma_positioning_relative : ma_positioning_absolute);
}
return true;
}
AudioSource *AudioSource::clone() const {
if (!audioModule_ || !pcm_data_) {
return nullptr;
}
AudioSource *cloned = new AudioSource(audioModule_);
// Copy PCM data
cloned->frame_count_ = frame_count_;
cloned->channels_ = channels_;
cloned->sampleRate_ = sampleRate_;
cloned->duration_ = duration_;
cloned->type_ = type_;
cloned->spatial_ = spatial_;
cloned->pcm_data_ = static_cast<float *>(malloc(frame_count_ * channels_ * sizeof(float)));
if (!cloned->pcm_data_) {
delete cloned;
return nullptr;
}
memcpy(cloned->pcm_data_, pcm_data_, frame_count_ * channels_ * sizeof(float));
// Create audio buffer
*cloned->buffer_config_ = ma_audio_buffer_config_init(
ma_format_f32, static_cast<ma_uint32>(channels_), frame_count_, cloned->pcm_data_, nullptr);
cloned->buffer_config_->sampleRate = static_cast<ma_uint32>(sampleRate_);
if (ma_audio_buffer_init(cloned->buffer_config_, cloned->buffer_) != MA_SUCCESS) {
delete cloned;
return nullptr;
}
// Create sound from buffer
ma_uint32 flags = spatial_ ? 0 : MA_SOUND_FLAG_NO_SPATIALIZATION;
if (ma_sound_init_from_data_source(audioModule_->getEngine(), cloned->buffer_,
flags, nullptr, cloned->sound_) != MA_SUCCESS) {
ma_audio_buffer_uninit(cloned->buffer_);
delete cloned;
return nullptr;
}
// Copy all properties
cloned->pitch_ = pitch_;
cloned->volume_ = volume_;
cloned->looping_ = looping_;
// Apply properties to new sound
ma_sound_set_volume(cloned->sound_, volume_);
ma_sound_set_pitch(cloned->sound_, pitch_);
ma_sound_set_looping(cloned->sound_, looping_);
// Copy spatial properties
cloned->posX_ = posX_; cloned->posY_ = posY_; cloned->posZ_ = posZ_;
cloned->velX_ = velX_; cloned->velY_ = velY_; cloned->velZ_ = velZ_;
cloned->dirX_ = dirX_; cloned->dirY_ = dirY_; cloned->dirZ_ = dirZ_;
cloned->coneInnerAngle_ = coneInnerAngle_;
cloned->coneOuterAngle_ = coneOuterAngle_;
cloned->coneOuterVolume_ = coneOuterVolume_;
cloned->relative_ = relative_;
cloned->refDistance_ = refDistance_;
cloned->maxDistance_ = maxDistance_;
cloned->rolloff_ = rolloff_;
cloned->dopplerFactor_ = dopplerFactor_;
cloned->minVolume_ = minVolume_;
cloned->maxVolume_ = maxVolume_;
cloned->airAbsorption_ = airAbsorption_;
if (spatial_) {
ma_sound_set_position(cloned->sound_, posX_, posY_, posZ_);
ma_sound_set_velocity(cloned->sound_, velX_, velY_, velZ_);
ma_sound_set_direction(cloned->sound_, dirX_, dirY_, dirZ_);
ma_sound_set_cone(cloned->sound_, coneInnerAngle_, coneOuterAngle_, coneOuterVolume_);
ma_sound_set_min_distance(cloned->sound_, refDistance_);
ma_sound_set_max_distance(cloned->sound_, maxDistance_);
ma_sound_set_rolloff(cloned->sound_, rolloff_);
ma_sound_set_doppler_factor(cloned->sound_, dopplerFactor_);
ma_sound_set_positioning(cloned->sound_, relative_ ? ma_positioning_relative : ma_positioning_absolute);
}
// Copy filter settings if present
if (hasFilter_) {
cloned->setFilter(filterSettings_);
}
return cloned;
}
void AudioSource::play() {
ma_sound_seek_to_pcm_frame(sound_, 0);
ma_sound_start(sound_);
}
void AudioSource::stop() {
ma_sound_stop(sound_);
ma_sound_seek_to_pcm_frame(sound_, 0);
}
void AudioSource::pause() {
ma_sound_stop(sound_);
}
bool AudioSource::isPlaying() const {
return ma_sound_is_playing(sound_);
}
void AudioSource::setVolume(float volume) {
volume_ = std::clamp(volume, minVolume_, maxVolume_);
ma_sound_set_volume(sound_, volume_);
}
void AudioSource::setPitch(float pitch) {
pitch_ = pitch;
ma_sound_set_pitch(sound_, pitch_);
}
void AudioSource::setLooping(bool looping) {
looping_ = looping;
ma_sound_set_looping(sound_, looping_);
}
void AudioSource::seek(float position, bool inSamples) {
ma_uint64 frame;
if (inSamples) {
frame = static_cast<ma_uint64>(position);
} else {
frame = static_cast<ma_uint64>(position * sampleRate_);
}
ma_sound_seek_to_pcm_frame(sound_, frame);
}
float AudioSource::tell(bool inSamples) const {
ma_uint64 cursor;
ma_sound_get_cursor_in_pcm_frames(sound_, &cursor);
if (inSamples) {
return static_cast<float>(cursor);
}
return static_cast<float>(cursor) / static_cast<float>(sampleRate_);
}
float AudioSource::getDuration(bool inSamples) const {
if (inSamples) {
return static_cast<float>(frame_count_);
}
return duration_;
}
// 3D Spatial Audio methods
void AudioSource::setPosition(float x, float y, float z) {
posX_ = x; posY_ = y; posZ_ = z;
if (spatial_) {
ma_sound_set_position(sound_, x, y, z);
}
}
void AudioSource::getPosition(float &x, float &y, float &z) const {
x = posX_; y = posY_; z = posZ_;
}
void AudioSource::setVelocity(float x, float y, float z) {
velX_ = x; velY_ = y; velZ_ = z;
if (spatial_) {
ma_sound_set_velocity(sound_, x, y, z);
}
}
void AudioSource::getVelocity(float &x, float &y, float &z) const {
x = velX_; y = velY_; z = velZ_;
}
void AudioSource::setDirection(float x, float y, float z) {
dirX_ = x; dirY_ = y; dirZ_ = z;
if (spatial_) {
ma_sound_set_direction(sound_, x, y, z);
}
}
void AudioSource::getDirection(float &x, float &y, float &z) const {
x = dirX_; y = dirY_; z = dirZ_;
}
void AudioSource::setCone(float innerAngle, float outerAngle, float outerVolume) {
coneInnerAngle_ = innerAngle;
coneOuterAngle_ = outerAngle;
coneOuterVolume_ = outerVolume;
if (spatial_) {
ma_sound_set_cone(sound_, innerAngle, outerAngle, outerVolume);
}
}
void AudioSource::getCone(float &innerAngle, float &outerAngle, float &outerVolume) const {
innerAngle = coneInnerAngle_;
outerAngle = coneOuterAngle_;
outerVolume = coneOuterVolume_;
}
void AudioSource::setRelative(bool relative) {
relative_ = relative;
if (spatial_) {
ma_sound_set_positioning(sound_, relative ? ma_positioning_relative : ma_positioning_absolute);
}
}
void AudioSource::setAttenuationDistances(float ref, float max) {
refDistance_ = ref;
maxDistance_ = max;
if (spatial_) {
ma_sound_set_min_distance(sound_, ref);
ma_sound_set_max_distance(sound_, max);
}
}
void AudioSource::getAttenuationDistances(float &ref, float &max) const {
ref = refDistance_;
max = maxDistance_;
}
void AudioSource::setRolloff(float rolloff) {
rolloff_ = rolloff;
if (spatial_) {
ma_sound_set_rolloff(sound_, rolloff);
}
}
void AudioSource::setDopplerFactor(float factor) {
dopplerFactor_ = factor;
if (spatial_) {
ma_sound_set_doppler_factor(sound_, factor);
}
}
void AudioSource::setVolumeLimits(float min, float max) {
minVolume_ = min;
maxVolume_ = max;
// Re-apply current volume to respect new limits
setVolume(volume_);
}
void AudioSource::getVolumeLimits(float &min, float &max) const {
min = minVolume_;
max = maxVolume_;
}
void AudioSource::setAirAbsorption(float amount) {
airAbsorption_ = std::clamp(amount, 0.0f, 10.0f);
// Note: miniaudio doesn't have direct air absorption support
// This would need custom implementation via filters
}
// Filter implementation
// Note: miniaudio's filter nodes work differently than OpenAL's filters
// We simulate the Love2D filter behavior using miniaudio's built-in filters
bool AudioSource::setFilter(const FilterSettings &settings) {
hasFilter_ = true;
filterSettings_ = settings;
// Apply volume component directly to the sound
// The gain components would ideally be applied via actual filter nodes
// For now, we just store the settings and apply a simple volume adjustment
float effectiveVolume = volume_ * settings.volume;
ma_sound_set_volume(sound_, effectiveVolume);
return true;
}
bool AudioSource::getFilter(FilterSettings &settings) const {
if (!hasFilter_) {
return false;
}
settings = filterSettings_;
return true;
}
void AudioSource::clearFilter() {
hasFilter_ = false;
filterSettings_ = FilterSettings();
ma_sound_set_volume(sound_, volume_);
}
// Audio module implementation
Audio::Audio(Engine *engine)
: engine_(engine)
, engine_audio_(nullptr)
, masterVolume_(1.0f)
, listenerPosX_(0.0f), listenerPosY_(0.0f), listenerPosZ_(0.0f)
, listenerVelX_(0.0f), listenerVelY_(0.0f), listenerVelZ_(0.0f)
, listenerFwdX_(0.0f), listenerFwdY_(0.0f), listenerFwdZ_(-1.0f)
, listenerUpX_(0.0f), listenerUpY_(1.0f), listenerUpZ_(0.0f)
, distanceModel_(DistanceModel::InverseClamped)
, dopplerScale_(1.0f)
{
}
Audio::~Audio() {
shutdown();
}
bool Audio::init() {
engine_audio_ = static_cast<ma_engine *>(malloc(sizeof(ma_engine)));
if (!engine_audio_) {
fprintf(stderr, "Failed to allocate audio engine\n");
return false;
}
ma_engine_config config = ma_engine_config_init();
if (ma_engine_init(&config, engine_audio_) != MA_SUCCESS) {
fprintf(stderr, "Failed to initialize audio engine\n");
free(engine_audio_);
engine_audio_ = nullptr;
return false;
}
// Set initial listener orientation
ma_engine_listener_set_position(engine_audio_, 0, listenerPosX_, listenerPosY_, listenerPosZ_);
ma_engine_listener_set_velocity(engine_audio_, 0, listenerVelX_, listenerVelY_, listenerVelZ_);
ma_engine_listener_set_direction(engine_audio_, 0, listenerFwdX_, listenerFwdY_, listenerFwdZ_);
ma_engine_listener_set_world_up(engine_audio_, 0, listenerUpX_, listenerUpY_, listenerUpZ_);
return true;
}
void Audio::shutdown() {
if (engine_audio_) {
ma_engine_uninit(engine_audio_);
free(engine_audio_);
engine_audio_ = nullptr;
}
sources_.clear();
}
void Audio::setVolume(float volume) {
masterVolume_ = std::clamp(volume, 0.0f, 1.0f);
if (engine_audio_) {
ma_engine_set_volume(engine_audio_, masterVolume_);
}
}
void Audio::registerSource(AudioSource *source) {
sources_.push_back(source);
}
void Audio::unregisterSource(AudioSource *source) {
auto it = std::find(sources_.begin(), sources_.end(), source);
if (it != sources_.end()) {
sources_.erase(it);
}
}
int Audio::getActiveSourceCount() const {
int count = 0;
for (AudioSource *src : sources_) {
if (src->isPlaying()) {
count++;
}
}
return count;
}
void Audio::pause() {
for (AudioSource *src : sources_) {
if (src->isPlaying()) {
src->pause();
}
}
}
void Audio::stop() {
for (AudioSource *src : sources_) {
src->stop();
}
}
void Audio::play() {
// This resumes all sources - not typical Love2D behavior
// Love2D's play() takes specific sources
for (AudioSource *src : sources_) {
if (!src->isPlaying()) {
src->play();
}
}
}
// Listener methods
void Audio::setListenerPosition(float x, float y, float z) {
listenerPosX_ = x; listenerPosY_ = y; listenerPosZ_ = z;
if (engine_audio_) {
ma_engine_listener_set_position(engine_audio_, 0, x, y, z);
}
}
void Audio::getListenerPosition(float &x, float &y, float &z) const {
x = listenerPosX_; y = listenerPosY_; z = listenerPosZ_;
}
void Audio::setListenerVelocity(float x, float y, float z) {
listenerVelX_ = x; listenerVelY_ = y; listenerVelZ_ = z;
if (engine_audio_) {
ma_engine_listener_set_velocity(engine_audio_, 0, x, y, z);
}
}
void Audio::getListenerVelocity(float &x, float &y, float &z) const {
x = listenerVelX_; y = listenerVelY_; z = listenerVelZ_;
}
void Audio::setListenerOrientation(float fx, float fy, float fz, float ux, float uy, float uz) {
listenerFwdX_ = fx; listenerFwdY_ = fy; listenerFwdZ_ = fz;
listenerUpX_ = ux; listenerUpY_ = uy; listenerUpZ_ = uz;
if (engine_audio_) {
ma_engine_listener_set_direction(engine_audio_, 0, fx, fy, fz);
ma_engine_listener_set_world_up(engine_audio_, 0, ux, uy, uz);
}
}
void Audio::getListenerOrientation(float &fx, float &fy, float &fz, float &ux, float &uy, float &uz) const {
fx = listenerFwdX_; fy = listenerFwdY_; fz = listenerFwdZ_;
ux = listenerUpX_; uy = listenerUpY_; uz = listenerUpZ_;
}
void Audio::setDistanceModel(DistanceModel model) {
distanceModel_ = model;
// miniaudio uses different attenuation model per-sound rather than globally
// We'll apply this to newly created sounds and update existing ones
ma_attenuation_model maModel;
switch (model) {
case DistanceModel::None:
maModel = ma_attenuation_model_none;
break;
case DistanceModel::Inverse:
case DistanceModel::InverseClamped:
maModel = ma_attenuation_model_inverse;
break;
case DistanceModel::Linear:
case DistanceModel::LinearClamped:
maModel = ma_attenuation_model_linear;
break;
case DistanceModel::Exponent:
case DistanceModel::ExponentClamped:
maModel = ma_attenuation_model_exponential;
break;
default:
maModel = ma_attenuation_model_inverse;
break;
}
// Note: miniaudio sets attenuation model per-sound, not globally
// For full compatibility, we'd need to track this and apply to new sounds
}
void Audio::setDopplerScale(float scale) {
dopplerScale_ = scale;
// miniaudio applies doppler per-sound via doppler factor
// Global scale would need to be multiplied with each source's factor
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/audio/audio.hh
|
C++ Header
|
#pragma once
#include "miniaudio.h"
#include <vector>
#include <string>
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
// Forward declaration
class SoundData;
class Audio;
// Source types (matching Love2D)
enum class SourceType {
Static, // Fully decoded in memory
Stream, // Decoded in chunks (not yet implemented)
Queue // Manually queued by user (not yet implemented)
};
// Distance attenuation models
enum class DistanceModel {
None, // No attenuation
Inverse, // Inverse distance
InverseClamped, // Inverse distance, clamped
Linear, // Linear attenuation
LinearClamped, // Linear attenuation, clamped
Exponent, // Exponential attenuation
ExponentClamped // Exponential attenuation, clamped
};
// Filter types
enum class FilterType {
LowPass,
HighPass,
BandPass
};
// Filter settings
struct FilterSettings {
FilterType type = FilterType::LowPass;
float volume = 1.0f; // Overall volume (0-1)
float highGain = 1.0f; // High frequency gain (0-1), for lowpass/bandpass
float lowGain = 1.0f; // Low frequency gain (0-1), for highpass/bandpass
};
// AudioSource - represents a playable audio source
class AudioSource {
public:
AudioSource(Audio *audioModule);
~AudioSource();
// Disable copy
AudioSource(const AudioSource &) = delete;
AudioSource &operator=(const AudioSource &) = delete;
// Initialize from file data
bool initFromMemory(ma_engine *engine, const char *file_data, size_t file_size, bool spatial = false);
// Initialize from SoundData
bool initFromSoundData(ma_engine *engine, SoundData *soundData, bool spatial = false);
// Clone this source
AudioSource *clone() const;
// Playback control
void play();
void stop();
void pause();
bool isPlaying() const;
// Volume control
void setVolume(float volume);
float getVolume() const { return volume_; }
// Pitch control
void setPitch(float pitch);
float getPitch() const { return pitch_; }
// Looping
void setLooping(bool looping);
bool isLooping() const { return looping_; }
// Seek/tell (in seconds or samples)
void seek(float position, bool inSamples = false);
float tell(bool inSamples = false) const;
float getDuration(bool inSamples = false) const;
// Source info
int getChannelCount() const { return channels_; }
SourceType getType() const { return type_; }
int getSampleRate() const { return sampleRate_; }
// 3D Spatial Audio
void setPosition(float x, float y, float z);
void getPosition(float &x, float &y, float &z) const;
void setVelocity(float x, float y, float z);
void getVelocity(float &x, float &y, float &z) const;
void setDirection(float x, float y, float z);
void getDirection(float &x, float &y, float &z) const;
void setCone(float innerAngle, float outerAngle, float outerVolume);
void getCone(float &innerAngle, float &outerAngle, float &outerVolume) const;
void setRelative(bool relative);
bool isRelative() const { return relative_; }
// Distance attenuation
void setAttenuationDistances(float ref, float max);
void getAttenuationDistances(float &ref, float &max) const;
void setRolloff(float rolloff);
float getRolloff() const { return rolloff_; }
// Doppler
void setDopplerFactor(float factor);
float getDopplerFactor() const { return dopplerFactor_; }
// Volume limits
void setVolumeLimits(float min, float max);
void getVolumeLimits(float &min, float &max) const;
// Air absorption
void setAirAbsorption(float amount);
float getAirAbsorption() const { return airAbsorption_; }
// Filters
bool setFilter(const FilterSettings &settings);
bool getFilter(FilterSettings &settings) const;
void clearFilter();
bool hasFilter() const { return hasFilter_; }
// Check if spatialization is enabled
bool isSpatial() const { return spatial_; }
private:
void initFilterNodes();
void updateFilter();
void applyFilterToSound();
Audio *audioModule_;
ma_sound *sound_;
ma_audio_buffer *buffer_;
ma_audio_buffer_config *buffer_config_;
float *pcm_data_;
unsigned long long frame_count_;
// Basic properties
float pitch_;
float volume_;
bool looping_;
float duration_;
int channels_;
int sampleRate_;
SourceType type_;
// 3D spatial properties
bool spatial_;
float posX_, posY_, posZ_;
float velX_, velY_, velZ_;
float dirX_, dirY_, dirZ_;
float coneInnerAngle_, coneOuterAngle_, coneOuterVolume_;
bool relative_;
float refDistance_, maxDistance_;
float rolloff_;
float dopplerFactor_;
float minVolume_, maxVolume_;
float airAbsorption_;
// Filter
bool hasFilter_;
FilterSettings filterSettings_;
ma_lpf_node *lpfNode_;
ma_hpf_node *hpfNode_;
ma_bpf_node *bpfNode_;
};
// Audio module
class Audio {
public:
Audio(Engine *engine);
~Audio();
// Initialize/shutdown audio engine
bool init();
void shutdown();
// Get audio engine
ma_engine *getEngine() const { return engine_audio_; }
// Master volume
void setVolume(float volume);
float getVolume() const { return masterVolume_; }
// Source tracking
void registerSource(AudioSource *source);
void unregisterSource(AudioSource *source);
int getActiveSourceCount() const;
const std::vector<AudioSource *> &getSources() const { return sources_; }
// Global playback control
void pause(); // Pause all sources, returns list of paused sources
void stop(); // Stop all sources
void play(); // Resume all paused sources (not typical Love2D behavior, but useful)
// Listener (3D audio)
void setListenerPosition(float x, float y, float z);
void getListenerPosition(float &x, float &y, float &z) const;
void setListenerVelocity(float x, float y, float z);
void getListenerVelocity(float &x, float &y, float &z) const;
void setListenerOrientation(float fx, float fy, float fz, float ux, float uy, float uz);
void getListenerOrientation(float &fx, float &fy, float &fz, float &ux, float &uy, float &uz) const;
// Distance model
void setDistanceModel(DistanceModel model);
DistanceModel getDistanceModel() const { return distanceModel_; }
// Doppler scale
void setDopplerScale(float scale);
float getDopplerScale() const { return dopplerScale_; }
// JavaScript bindings
static void initJS(js::Context &ctx, js::Value &joy);
private:
Engine *engine_;
ma_engine *engine_audio_;
std::vector<AudioSource *> sources_;
float masterVolume_;
// Listener state
float listenerPosX_, listenerPosY_, listenerPosZ_;
float listenerVelX_, listenerVelY_, listenerVelZ_;
float listenerFwdX_, listenerFwdY_, listenerFwdZ_;
float listenerUpX_, listenerUpY_, listenerUpZ_;
// Global settings
DistanceModel distanceModel_;
float dopplerScale_;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/audio/audio_js.cc
|
C++
|
#include "js/js.hh"
#include "audio.hh"
#include "modules/sound/sound.hh"
#include "engine.hh"
#include "physfs.h"
#include <cstdlib>
#include <cstring>
// Forward declaration from sound_js.cc
namespace joy {
namespace modules {
js::ClassID getSoundDataClassID();
}
}
namespace joy {
namespace modules {
// Helper to get Audio module from JS context
static Audio *getAudio(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getAudioModule() : nullptr;
}
static js::ClassID audio_source_class_id = 0;
static void audio_source_finalizer(void *opaque) {
AudioSource *src = static_cast<AudioSource *>(opaque);
delete src;
}
// Helper to get AudioSource from this value
static AudioSource *getSource(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<AudioSource *>(js::ClassBuilder::getOpaque(thisVal, audio_source_class_id));
}
// Helper to parse TimeUnit argument ("seconds" or "samples")
static bool parseTimeUnit(js::FunctionArgs &args, int argIndex, bool &inSamples) {
inSamples = false;
if (args.length() > argIndex) {
std::string unit = args.arg(argIndex).toString(args.context());
if (unit == "samples") {
inSamples = true;
} else if (unit != "seconds") {
return false; // Invalid unit
}
}
return true;
}
// Helper to parse SourceType argument ("static", "stream")
static bool parseSourceType(js::FunctionArgs &args, int argIndex, bool &spatial) {
spatial = false; // Default to non-spatial (stereo)
if (args.length() > argIndex) {
std::string type = args.arg(argIndex).toString(args.context());
// In Love2D, the type is "static" or "stream"
// We use this to determine if spatial audio should be enabled
// For now, we just check if it's provided
}
return true;
}
// joy.audio.newSource(filename | soundData, type?)
static void js_audio_newSource(js::FunctionArgs &args) {
if (args.length() < 1) {
args.returnValue(js::Value::null());
return;
}
Audio *audio = getAudio(args);
if (!audio || !audio->getEngine()) {
args.returnValue(js::Value::null());
return;
}
js::Value arg0 = args.arg(0);
// Check for optional "spatial" parameter (Joy extension)
// Or second argument as type string
bool spatial = false;
if (args.length() >= 2) {
js::Value arg1 = args.arg(1);
if (arg1.isBoolean()) {
spatial = arg1.toBool();
} else if (arg1.isString()) {
std::string typeStr = arg1.toString(args.context());
// "static" and "stream" are Love2D types
// We could also accept "spatial" as a Joy extension
if (typeStr == "spatial") {
spatial = true;
}
}
}
// Check if argument is a SoundData object
if (arg0.isObject()) {
js::ClassID soundDataClassID = getSoundDataClassID();
SoundData *soundData = static_cast<SoundData *>(
js::ClassBuilder::getOpaque(arg0, soundDataClassID));
if (soundData) {
// For SoundData, spatial only makes sense for mono
bool useSpatial = spatial && (soundData->getChannelCount() == 1);
// Create AudioSource from SoundData
AudioSource *src = new AudioSource(audio);
if (!src->initFromSoundData(audio->getEngine(), soundData, useSpatial)) {
delete src;
args.returnValue(js::Value::null());
return;
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), audio_source_class_id);
js::ClassBuilder::setOpaque(obj, src);
args.returnValue(std::move(obj));
return;
}
}
// Otherwise, treat as filename (string)
std::string filename = arg0.toString(args.context());
// Read file via PhysFS
PHYSFS_File *file = PHYSFS_openRead(filename.c_str());
if (!file) {
args.returnValue(js::Value::null());
return;
}
PHYSFS_sint64 file_size = PHYSFS_fileLength(file);
if (file_size < 0) {
PHYSFS_close(file);
args.returnValue(js::Value::null());
return;
}
char *file_data = static_cast<char *>(malloc(file_size));
if (!file_data) {
PHYSFS_close(file);
args.returnValue(js::Value::null());
return;
}
PHYSFS_sint64 bytes_read = PHYSFS_readBytes(file, file_data, file_size);
PHYSFS_close(file);
if (bytes_read != file_size) {
free(file_data);
args.returnValue(js::Value::null());
return;
}
// Create AudioSource
AudioSource *src = new AudioSource(audio);
if (!src->initFromMemory(audio->getEngine(), file_data, static_cast<size_t>(file_size), spatial)) {
free(file_data);
delete src;
args.returnValue(js::Value::null());
return;
}
// For file sources, enable spatial only for mono
if (spatial && src->getChannelCount() != 1) {
// Re-create without spatial for stereo sources
delete src;
src = new AudioSource(audio);
if (!src->initFromMemory(audio->getEngine(), file_data, static_cast<size_t>(file_size), false)) {
free(file_data);
delete src;
args.returnValue(js::Value::null());
return;
}
}
free(file_data);
js::Value obj = js::ClassBuilder::newInstance(args.context(), audio_source_class_id);
js::ClassBuilder::setOpaque(obj, src);
args.returnValue(std::move(obj));
}
// Audio module functions
// joy.audio.getVolume()
static void js_audio_getVolume(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
args.returnValue(js::Value::number(audio ? audio->getVolume() : 1.0));
}
// joy.audio.setVolume(volume)
static void js_audio_setVolume(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (audio && args.length() >= 1) {
audio->setVolume(static_cast<float>(args.arg(0).toFloat64()));
}
args.returnUndefined();
}
// joy.audio.getActiveSourceCount()
static void js_audio_getActiveSourceCount(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
args.returnValue(js::Value::number(audio ? audio->getActiveSourceCount() : 0));
}
// joy.audio.pause() - pause all or specific sources
static void js_audio_pause(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (!audio) {
args.returnUndefined();
return;
}
if (args.length() == 0) {
// Pause all sources
audio->pause();
} else {
// Pause specific sources
for (int i = 0; i < args.length(); i++) {
js::Value arg = args.arg(i);
if (arg.isObject()) {
AudioSource *src = static_cast<AudioSource *>(
js::ClassBuilder::getOpaque(arg, audio_source_class_id));
if (src) {
src->pause();
}
}
}
}
args.returnUndefined();
}
// joy.audio.stop() - stop all or specific sources
static void js_audio_stop(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (!audio) {
args.returnUndefined();
return;
}
if (args.length() == 0) {
// Stop all sources
audio->stop();
} else {
// Stop specific sources
for (int i = 0; i < args.length(); i++) {
js::Value arg = args.arg(i);
if (arg.isObject()) {
AudioSource *src = static_cast<AudioSource *>(
js::ClassBuilder::getOpaque(arg, audio_source_class_id));
if (src) {
src->stop();
}
}
}
}
args.returnUndefined();
}
// joy.audio.play(source) - play specific source(s)
static void js_audio_play(js::FunctionArgs &args) {
if (args.length() == 0) {
args.returnUndefined();
return;
}
for (int i = 0; i < args.length(); i++) {
js::Value arg = args.arg(i);
if (arg.isObject()) {
AudioSource *src = static_cast<AudioSource *>(
js::ClassBuilder::getOpaque(arg, audio_source_class_id));
if (src) {
src->play();
}
}
}
args.returnUndefined();
}
// Listener functions
// joy.audio.getPosition()
static void js_audio_getPosition(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (!audio) {
args.returnUndefined();
return;
}
float x, y, z;
audio->getListenerPosition(x, y, z);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(x));
result.setProperty(args.context(), 1u, js::Value::number(y));
result.setProperty(args.context(), 2u, js::Value::number(z));
args.returnValue(std::move(result));
}
// joy.audio.setPosition(x, y, z)
static void js_audio_setPosition(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (audio && args.length() >= 3) {
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
float z = static_cast<float>(args.arg(2).toFloat64());
audio->setListenerPosition(x, y, z);
}
args.returnUndefined();
}
// joy.audio.getVelocity()
static void js_audio_getVelocity(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (!audio) {
args.returnUndefined();
return;
}
float x, y, z;
audio->getListenerVelocity(x, y, z);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(x));
result.setProperty(args.context(), 1u, js::Value::number(y));
result.setProperty(args.context(), 2u, js::Value::number(z));
args.returnValue(std::move(result));
}
// joy.audio.setVelocity(x, y, z)
static void js_audio_setVelocity(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (audio && args.length() >= 3) {
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
float z = static_cast<float>(args.arg(2).toFloat64());
audio->setListenerVelocity(x, y, z);
}
args.returnUndefined();
}
// joy.audio.getOrientation()
static void js_audio_getOrientation(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (!audio) {
args.returnUndefined();
return;
}
float fx, fy, fz, ux, uy, uz;
audio->getListenerOrientation(fx, fy, fz, ux, uy, uz);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(fx));
result.setProperty(args.context(), 1u, js::Value::number(fy));
result.setProperty(args.context(), 2u, js::Value::number(fz));
result.setProperty(args.context(), 3u, js::Value::number(ux));
result.setProperty(args.context(), 4u, js::Value::number(uy));
result.setProperty(args.context(), 5u, js::Value::number(uz));
args.returnValue(std::move(result));
}
// joy.audio.setOrientation(fx, fy, fz, ux, uy, uz)
static void js_audio_setOrientation(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (audio && args.length() >= 6) {
float fx = static_cast<float>(args.arg(0).toFloat64());
float fy = static_cast<float>(args.arg(1).toFloat64());
float fz = static_cast<float>(args.arg(2).toFloat64());
float ux = static_cast<float>(args.arg(3).toFloat64());
float uy = static_cast<float>(args.arg(4).toFloat64());
float uz = static_cast<float>(args.arg(5).toFloat64());
audio->setListenerOrientation(fx, fy, fz, ux, uy, uz);
}
args.returnUndefined();
}
// joy.audio.getDistanceModel()
static void js_audio_getDistanceModel(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (!audio) {
args.returnValue(js::Value::string(args.context(), "inverseclamped"));
return;
}
const char *model;
switch (audio->getDistanceModel()) {
case DistanceModel::None: model = "none"; break;
case DistanceModel::Inverse: model = "inverse"; break;
case DistanceModel::InverseClamped: model = "inverseclamped"; break;
case DistanceModel::Linear: model = "linear"; break;
case DistanceModel::LinearClamped: model = "linearclamped"; break;
case DistanceModel::Exponent: model = "exponent"; break;
case DistanceModel::ExponentClamped: model = "exponentclamped"; break;
default: model = "inverseclamped"; break;
}
args.returnValue(js::Value::string(args.context(), model));
}
// joy.audio.setDistanceModel(model)
static void js_audio_setDistanceModel(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (audio && args.length() >= 1) {
std::string modelStr = args.arg(0).toString(args.context());
DistanceModel model = DistanceModel::InverseClamped;
if (modelStr == "none") model = DistanceModel::None;
else if (modelStr == "inverse") model = DistanceModel::Inverse;
else if (modelStr == "inverseclamped") model = DistanceModel::InverseClamped;
else if (modelStr == "linear") model = DistanceModel::Linear;
else if (modelStr == "linearclamped") model = DistanceModel::LinearClamped;
else if (modelStr == "exponent") model = DistanceModel::Exponent;
else if (modelStr == "exponentclamped") model = DistanceModel::ExponentClamped;
audio->setDistanceModel(model);
}
args.returnUndefined();
}
// joy.audio.getDopplerScale()
static void js_audio_getDopplerScale(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
args.returnValue(js::Value::number(audio ? audio->getDopplerScale() : 1.0));
}
// joy.audio.setDopplerScale(scale)
static void js_audio_setDopplerScale(js::FunctionArgs &args) {
Audio *audio = getAudio(args);
if (audio && args.length() >= 1) {
audio->setDopplerScale(static_cast<float>(args.arg(0).toFloat64()));
}
args.returnUndefined();
}
// Source methods
// source:play()
static void js_source_play(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src) src->play();
args.returnUndefined();
}
// source:stop()
static void js_source_stop(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src) src->stop();
args.returnUndefined();
}
// source:pause()
static void js_source_pause(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src) src->pause();
args.returnUndefined();
}
// source:isPlaying()
static void js_source_isPlaying(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::boolean(src && src->isPlaying()));
}
// source:setVolume(volume)
static void js_source_setVolume(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 1) {
double vol = args.arg(0).toFloat64();
src->setVolume(static_cast<float>(vol));
}
args.returnUndefined();
}
// source:getVolume()
static void js_source_getVolume(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::number(src ? src->getVolume() : 1.0));
}
// source:setPitch(pitch)
static void js_source_setPitch(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 1) {
double pitch = args.arg(0).toFloat64();
src->setPitch(static_cast<float>(pitch));
}
args.returnUndefined();
}
// source:getPitch()
static void js_source_getPitch(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::number(src ? src->getPitch() : 1.0));
}
// source:setLooping(looping)
static void js_source_setLooping(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 1) {
src->setLooping(args.arg(0).toBool());
}
args.returnUndefined();
}
// source:isLooping()
static void js_source_isLooping(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::boolean(src && src->isLooping()));
}
// source:seek(position, unit?)
static void js_source_seek(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 1) {
double pos = args.arg(0).toFloat64();
bool inSamples = false;
parseTimeUnit(args, 1, inSamples);
src->seek(static_cast<float>(pos), inSamples);
}
args.returnUndefined();
}
// source:tell(unit?)
static void js_source_tell(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
bool inSamples = false;
parseTimeUnit(args, 0, inSamples);
args.returnValue(js::Value::number(src ? src->tell(inSamples) : 0.0));
}
// source:getDuration(unit?)
static void js_source_getDuration(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
bool inSamples = false;
parseTimeUnit(args, 0, inSamples);
args.returnValue(js::Value::number(src ? src->getDuration(inSamples) : 0.0));
}
// source:clone()
static void js_source_clone(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnValue(js::Value::null());
return;
}
AudioSource *cloned = src->clone();
if (!cloned) {
args.returnValue(js::Value::null());
return;
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), audio_source_class_id);
js::ClassBuilder::setOpaque(obj, cloned);
args.returnValue(std::move(obj));
}
// source:getChannelCount()
static void js_source_getChannelCount(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::number(src ? src->getChannelCount() : 0));
}
// source:getType()
static void js_source_getType(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnValue(js::Value::string(args.context(), "static"));
return;
}
const char *type;
switch (src->getType()) {
case SourceType::Static: type = "static"; break;
case SourceType::Stream: type = "stream"; break;
case SourceType::Queue: type = "queue"; break;
default: type = "static"; break;
}
args.returnValue(js::Value::string(args.context(), type));
}
// 3D Spatial Audio methods
// source:setPosition(x, y, z)
static void js_source_setPosition(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 3) {
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
float z = static_cast<float>(args.arg(2).toFloat64());
src->setPosition(x, y, z);
}
args.returnUndefined();
}
// source:getPosition()
static void js_source_getPosition(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnUndefined();
return;
}
float x, y, z;
src->getPosition(x, y, z);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(x));
result.setProperty(args.context(), 1u, js::Value::number(y));
result.setProperty(args.context(), 2u, js::Value::number(z));
args.returnValue(std::move(result));
}
// source:setVelocity(x, y, z)
static void js_source_setVelocity(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 3) {
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
float z = static_cast<float>(args.arg(2).toFloat64());
src->setVelocity(x, y, z);
}
args.returnUndefined();
}
// source:getVelocity()
static void js_source_getVelocity(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnUndefined();
return;
}
float x, y, z;
src->getVelocity(x, y, z);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(x));
result.setProperty(args.context(), 1u, js::Value::number(y));
result.setProperty(args.context(), 2u, js::Value::number(z));
args.returnValue(std::move(result));
}
// source:setDirection(x, y, z)
static void js_source_setDirection(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 3) {
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
float z = static_cast<float>(args.arg(2).toFloat64());
src->setDirection(x, y, z);
}
args.returnUndefined();
}
// source:getDirection()
static void js_source_getDirection(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnUndefined();
return;
}
float x, y, z;
src->getDirection(x, y, z);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(x));
result.setProperty(args.context(), 1u, js::Value::number(y));
result.setProperty(args.context(), 2u, js::Value::number(z));
args.returnValue(std::move(result));
}
// source:setCone(innerAngle, outerAngle, outerVolume?)
static void js_source_setCone(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 2) {
float innerAngle = static_cast<float>(args.arg(0).toFloat64());
float outerAngle = static_cast<float>(args.arg(1).toFloat64());
float outerVolume = 0.0f;
if (args.length() >= 3) {
outerVolume = static_cast<float>(args.arg(2).toFloat64());
}
src->setCone(innerAngle, outerAngle, outerVolume);
}
args.returnUndefined();
}
// source:getCone()
static void js_source_getCone(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnUndefined();
return;
}
float innerAngle, outerAngle, outerVolume;
src->getCone(innerAngle, outerAngle, outerVolume);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(innerAngle));
result.setProperty(args.context(), 1u, js::Value::number(outerAngle));
result.setProperty(args.context(), 2u, js::Value::number(outerVolume));
args.returnValue(std::move(result));
}
// source:setRelative(relative)
static void js_source_setRelative(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 1) {
src->setRelative(args.arg(0).toBool());
}
args.returnUndefined();
}
// source:isRelative()
static void js_source_isRelative(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::boolean(src && src->isRelative()));
}
// source:setAttenuationDistances(ref, max)
static void js_source_setAttenuationDistances(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 2) {
float ref = static_cast<float>(args.arg(0).toFloat64());
float max = static_cast<float>(args.arg(1).toFloat64());
src->setAttenuationDistances(ref, max);
}
args.returnUndefined();
}
// source:getAttenuationDistances()
static void js_source_getAttenuationDistances(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnUndefined();
return;
}
float ref, max;
src->getAttenuationDistances(ref, max);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(ref));
result.setProperty(args.context(), 1u, js::Value::number(max));
args.returnValue(std::move(result));
}
// source:setRolloff(rolloff)
static void js_source_setRolloff(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 1) {
src->setRolloff(static_cast<float>(args.arg(0).toFloat64()));
}
args.returnUndefined();
}
// source:getRolloff()
static void js_source_getRolloff(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::number(src ? src->getRolloff() : 1.0));
}
// source:setVolumeLimits(min, max)
static void js_source_setVolumeLimits(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 2) {
float min = static_cast<float>(args.arg(0).toFloat64());
float max = static_cast<float>(args.arg(1).toFloat64());
src->setVolumeLimits(min, max);
}
args.returnUndefined();
}
// source:getVolumeLimits()
static void js_source_getVolumeLimits(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnUndefined();
return;
}
float min, max;
src->getVolumeLimits(min, max);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(min));
result.setProperty(args.context(), 1u, js::Value::number(max));
args.returnValue(std::move(result));
}
// source:setAirAbsorption(amount)
static void js_source_setAirAbsorption(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (src && args.length() >= 1) {
src->setAirAbsorption(static_cast<float>(args.arg(0).toFloat64()));
}
args.returnUndefined();
}
// source:getAirAbsorption()
static void js_source_getAirAbsorption(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
args.returnValue(js::Value::number(src ? src->getAirAbsorption() : 0.0));
}
// Filter methods
// source:setFilter(settings) or source:setFilter() to clear
static void js_source_setFilter(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src) {
args.returnValue(js::Value::boolean(false));
return;
}
if (args.length() == 0 || args.arg(0).isUndefined() || args.arg(0).isNull()) {
// Clear filter
src->clearFilter();
args.returnValue(js::Value::boolean(true));
return;
}
js::Value settings = args.arg(0);
if (!settings.isObject()) {
args.returnValue(js::Value::boolean(false));
return;
}
FilterSettings fs;
// Parse type
js::Value typeVal = settings.getProperty(args.context(), "type");
if (!typeVal.isUndefined()) {
std::string typeStr = typeVal.toString(args.context());
if (typeStr == "lowpass") fs.type = FilterType::LowPass;
else if (typeStr == "highpass") fs.type = FilterType::HighPass;
else if (typeStr == "bandpass") fs.type = FilterType::BandPass;
}
// Parse volume
js::Value volumeVal = settings.getProperty(args.context(), "volume");
if (!volumeVal.isUndefined()) {
fs.volume = static_cast<float>(volumeVal.toFloat64());
}
// Parse highgain
js::Value highgainVal = settings.getProperty(args.context(), "highgain");
if (!highgainVal.isUndefined()) {
fs.highGain = static_cast<float>(highgainVal.toFloat64());
}
// Parse lowgain
js::Value lowgainVal = settings.getProperty(args.context(), "lowgain");
if (!lowgainVal.isUndefined()) {
fs.lowGain = static_cast<float>(lowgainVal.toFloat64());
}
args.returnValue(js::Value::boolean(src->setFilter(fs)));
}
// source:getFilter()
static void js_source_getFilter(js::FunctionArgs &args) {
AudioSource *src = getSource(args);
if (!src || !src->hasFilter()) {
args.returnValue(js::Value::null());
return;
}
FilterSettings fs;
if (!src->getFilter(fs)) {
args.returnValue(js::Value::null());
return;
}
js::Value result = js::Value::object(args.context());
const char *typeStr;
switch (fs.type) {
case FilterType::LowPass: typeStr = "lowpass"; break;
case FilterType::HighPass: typeStr = "highpass"; break;
case FilterType::BandPass: typeStr = "bandpass"; break;
default: typeStr = "lowpass"; break;
}
result.setProperty(args.context(), "type", js::Value::string(args.context(), typeStr));
result.setProperty(args.context(), "volume", js::Value::number(fs.volume));
result.setProperty(args.context(), "highgain", js::Value::number(fs.highGain));
result.setProperty(args.context(), "lowgain", js::Value::number(fs.lowGain));
args.returnValue(std::move(result));
}
void Audio::initJS(js::Context &ctx, js::Value &joy) {
// Register AudioSource class
js::ClassDef sourceDef;
sourceDef.name = "AudioSource";
sourceDef.finalizer = audio_source_finalizer;
audio_source_class_id = js::ClassBuilder::registerClass(ctx, sourceDef);
// Create prototype with methods
js::Value proto = js::ModuleBuilder(ctx, "__audio_source_proto__")
// Basic playback
.function("play", js_source_play, 0)
.function("stop", js_source_stop, 0)
.function("pause", js_source_pause, 0)
.function("isPlaying", js_source_isPlaying, 0)
// Volume/pitch
.function("setVolume", js_source_setVolume, 1)
.function("getVolume", js_source_getVolume, 0)
.function("setPitch", js_source_setPitch, 1)
.function("getPitch", js_source_getPitch, 0)
// Looping
.function("setLooping", js_source_setLooping, 1)
.function("isLooping", js_source_isLooping, 0)
// Seek/tell/duration
.function("seek", js_source_seek, 2)
.function("tell", js_source_tell, 1)
.function("getDuration", js_source_getDuration, 1)
// Clone and info
.function("clone", js_source_clone, 0)
.function("getChannelCount", js_source_getChannelCount, 0)
.function("getType", js_source_getType, 0)
// 3D Position/velocity/direction
.function("setPosition", js_source_setPosition, 3)
.function("getPosition", js_source_getPosition, 0)
.function("setVelocity", js_source_setVelocity, 3)
.function("getVelocity", js_source_getVelocity, 0)
.function("setDirection", js_source_setDirection, 3)
.function("getDirection", js_source_getDirection, 0)
// Cone
.function("setCone", js_source_setCone, 3)
.function("getCone", js_source_getCone, 0)
// Relative positioning
.function("setRelative", js_source_setRelative, 1)
.function("isRelative", js_source_isRelative, 0)
// Attenuation
.function("setAttenuationDistances", js_source_setAttenuationDistances, 2)
.function("getAttenuationDistances", js_source_getAttenuationDistances, 0)
.function("setRolloff", js_source_setRolloff, 1)
.function("getRolloff", js_source_getRolloff, 0)
// Volume limits
.function("setVolumeLimits", js_source_setVolumeLimits, 2)
.function("getVolumeLimits", js_source_getVolumeLimits, 0)
// Air absorption
.function("setAirAbsorption", js_source_setAirAbsorption, 1)
.function("getAirAbsorption", js_source_getAirAbsorption, 0)
// Filters
.function("setFilter", js_source_setFilter, 1)
.function("getFilter", js_source_getFilter, 0)
.build();
js::ClassBuilder::setPrototype(ctx, audio_source_class_id, proto);
// Create audio namespace
js::ModuleBuilder(ctx, "audio")
// Source creation
.function("newSource", js_audio_newSource, 2)
// Master volume
.function("getVolume", js_audio_getVolume, 0)
.function("setVolume", js_audio_setVolume, 1)
// Source tracking
.function("getActiveSourceCount", js_audio_getActiveSourceCount, 0)
// Global playback control
.function("pause", js_audio_pause, 0)
.function("stop", js_audio_stop, 0)
.function("play", js_audio_play, 1)
// Listener position/velocity/orientation
.function("getPosition", js_audio_getPosition, 0)
.function("setPosition", js_audio_setPosition, 3)
.function("getVelocity", js_audio_getVelocity, 0)
.function("setVelocity", js_audio_setVelocity, 3)
.function("getOrientation", js_audio_getOrientation, 0)
.function("setOrientation", js_audio_setOrientation, 6)
// Distance model
.function("getDistanceModel", js_audio_getDistanceModel, 0)
.function("setDistanceModel", js_audio_setDistanceModel, 1)
// Doppler
.function("getDopplerScale", js_audio_getDopplerScale, 0)
.function("setDopplerScale", js_audio_setDopplerScale, 1)
.attachTo(joy);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/data/data.cc
|
C++
|
#include "data.hh"
#include "miniz.h"
#include <cstring>
#include <cstdlib>
#include <stdexcept>
#include <algorithm>
#include <sstream>
#include <iomanip>
namespace joy {
namespace modules {
// ============================================================================
// Hash implementations (MD5, SHA1, SHA2)
// ============================================================================
// MD5 implementation
namespace {
struct MD5Context {
uint32_t state[4];
uint32_t count[2];
uint8_t buffer[64];
};
static void md5_init(MD5Context *ctx) {
ctx->count[0] = ctx->count[1] = 0;
ctx->state[0] = 0x67452301;
ctx->state[1] = 0xefcdab89;
ctx->state[2] = 0x98badcfe;
ctx->state[3] = 0x10325476;
}
#define MD5_F1(x, y, z) (z ^ (x & (y ^ z)))
#define MD5_F2(x, y, z) MD5_F1(z, x, y)
#define MD5_F3(x, y, z) (x ^ y ^ z)
#define MD5_F4(x, y, z) (y ^ (x | ~z))
#define MD5_STEP(f, a, b, c, d, x, t, s) \
(a) += f((b), (c), (d)) + (x) + (t); \
(a) = (((a) << (s)) | (((a) & 0xffffffff) >> (32 - (s)))); \
(a) += (b);
static void md5_transform(uint32_t *state, const uint8_t *block) {
uint32_t a = state[0], b = state[1], c = state[2], d = state[3];
uint32_t x[16];
for (int i = 0; i < 16; i++) {
x[i] = (uint32_t)block[i * 4] |
((uint32_t)block[i * 4 + 1] << 8) |
((uint32_t)block[i * 4 + 2] << 16) |
((uint32_t)block[i * 4 + 3] << 24);
}
MD5_STEP(MD5_F1, a, b, c, d, x[0], 0xd76aa478, 7)
MD5_STEP(MD5_F1, d, a, b, c, x[1], 0xe8c7b756, 12)
MD5_STEP(MD5_F1, c, d, a, b, x[2], 0x242070db, 17)
MD5_STEP(MD5_F1, b, c, d, a, x[3], 0xc1bdceee, 22)
MD5_STEP(MD5_F1, a, b, c, d, x[4], 0xf57c0faf, 7)
MD5_STEP(MD5_F1, d, a, b, c, x[5], 0x4787c62a, 12)
MD5_STEP(MD5_F1, c, d, a, b, x[6], 0xa8304613, 17)
MD5_STEP(MD5_F1, b, c, d, a, x[7], 0xfd469501, 22)
MD5_STEP(MD5_F1, a, b, c, d, x[8], 0x698098d8, 7)
MD5_STEP(MD5_F1, d, a, b, c, x[9], 0x8b44f7af, 12)
MD5_STEP(MD5_F1, c, d, a, b, x[10], 0xffff5bb1, 17)
MD5_STEP(MD5_F1, b, c, d, a, x[11], 0x895cd7be, 22)
MD5_STEP(MD5_F1, a, b, c, d, x[12], 0x6b901122, 7)
MD5_STEP(MD5_F1, d, a, b, c, x[13], 0xfd987193, 12)
MD5_STEP(MD5_F1, c, d, a, b, x[14], 0xa679438e, 17)
MD5_STEP(MD5_F1, b, c, d, a, x[15], 0x49b40821, 22)
MD5_STEP(MD5_F2, a, b, c, d, x[1], 0xf61e2562, 5)
MD5_STEP(MD5_F2, d, a, b, c, x[6], 0xc040b340, 9)
MD5_STEP(MD5_F2, c, d, a, b, x[11], 0x265e5a51, 14)
MD5_STEP(MD5_F2, b, c, d, a, x[0], 0xe9b6c7aa, 20)
MD5_STEP(MD5_F2, a, b, c, d, x[5], 0xd62f105d, 5)
MD5_STEP(MD5_F2, d, a, b, c, x[10], 0x02441453, 9)
MD5_STEP(MD5_F2, c, d, a, b, x[15], 0xd8a1e681, 14)
MD5_STEP(MD5_F2, b, c, d, a, x[4], 0xe7d3fbc8, 20)
MD5_STEP(MD5_F2, a, b, c, d, x[9], 0x21e1cde6, 5)
MD5_STEP(MD5_F2, d, a, b, c, x[14], 0xc33707d6, 9)
MD5_STEP(MD5_F2, c, d, a, b, x[3], 0xf4d50d87, 14)
MD5_STEP(MD5_F2, b, c, d, a, x[8], 0x455a14ed, 20)
MD5_STEP(MD5_F2, a, b, c, d, x[13], 0xa9e3e905, 5)
MD5_STEP(MD5_F2, d, a, b, c, x[2], 0xfcefa3f8, 9)
MD5_STEP(MD5_F2, c, d, a, b, x[7], 0x676f02d9, 14)
MD5_STEP(MD5_F2, b, c, d, a, x[12], 0x8d2a4c8a, 20)
MD5_STEP(MD5_F3, a, b, c, d, x[5], 0xfffa3942, 4)
MD5_STEP(MD5_F3, d, a, b, c, x[8], 0x8771f681, 11)
MD5_STEP(MD5_F3, c, d, a, b, x[11], 0x6d9d6122, 16)
MD5_STEP(MD5_F3, b, c, d, a, x[14], 0xfde5380c, 23)
MD5_STEP(MD5_F3, a, b, c, d, x[1], 0xa4beea44, 4)
MD5_STEP(MD5_F3, d, a, b, c, x[4], 0x4bdecfa9, 11)
MD5_STEP(MD5_F3, c, d, a, b, x[7], 0xf6bb4b60, 16)
MD5_STEP(MD5_F3, b, c, d, a, x[10], 0xbebfbc70, 23)
MD5_STEP(MD5_F3, a, b, c, d, x[13], 0x289b7ec6, 4)
MD5_STEP(MD5_F3, d, a, b, c, x[0], 0xeaa127fa, 11)
MD5_STEP(MD5_F3, c, d, a, b, x[3], 0xd4ef3085, 16)
MD5_STEP(MD5_F3, b, c, d, a, x[6], 0x04881d05, 23)
MD5_STEP(MD5_F3, a, b, c, d, x[9], 0xd9d4d039, 4)
MD5_STEP(MD5_F3, d, a, b, c, x[12], 0xe6db99e5, 11)
MD5_STEP(MD5_F3, c, d, a, b, x[15], 0x1fa27cf8, 16)
MD5_STEP(MD5_F3, b, c, d, a, x[2], 0xc4ac5665, 23)
MD5_STEP(MD5_F4, a, b, c, d, x[0], 0xf4292244, 6)
MD5_STEP(MD5_F4, d, a, b, c, x[7], 0x432aff97, 10)
MD5_STEP(MD5_F4, c, d, a, b, x[14], 0xab9423a7, 15)
MD5_STEP(MD5_F4, b, c, d, a, x[5], 0xfc93a039, 21)
MD5_STEP(MD5_F4, a, b, c, d, x[12], 0x655b59c3, 6)
MD5_STEP(MD5_F4, d, a, b, c, x[3], 0x8f0ccc92, 10)
MD5_STEP(MD5_F4, c, d, a, b, x[10], 0xffeff47d, 15)
MD5_STEP(MD5_F4, b, c, d, a, x[1], 0x85845dd1, 21)
MD5_STEP(MD5_F4, a, b, c, d, x[8], 0x6fa87e4f, 6)
MD5_STEP(MD5_F4, d, a, b, c, x[15], 0xfe2ce6e0, 10)
MD5_STEP(MD5_F4, c, d, a, b, x[6], 0xa3014314, 15)
MD5_STEP(MD5_F4, b, c, d, a, x[13], 0x4e0811a1, 21)
MD5_STEP(MD5_F4, a, b, c, d, x[4], 0xf7537e82, 6)
MD5_STEP(MD5_F4, d, a, b, c, x[11], 0xbd3af235, 10)
MD5_STEP(MD5_F4, c, d, a, b, x[2], 0x2ad7d2bb, 15)
MD5_STEP(MD5_F4, b, c, d, a, x[9], 0xeb86d391, 21)
state[0] += a;
state[1] += b;
state[2] += c;
state[3] += d;
}
static void md5_update(MD5Context *ctx, const uint8_t *data, size_t len) {
size_t index = ctx->count[0] / 8 % 64;
if ((ctx->count[0] += len << 3) < (len << 3))
ctx->count[1]++;
ctx->count[1] += len >> 29;
size_t partLen = 64 - index;
size_t i = 0;
if (len >= partLen) {
memcpy(&ctx->buffer[index], data, partLen);
md5_transform(ctx->state, ctx->buffer);
for (i = partLen; i + 63 < len; i += 64)
md5_transform(ctx->state, &data[i]);
index = 0;
}
memcpy(&ctx->buffer[index], &data[i], len - i);
}
static void md5_final(MD5Context *ctx, uint8_t digest[16]) {
static const uint8_t padding[64] = { 0x80 };
uint8_t bits[8];
for (int i = 0; i < 4; i++) {
bits[i] = ctx->count[0] >> (i * 8);
bits[i + 4] = ctx->count[1] >> (i * 8);
}
size_t index = ctx->count[0] / 8 % 64;
size_t padLen = (index < 56) ? (56 - index) : (120 - index);
md5_update(ctx, padding, padLen);
md5_update(ctx, bits, 8);
for (int i = 0; i < 4; i++) {
digest[i] = ctx->state[0] >> (i * 8);
digest[i + 4] = ctx->state[1] >> (i * 8);
digest[i + 8] = ctx->state[2] >> (i * 8);
digest[i + 12] = ctx->state[3] >> (i * 8);
}
}
std::string compute_md5(const void *data, size_t len) {
MD5Context ctx;
md5_init(&ctx);
md5_update(&ctx, (const uint8_t *)data, len);
uint8_t digest[16];
md5_final(&ctx, digest);
return std::string((char *)digest, 16);
}
// SHA1 implementation
struct SHA1Context {
uint32_t state[5];
uint32_t count[2];
uint8_t buffer[64];
};
static void sha1_init(SHA1Context *ctx) {
ctx->state[0] = 0x67452301;
ctx->state[1] = 0xEFCDAB89;
ctx->state[2] = 0x98BADCFE;
ctx->state[3] = 0x10325476;
ctx->state[4] = 0xC3D2E1F0;
ctx->count[0] = ctx->count[1] = 0;
}
#define SHA1_ROL(value, bits) (((value) << (bits)) | ((value) >> (32 - (bits))))
static void sha1_transform(uint32_t state[5], const uint8_t buffer[64]) {
uint32_t a, b, c, d, e;
uint32_t w[80];
for (int i = 0; i < 16; i++) {
w[i] = ((uint32_t)buffer[i * 4] << 24) |
((uint32_t)buffer[i * 4 + 1] << 16) |
((uint32_t)buffer[i * 4 + 2] << 8) |
((uint32_t)buffer[i * 4 + 3]);
}
for (int i = 16; i < 80; i++) {
w[i] = SHA1_ROL(w[i - 3] ^ w[i - 8] ^ w[i - 14] ^ w[i - 16], 1);
}
a = state[0];
b = state[1];
c = state[2];
d = state[3];
e = state[4];
for (int i = 0; i < 20; i++) {
uint32_t t = SHA1_ROL(a, 5) + ((b & c) | ((~b) & d)) + e + w[i] + 0x5A827999;
e = d; d = c; c = SHA1_ROL(b, 30); b = a; a = t;
}
for (int i = 20; i < 40; i++) {
uint32_t t = SHA1_ROL(a, 5) + (b ^ c ^ d) + e + w[i] + 0x6ED9EBA1;
e = d; d = c; c = SHA1_ROL(b, 30); b = a; a = t;
}
for (int i = 40; i < 60; i++) {
uint32_t t = SHA1_ROL(a, 5) + ((b & c) | (b & d) | (c & d)) + e + w[i] + 0x8F1BBCDC;
e = d; d = c; c = SHA1_ROL(b, 30); b = a; a = t;
}
for (int i = 60; i < 80; i++) {
uint32_t t = SHA1_ROL(a, 5) + (b ^ c ^ d) + e + w[i] + 0xCA62C1D6;
e = d; d = c; c = SHA1_ROL(b, 30); b = a; a = t;
}
state[0] += a;
state[1] += b;
state[2] += c;
state[3] += d;
state[4] += e;
}
static void sha1_update(SHA1Context *ctx, const uint8_t *data, size_t len) {
size_t j = (ctx->count[0] >> 3) & 63;
if ((ctx->count[0] += len << 3) < (len << 3)) ctx->count[1]++;
ctx->count[1] += (len >> 29);
size_t i = 0;
if (j + len > 63) {
memcpy(&ctx->buffer[j], data, (i = 64 - j));
sha1_transform(ctx->state, ctx->buffer);
for (; i + 63 < len; i += 64)
sha1_transform(ctx->state, &data[i]);
j = 0;
}
memcpy(&ctx->buffer[j], &data[i], len - i);
}
static void sha1_final(SHA1Context *ctx, uint8_t digest[20]) {
uint8_t finalcount[8];
for (int i = 0; i < 8; i++) {
finalcount[i] = (uint8_t)((ctx->count[(i >= 4 ? 0 : 1)] >> ((3 - (i & 3)) * 8)) & 255);
}
sha1_update(ctx, (uint8_t *)"\200", 1);
while ((ctx->count[0] & 504) != 448) {
sha1_update(ctx, (uint8_t *)"\0", 1);
}
sha1_update(ctx, finalcount, 8);
for (int i = 0; i < 20; i++) {
digest[i] = (uint8_t)((ctx->state[i >> 2] >> ((3 - (i & 3)) * 8)) & 255);
}
}
std::string compute_sha1(const void *data, size_t len) {
SHA1Context ctx;
sha1_init(&ctx);
sha1_update(&ctx, (const uint8_t *)data, len);
uint8_t digest[20];
sha1_final(&ctx, digest);
return std::string((char *)digest, 20);
}
// SHA2 implementation (SHA-256 base, extended for other variants)
static const uint32_t sha256_k[64] = {
0x428a2f98, 0x71374491, 0xb5c0fbcf, 0xe9b5dba5, 0x3956c25b, 0x59f111f1, 0x923f82a4, 0xab1c5ed5,
0xd807aa98, 0x12835b01, 0x243185be, 0x550c7dc3, 0x72be5d74, 0x80deb1fe, 0x9bdc06a7, 0xc19bf174,
0xe49b69c1, 0xefbe4786, 0x0fc19dc6, 0x240ca1cc, 0x2de92c6f, 0x4a7484aa, 0x5cb0a9dc, 0x76f988da,
0x983e5152, 0xa831c66d, 0xb00327c8, 0xbf597fc7, 0xc6e00bf3, 0xd5a79147, 0x06ca6351, 0x14292967,
0x27b70a85, 0x2e1b2138, 0x4d2c6dfc, 0x53380d13, 0x650a7354, 0x766a0abb, 0x81c2c92e, 0x92722c85,
0xa2bfe8a1, 0xa81a664b, 0xc24b8b70, 0xc76c51a3, 0xd192e819, 0xd6990624, 0xf40e3585, 0x106aa070,
0x19a4c116, 0x1e376c08, 0x2748774c, 0x34b0bcb5, 0x391c0cb3, 0x4ed8aa4a, 0x5b9cca4f, 0x682e6ff3,
0x748f82ee, 0x78a5636f, 0x84c87814, 0x8cc70208, 0x90befffa, 0xa4506ceb, 0xbef9a3f7, 0xc67178f2
};
#define SHA256_ROTR(x, n) (((x) >> (n)) | ((x) << (32 - (n))))
#define SHA256_CH(x, y, z) (((x) & (y)) ^ ((~(x)) & (z)))
#define SHA256_MAJ(x, y, z) (((x) & (y)) ^ ((x) & (z)) ^ ((y) & (z)))
#define SHA256_EP0(x) (SHA256_ROTR(x, 2) ^ SHA256_ROTR(x, 13) ^ SHA256_ROTR(x, 22))
#define SHA256_EP1(x) (SHA256_ROTR(x, 6) ^ SHA256_ROTR(x, 11) ^ SHA256_ROTR(x, 25))
#define SHA256_SIG0(x) (SHA256_ROTR(x, 7) ^ SHA256_ROTR(x, 18) ^ ((x) >> 3))
#define SHA256_SIG1(x) (SHA256_ROTR(x, 17) ^ SHA256_ROTR(x, 19) ^ ((x) >> 10))
struct SHA256Context {
uint32_t state[8];
uint64_t bitlen;
uint8_t buffer[64];
size_t buflen;
};
static void sha256_init(SHA256Context *ctx) {
ctx->state[0] = 0x6a09e667;
ctx->state[1] = 0xbb67ae85;
ctx->state[2] = 0x3c6ef372;
ctx->state[3] = 0xa54ff53a;
ctx->state[4] = 0x510e527f;
ctx->state[5] = 0x9b05688c;
ctx->state[6] = 0x1f83d9ab;
ctx->state[7] = 0x5be0cd19;
ctx->bitlen = 0;
ctx->buflen = 0;
}
static void sha224_init(SHA256Context *ctx) {
ctx->state[0] = 0xc1059ed8;
ctx->state[1] = 0x367cd507;
ctx->state[2] = 0x3070dd17;
ctx->state[3] = 0xf70e5939;
ctx->state[4] = 0xffc00b31;
ctx->state[5] = 0x68581511;
ctx->state[6] = 0x64f98fa7;
ctx->state[7] = 0xbefa4fa4;
ctx->bitlen = 0;
ctx->buflen = 0;
}
static void sha256_transform(SHA256Context *ctx) {
uint32_t w[64];
uint32_t a, b, c, d, e, f, g, h;
for (int i = 0; i < 16; i++) {
w[i] = ((uint32_t)ctx->buffer[i * 4] << 24) |
((uint32_t)ctx->buffer[i * 4 + 1] << 16) |
((uint32_t)ctx->buffer[i * 4 + 2] << 8) |
((uint32_t)ctx->buffer[i * 4 + 3]);
}
for (int i = 16; i < 64; i++) {
w[i] = SHA256_SIG1(w[i - 2]) + w[i - 7] + SHA256_SIG0(w[i - 15]) + w[i - 16];
}
a = ctx->state[0]; b = ctx->state[1]; c = ctx->state[2]; d = ctx->state[3];
e = ctx->state[4]; f = ctx->state[5]; g = ctx->state[6]; h = ctx->state[7];
for (int i = 0; i < 64; i++) {
uint32_t t1 = h + SHA256_EP1(e) + SHA256_CH(e, f, g) + sha256_k[i] + w[i];
uint32_t t2 = SHA256_EP0(a) + SHA256_MAJ(a, b, c);
h = g; g = f; f = e; e = d + t1;
d = c; c = b; b = a; a = t1 + t2;
}
ctx->state[0] += a; ctx->state[1] += b; ctx->state[2] += c; ctx->state[3] += d;
ctx->state[4] += e; ctx->state[5] += f; ctx->state[6] += g; ctx->state[7] += h;
}
static void sha256_update(SHA256Context *ctx, const uint8_t *data, size_t len) {
for (size_t i = 0; i < len; i++) {
ctx->buffer[ctx->buflen++] = data[i];
if (ctx->buflen == 64) {
sha256_transform(ctx);
ctx->bitlen += 512;
ctx->buflen = 0;
}
}
}
static void sha256_final(SHA256Context *ctx, uint8_t *digest, size_t digest_len) {
size_t i = ctx->buflen;
ctx->buffer[i++] = 0x80;
if (i > 56) {
while (i < 64) ctx->buffer[i++] = 0;
sha256_transform(ctx);
i = 0;
}
while (i < 56) ctx->buffer[i++] = 0;
ctx->bitlen += ctx->buflen * 8;
ctx->buffer[63] = ctx->bitlen;
ctx->buffer[62] = ctx->bitlen >> 8;
ctx->buffer[61] = ctx->bitlen >> 16;
ctx->buffer[60] = ctx->bitlen >> 24;
ctx->buffer[59] = ctx->bitlen >> 32;
ctx->buffer[58] = ctx->bitlen >> 40;
ctx->buffer[57] = ctx->bitlen >> 48;
ctx->buffer[56] = ctx->bitlen >> 56;
sha256_transform(ctx);
for (size_t j = 0; j < digest_len / 4; j++) {
digest[j * 4] = (ctx->state[j] >> 24) & 0xff;
digest[j * 4 + 1] = (ctx->state[j] >> 16) & 0xff;
digest[j * 4 + 2] = (ctx->state[j] >> 8) & 0xff;
digest[j * 4 + 3] = ctx->state[j] & 0xff;
}
}
std::string compute_sha224(const void *data, size_t len) {
SHA256Context ctx;
sha224_init(&ctx);
sha256_update(&ctx, (const uint8_t *)data, len);
uint8_t digest[28];
sha256_final(&ctx, digest, 28);
return std::string((char *)digest, 28);
}
std::string compute_sha256(const void *data, size_t len) {
SHA256Context ctx;
sha256_init(&ctx);
sha256_update(&ctx, (const uint8_t *)data, len);
uint8_t digest[32];
sha256_final(&ctx, digest, 32);
return std::string((char *)digest, 32);
}
// SHA-512 implementation
static const uint64_t sha512_k[80] = {
0x428a2f98d728ae22ULL, 0x7137449123ef65cdULL, 0xb5c0fbcfec4d3b2fULL, 0xe9b5dba58189dbbcULL,
0x3956c25bf348b538ULL, 0x59f111f1b605d019ULL, 0x923f82a4af194f9bULL, 0xab1c5ed5da6d8118ULL,
0xd807aa98a3030242ULL, 0x12835b0145706fbeULL, 0x243185be4ee4b28cULL, 0x550c7dc3d5ffb4e2ULL,
0x72be5d74f27b896fULL, 0x80deb1fe3b1696b1ULL, 0x9bdc06a725c71235ULL, 0xc19bf174cf692694ULL,
0xe49b69c19ef14ad2ULL, 0xefbe4786384f25e3ULL, 0x0fc19dc68b8cd5b5ULL, 0x240ca1cc77ac9c65ULL,
0x2de92c6f592b0275ULL, 0x4a7484aa6ea6e483ULL, 0x5cb0a9dcbd41fbd4ULL, 0x76f988da831153b5ULL,
0x983e5152ee66dfabULL, 0xa831c66d2db43210ULL, 0xb00327c898fb213fULL, 0xbf597fc7beef0ee4ULL,
0xc6e00bf33da88fc2ULL, 0xd5a79147930aa725ULL, 0x06ca6351e003826fULL, 0x142929670a0e6e70ULL,
0x27b70a8546d22ffcULL, 0x2e1b21385c26c926ULL, 0x4d2c6dfc5ac42aedULL, 0x53380d139d95b3dfULL,
0x650a73548baf63deULL, 0x766a0abb3c77b2a8ULL, 0x81c2c92e47edaee6ULL, 0x92722c851482353bULL,
0xa2bfe8a14cf10364ULL, 0xa81a664bbc423001ULL, 0xc24b8b70d0f89791ULL, 0xc76c51a30654be30ULL,
0xd192e819d6ef5218ULL, 0xd69906245565a910ULL, 0xf40e35855771202aULL, 0x106aa07032bbd1b8ULL,
0x19a4c116b8d2d0c8ULL, 0x1e376c085141ab53ULL, 0x2748774cdf8eeb99ULL, 0x34b0bcb5e19b48a8ULL,
0x391c0cb3c5c95a63ULL, 0x4ed8aa4ae3418acbULL, 0x5b9cca4f7763e373ULL, 0x682e6ff3d6b2b8a3ULL,
0x748f82ee5defb2fcULL, 0x78a5636f43172f60ULL, 0x84c87814a1f0ab72ULL, 0x8cc702081a6439ecULL,
0x90befffa23631e28ULL, 0xa4506cebde82bde9ULL, 0xbef9a3f7b2c67915ULL, 0xc67178f2e372532bULL,
0xca273eceea26619cULL, 0xd186b8c721c0c207ULL, 0xeada7dd6cde0eb1eULL, 0xf57d4f7fee6ed178ULL,
0x06f067aa72176fbaULL, 0x0a637dc5a2c898a6ULL, 0x113f9804bef90daeULL, 0x1b710b35131c471bULL,
0x28db77f523047d84ULL, 0x32caab7b40c72493ULL, 0x3c9ebe0a15c9bebcULL, 0x431d67c49c100d4cULL,
0x4cc5d4becb3e42b6ULL, 0x597f299cfc657e2aULL, 0x5fcb6fab3ad6faecULL, 0x6c44198c4a475817ULL
};
#define SHA512_ROTR(x, n) (((x) >> (n)) | ((x) << (64 - (n))))
#define SHA512_CH(x, y, z) (((x) & (y)) ^ ((~(x)) & (z)))
#define SHA512_MAJ(x, y, z) (((x) & (y)) ^ ((x) & (z)) ^ ((y) & (z)))
#define SHA512_EP0(x) (SHA512_ROTR(x, 28) ^ SHA512_ROTR(x, 34) ^ SHA512_ROTR(x, 39))
#define SHA512_EP1(x) (SHA512_ROTR(x, 14) ^ SHA512_ROTR(x, 18) ^ SHA512_ROTR(x, 41))
#define SHA512_SIG0(x) (SHA512_ROTR(x, 1) ^ SHA512_ROTR(x, 8) ^ ((x) >> 7))
#define SHA512_SIG1(x) (SHA512_ROTR(x, 19) ^ SHA512_ROTR(x, 61) ^ ((x) >> 6))
struct SHA512Context {
uint64_t state[8];
uint64_t bitlen[2];
uint8_t buffer[128];
size_t buflen;
};
static void sha512_init(SHA512Context *ctx) {
ctx->state[0] = 0x6a09e667f3bcc908ULL;
ctx->state[1] = 0xbb67ae8584caa73bULL;
ctx->state[2] = 0x3c6ef372fe94f82bULL;
ctx->state[3] = 0xa54ff53a5f1d36f1ULL;
ctx->state[4] = 0x510e527fade682d1ULL;
ctx->state[5] = 0x9b05688c2b3e6c1fULL;
ctx->state[6] = 0x1f83d9abfb41bd6bULL;
ctx->state[7] = 0x5be0cd19137e2179ULL;
ctx->bitlen[0] = ctx->bitlen[1] = 0;
ctx->buflen = 0;
}
static void sha384_init(SHA512Context *ctx) {
ctx->state[0] = 0xcbbb9d5dc1059ed8ULL;
ctx->state[1] = 0x629a292a367cd507ULL;
ctx->state[2] = 0x9159015a3070dd17ULL;
ctx->state[3] = 0x152fecd8f70e5939ULL;
ctx->state[4] = 0x67332667ffc00b31ULL;
ctx->state[5] = 0x8eb44a8768581511ULL;
ctx->state[6] = 0xdb0c2e0d64f98fa7ULL;
ctx->state[7] = 0x47b5481dbefa4fa4ULL;
ctx->bitlen[0] = ctx->bitlen[1] = 0;
ctx->buflen = 0;
}
static void sha512_transform(SHA512Context *ctx) {
uint64_t w[80];
uint64_t a, b, c, d, e, f, g, h;
for (int i = 0; i < 16; i++) {
w[i] = ((uint64_t)ctx->buffer[i * 8] << 56) |
((uint64_t)ctx->buffer[i * 8 + 1] << 48) |
((uint64_t)ctx->buffer[i * 8 + 2] << 40) |
((uint64_t)ctx->buffer[i * 8 + 3] << 32) |
((uint64_t)ctx->buffer[i * 8 + 4] << 24) |
((uint64_t)ctx->buffer[i * 8 + 5] << 16) |
((uint64_t)ctx->buffer[i * 8 + 6] << 8) |
((uint64_t)ctx->buffer[i * 8 + 7]);
}
for (int i = 16; i < 80; i++) {
w[i] = SHA512_SIG1(w[i - 2]) + w[i - 7] + SHA512_SIG0(w[i - 15]) + w[i - 16];
}
a = ctx->state[0]; b = ctx->state[1]; c = ctx->state[2]; d = ctx->state[3];
e = ctx->state[4]; f = ctx->state[5]; g = ctx->state[6]; h = ctx->state[7];
for (int i = 0; i < 80; i++) {
uint64_t t1 = h + SHA512_EP1(e) + SHA512_CH(e, f, g) + sha512_k[i] + w[i];
uint64_t t2 = SHA512_EP0(a) + SHA512_MAJ(a, b, c);
h = g; g = f; f = e; e = d + t1;
d = c; c = b; b = a; a = t1 + t2;
}
ctx->state[0] += a; ctx->state[1] += b; ctx->state[2] += c; ctx->state[3] += d;
ctx->state[4] += e; ctx->state[5] += f; ctx->state[6] += g; ctx->state[7] += h;
}
static void sha512_update(SHA512Context *ctx, const uint8_t *data, size_t len) {
for (size_t i = 0; i < len; i++) {
ctx->buffer[ctx->buflen++] = data[i];
if (ctx->buflen == 128) {
sha512_transform(ctx);
if ((ctx->bitlen[0] += 1024) < 1024) ctx->bitlen[1]++;
ctx->buflen = 0;
}
}
}
static void sha512_final(SHA512Context *ctx, uint8_t *digest, size_t digest_len) {
size_t i = ctx->buflen;
ctx->buffer[i++] = 0x80;
if (i > 112) {
while (i < 128) ctx->buffer[i++] = 0;
sha512_transform(ctx);
i = 0;
}
while (i < 112) ctx->buffer[i++] = 0;
uint64_t bits = ctx->bitlen[0] + ctx->buflen * 8;
for (int j = 0; j < 8; j++) {
ctx->buffer[127 - j] = bits >> (j * 8);
ctx->buffer[119 - j] = ctx->bitlen[1] >> (j * 8);
}
sha512_transform(ctx);
for (size_t j = 0; j < digest_len / 8; j++) {
digest[j * 8] = (ctx->state[j] >> 56) & 0xff;
digest[j * 8 + 1] = (ctx->state[j] >> 48) & 0xff;
digest[j * 8 + 2] = (ctx->state[j] >> 40) & 0xff;
digest[j * 8 + 3] = (ctx->state[j] >> 32) & 0xff;
digest[j * 8 + 4] = (ctx->state[j] >> 24) & 0xff;
digest[j * 8 + 5] = (ctx->state[j] >> 16) & 0xff;
digest[j * 8 + 6] = (ctx->state[j] >> 8) & 0xff;
digest[j * 8 + 7] = ctx->state[j] & 0xff;
}
}
std::string compute_sha384(const void *data, size_t len) {
SHA512Context ctx;
sha384_init(&ctx);
sha512_update(&ctx, (const uint8_t *)data, len);
uint8_t digest[48];
sha512_final(&ctx, digest, 48);
return std::string((char *)digest, 48);
}
std::string compute_sha512(const void *data, size_t len) {
SHA512Context ctx;
sha512_init(&ctx);
sha512_update(&ctx, (const uint8_t *)data, len);
uint8_t digest[64];
sha512_final(&ctx, digest, 64);
return std::string((char *)digest, 64);
}
// ============================================================================
// Base64 encoding/decoding
// ============================================================================
static const char base64_chars[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
static const int base64_decode_table[256] = {
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,62,-1,-1,-1,63,
52,53,54,55,56,57,58,59,60,61,-1,-1,-1,-1,-1,-1,
-1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,
15,16,17,18,19,20,21,22,23,24,25,-1,-1,-1,-1,-1,
-1,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,
41,42,43,44,45,46,47,48,49,50,51,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,
-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
};
std::string base64_encode(const void *data, size_t len, int lineLength = 0) {
const uint8_t *bytes = (const uint8_t *)data;
std::string result;
result.reserve((len + 2) / 3 * 4 + (lineLength > 0 ? len / lineLength : 0));
int linePos = 0;
for (size_t i = 0; i < len; i += 3) {
uint32_t n = (uint32_t)bytes[i] << 16;
if (i + 1 < len) n |= (uint32_t)bytes[i + 1] << 8;
if (i + 2 < len) n |= bytes[i + 2];
result += base64_chars[(n >> 18) & 0x3f];
result += base64_chars[(n >> 12) & 0x3f];
result += (i + 1 < len) ? base64_chars[(n >> 6) & 0x3f] : '=';
result += (i + 2 < len) ? base64_chars[n & 0x3f] : '=';
linePos += 4;
if (lineLength > 0 && linePos >= lineLength && i + 3 < len) {
result += '\n';
linePos = 0;
}
}
return result;
}
std::string base64_decode(const void *data, size_t len) {
const uint8_t *bytes = (const uint8_t *)data;
std::string result;
result.reserve(len * 3 / 4);
uint32_t buf = 0;
int bits = 0;
for (size_t i = 0; i < len; i++) {
uint8_t c = bytes[i];
if (c == '=' || c == '\n' || c == '\r' || c == ' ') continue;
int val = base64_decode_table[c];
if (val < 0) continue;
buf = (buf << 6) | val;
bits += 6;
if (bits >= 8) {
bits -= 8;
result += (char)((buf >> bits) & 0xff);
}
}
return result;
}
// ============================================================================
// Hex encoding/decoding
// ============================================================================
std::string hex_encode(const void *data, size_t len) {
static const char hex_chars[] = "0123456789abcdef";
const uint8_t *bytes = (const uint8_t *)data;
std::string result;
result.reserve(len * 2);
for (size_t i = 0; i < len; i++) {
result += hex_chars[(bytes[i] >> 4) & 0xf];
result += hex_chars[bytes[i] & 0xf];
}
return result;
}
std::string hex_decode(const void *data, size_t len) {
const char *str = (const char *)data;
std::string result;
result.reserve(len / 2);
for (size_t i = 0; i + 1 < len; i += 2) {
int hi = 0, lo = 0;
char c = str[i];
if (c >= '0' && c <= '9') hi = c - '0';
else if (c >= 'a' && c <= 'f') hi = c - 'a' + 10;
else if (c >= 'A' && c <= 'F') hi = c - 'A' + 10;
c = str[i + 1];
if (c >= '0' && c <= '9') lo = c - '0';
else if (c >= 'a' && c <= 'f') lo = c - 'a' + 10;
else if (c >= 'A' && c <= 'F') lo = c - 'A' + 10;
result += (char)((hi << 4) | lo);
}
return result;
}
} // anonymous namespace
// ============================================================================
// Data class implementation
// ============================================================================
std::string Data::getString() const {
return std::string((const char *)getData(), getSize());
}
// ============================================================================
// ByteData class implementation
// ============================================================================
ByteData::ByteData(size_t size) : size_(size) {
data_ = new uint8_t[size];
memset(data_, 0, size);
}
ByteData::ByteData(const void *data, size_t size) : size_(size) {
data_ = new uint8_t[size];
memcpy(data_, data, size);
}
ByteData::ByteData(const Data *source, size_t offset, size_t size) {
if (size == 0) {
size = source->getSize() - offset;
}
if (offset + size > source->getSize()) {
throw std::runtime_error("ByteData: offset + size exceeds source size");
}
size_ = size;
data_ = new uint8_t[size];
memcpy(data_, (const uint8_t *)source->getData() + offset, size);
}
ByteData::~ByteData() {
delete[] data_;
}
Data *ByteData::clone() const {
return new ByteData(data_, size_);
}
// ============================================================================
// DataView class implementation
// ============================================================================
DataView::DataView(Data *source, size_t offset, size_t size)
: source_(source), offset_(offset), size_(size) {
if (offset + size > source->getSize()) {
throw std::runtime_error("DataView: offset + size exceeds source size");
}
}
DataView::~DataView() {
// DataView does not own the source data
}
const void *DataView::getData() const {
return (const uint8_t *)source_->getData() + offset_;
}
void *DataView::getData() {
return (uint8_t *)source_->getData() + offset_;
}
Data *DataView::clone() const {
return new ByteData(getData(), size_);
}
// ============================================================================
// CompressedData class implementation
// ============================================================================
CompressedData::CompressedData(const void *data, size_t size, CompressedDataFormat format)
: size_(size), format_(format) {
data_ = new uint8_t[size];
memcpy(data_, data, size);
}
CompressedData::~CompressedData() {
delete[] data_;
}
const char *CompressedData::getFormatName() const {
switch (format_) {
case CompressedDataFormat::LZ4: return "lz4";
case CompressedDataFormat::ZLIB: return "zlib";
case CompressedDataFormat::GZIP: return "gzip";
case CompressedDataFormat::DEFLATE: return "deflate";
default: return "unknown";
}
}
Data *CompressedData::clone() const {
return new CompressedData(data_, size_, format_);
}
// ============================================================================
// DataModule class implementation
// ============================================================================
DataModule::DataModule() {}
DataModule::~DataModule() {}
CompressedData *DataModule::compress(const void *data, size_t size, CompressedDataFormat format, int level) {
if (level < 0) level = MZ_DEFAULT_COMPRESSION;
if (level > 9) level = 9;
mz_ulong compressed_size = mz_compressBound(size);
std::vector<uint8_t> compressed(compressed_size);
int flags = 0;
if (format == CompressedDataFormat::ZLIB) {
flags = MZ_DEFAULT_STRATEGY;
} else if (format == CompressedDataFormat::GZIP) {
// Use tinfl/tdefl directly for gzip format
// For simplicity, we'll use zlib format and wrap it
flags = MZ_DEFAULT_STRATEGY;
} else if (format == CompressedDataFormat::DEFLATE) {
flags = MZ_DEFAULT_STRATEGY;
} else if (format == CompressedDataFormat::LZ4) {
throw std::runtime_error("LZ4 compression not yet supported");
}
int result;
if (format == CompressedDataFormat::DEFLATE) {
// Raw deflate (no header)
mz_stream stream = {};
stream.next_in = (const uint8_t *)data;
stream.avail_in = size;
stream.next_out = compressed.data();
stream.avail_out = compressed_size;
if (mz_deflateInit2(&stream, level, MZ_DEFLATED, -MZ_DEFAULT_WINDOW_BITS, 9, MZ_DEFAULT_STRATEGY) != MZ_OK) {
throw std::runtime_error("Failed to initialize deflate");
}
result = mz_deflate(&stream, MZ_FINISH);
compressed_size = stream.total_out;
mz_deflateEnd(&stream);
if (result != MZ_STREAM_END) {
throw std::runtime_error("Deflate compression failed");
}
} else if (format == CompressedDataFormat::GZIP) {
throw std::runtime_error("GZIP compression not yet supported");
} else {
// zlib format (default)
result = mz_compress2(compressed.data(), &compressed_size, (const uint8_t *)data, size, level);
if (result != MZ_OK) {
throw std::runtime_error("Zlib compression failed");
}
}
return new CompressedData(compressed.data(), compressed_size, format);
}
ByteData *DataModule::decompress(CompressedData *compressed) {
return decompress(compressed->getData(), compressed->getSize(), compressed->getFormat());
}
ByteData *DataModule::decompress(const void *data, size_t size, CompressedDataFormat format) {
if (format == CompressedDataFormat::LZ4) {
throw std::runtime_error("LZ4 decompression not yet supported");
}
// Start with a reasonable buffer size, grow if needed
mz_ulong decompressed_size = size * 4;
if (decompressed_size < 1024) decompressed_size = 1024;
std::vector<uint8_t> decompressed(decompressed_size);
int result;
if (format == CompressedDataFormat::DEFLATE) {
// Raw deflate
mz_stream stream = {};
stream.next_in = (const uint8_t *)data;
stream.avail_in = size;
stream.next_out = decompressed.data();
stream.avail_out = decompressed_size;
if (mz_inflateInit2(&stream, -MZ_DEFAULT_WINDOW_BITS) != MZ_OK) {
throw std::runtime_error("Failed to initialize deflate decompression");
}
while (true) {
result = mz_inflate(&stream, MZ_FINISH);
if (result == MZ_STREAM_END) {
decompressed_size = stream.total_out;
break;
} else if (result == MZ_BUF_ERROR || result == MZ_OK) {
// Need more output space
size_t current_out = stream.total_out;
decompressed.resize(decompressed.size() * 2);
stream.next_out = decompressed.data() + current_out;
stream.avail_out = decompressed.size() - current_out;
} else {
mz_inflateEnd(&stream);
throw std::runtime_error("Deflate decompression failed");
}
}
mz_inflateEnd(&stream);
} else if (format == CompressedDataFormat::GZIP) {
throw std::runtime_error("GZIP decompression not yet supported");
} else {
// zlib format
while (true) {
result = mz_uncompress(decompressed.data(), &decompressed_size, (const uint8_t *)data, size);
if (result == MZ_OK) {
break;
} else if (result == MZ_BUF_ERROR) {
decompressed_size = decompressed.size() * 2;
decompressed.resize(decompressed_size);
} else {
throw std::runtime_error("Zlib decompression failed");
}
}
}
return new ByteData(decompressed.data(), decompressed_size);
}
std::string DataModule::encode(const void *data, size_t size, EncodeFormat format, int lineLength) {
switch (format) {
case EncodeFormat::BASE64:
return base64_encode(data, size, lineLength);
case EncodeFormat::HEX:
return hex_encode(data, size);
default:
throw std::runtime_error("Unknown encode format");
}
}
ByteData *DataModule::encodeToData(const void *data, size_t size, EncodeFormat format, int lineLength) {
std::string encoded = encode(data, size, format, lineLength);
return new ByteData(encoded.data(), encoded.size());
}
std::string DataModule::decode(const void *data, size_t size, EncodeFormat format) {
switch (format) {
case EncodeFormat::BASE64:
return base64_decode(data, size);
case EncodeFormat::HEX:
return hex_decode(data, size);
default:
throw std::runtime_error("Unknown decode format");
}
}
ByteData *DataModule::decodeToData(const void *data, size_t size, EncodeFormat format) {
std::string decoded = decode(data, size, format);
return new ByteData(decoded.data(), decoded.size());
}
std::string DataModule::hash(HashFunction func, const void *data, size_t size) {
switch (func) {
case HashFunction::MD5:
return compute_md5(data, size);
case HashFunction::SHA1:
return compute_sha1(data, size);
case HashFunction::SHA224:
return compute_sha224(data, size);
case HashFunction::SHA256:
return compute_sha256(data, size);
case HashFunction::SHA384:
return compute_sha384(data, size);
case HashFunction::SHA512:
return compute_sha512(data, size);
default:
throw std::runtime_error("Unknown hash function");
}
}
ByteData *DataModule::newByteData(size_t size) {
return new ByteData(size);
}
ByteData *DataModule::newByteData(const void *data, size_t size) {
return new ByteData(data, size);
}
ByteData *DataModule::newByteData(const Data *source, size_t offset, size_t size) {
return new ByteData(source, offset, size);
}
DataView *DataModule::newDataView(Data *data, size_t offset, size_t size) {
return new DataView(data, offset, size);
}
bool DataModule::parseCompressedDataFormat(const std::string &str, CompressedDataFormat &out) {
if (str == "lz4") { out = CompressedDataFormat::LZ4; return true; }
if (str == "zlib") { out = CompressedDataFormat::ZLIB; return true; }
if (str == "gzip") { out = CompressedDataFormat::GZIP; return true; }
if (str == "deflate") { out = CompressedDataFormat::DEFLATE; return true; }
return false;
}
bool DataModule::parseHashFunction(const std::string &str, HashFunction &out) {
if (str == "md5") { out = HashFunction::MD5; return true; }
if (str == "sha1") { out = HashFunction::SHA1; return true; }
if (str == "sha224") { out = HashFunction::SHA224; return true; }
if (str == "sha256") { out = HashFunction::SHA256; return true; }
if (str == "sha384") { out = HashFunction::SHA384; return true; }
if (str == "sha512") { out = HashFunction::SHA512; return true; }
return false;
}
bool DataModule::parseEncodeFormat(const std::string &str, EncodeFormat &out) {
if (str == "base64") { out = EncodeFormat::BASE64; return true; }
if (str == "hex") { out = EncodeFormat::HEX; return true; }
return false;
}
bool DataModule::parseContainerType(const std::string &str, ContainerType &out) {
if (str == "data") { out = ContainerType::DATA; return true; }
if (str == "string") { out = ContainerType::STRING; return true; }
return false;
}
// Pack/unpack implementations are more complex and will be added in the JS bindings
// since they require interaction with JavaScript values
ByteData *DataModule::pack(const std::string &format, const std::vector<std::string> &values) {
// Simplified pack implementation - full Lua 5.3 compatibility would require more work
std::vector<uint8_t> result;
size_t valueIndex = 0;
bool littleEndian = true; // Default to native (little endian on most systems)
for (size_t i = 0; i < format.size(); i++) {
char c = format[i];
// Endianness modifiers
if (c == '<') { littleEndian = true; continue; }
if (c == '>') { littleEndian = false; continue; }
if (c == '=') { littleEndian = true; continue; } // Native (assume little)
// Skip whitespace
if (c == ' ') continue;
if (valueIndex >= values.size()) break;
// Handle numeric types
if (c == 'b' || c == 'B') {
// signed/unsigned byte
int8_t val = (int8_t)std::stoi(values[valueIndex++]);
result.push_back(val);
} else if (c == 'h' || c == 'H') {
// signed/unsigned short (2 bytes)
int16_t val = (int16_t)std::stoi(values[valueIndex++]);
if (littleEndian) {
result.push_back(val & 0xff);
result.push_back((val >> 8) & 0xff);
} else {
result.push_back((val >> 8) & 0xff);
result.push_back(val & 0xff);
}
} else if (c == 'l' || c == 'L' || c == 'i' || c == 'I') {
// signed/unsigned long/int (4 bytes)
int32_t val = (int32_t)std::stol(values[valueIndex++]);
if (littleEndian) {
result.push_back(val & 0xff);
result.push_back((val >> 8) & 0xff);
result.push_back((val >> 16) & 0xff);
result.push_back((val >> 24) & 0xff);
} else {
result.push_back((val >> 24) & 0xff);
result.push_back((val >> 16) & 0xff);
result.push_back((val >> 8) & 0xff);
result.push_back(val & 0xff);
}
} else if (c == 'f') {
// float (4 bytes)
float val = std::stof(values[valueIndex++]);
uint8_t *bytes = (uint8_t *)&val;
if (littleEndian) {
for (int j = 0; j < 4; j++) result.push_back(bytes[j]);
} else {
for (int j = 3; j >= 0; j--) result.push_back(bytes[j]);
}
} else if (c == 'd') {
// double (8 bytes)
double val = std::stod(values[valueIndex++]);
uint8_t *bytes = (uint8_t *)&val;
if (littleEndian) {
for (int j = 0; j < 8; j++) result.push_back(bytes[j]);
} else {
for (int j = 7; j >= 0; j--) result.push_back(bytes[j]);
}
} else if (c == 's') {
// string with size prefix
const std::string &str = values[valueIndex++];
// Get size specifier (default 4 bytes)
size_t sizeBytes = 4;
if (i + 1 < format.size() && format[i + 1] >= '1' && format[i + 1] <= '8') {
sizeBytes = format[++i] - '0';
}
uint64_t len = str.size();
for (size_t j = 0; j < sizeBytes; j++) {
if (littleEndian) {
result.push_back((len >> (j * 8)) & 0xff);
} else {
result.push_back((len >> ((sizeBytes - 1 - j) * 8)) & 0xff);
}
}
for (char ch : str) result.push_back(ch);
} else if (c == 'c') {
// fixed size string
size_t n = 0;
while (i + 1 < format.size() && format[i + 1] >= '0' && format[i + 1] <= '9') {
n = n * 10 + (format[++i] - '0');
}
const std::string &str = values[valueIndex++];
for (size_t j = 0; j < n; j++) {
result.push_back(j < str.size() ? str[j] : 0);
}
} else if (c == 'z') {
// null-terminated string
const std::string &str = values[valueIndex++];
for (char ch : str) result.push_back(ch);
result.push_back(0);
} else if (c == 'x') {
// padding byte
result.push_back(0);
}
}
return new ByteData(result.data(), result.size());
}
std::string DataModule::packToString(const std::string &format, const std::vector<std::string> &values) {
ByteData *data = pack(format, values);
std::string result = data->getString();
delete data;
return result;
}
size_t DataModule::getPackedSize(const std::string &format) {
size_t size = 0;
for (size_t i = 0; i < format.size(); i++) {
char c = format[i];
// Skip modifiers
if (c == '<' || c == '>' || c == '=' || c == ' ') continue;
if (c == 'b' || c == 'B') size += 1;
else if (c == 'h' || c == 'H') size += 2;
else if (c == 'l' || c == 'L' || c == 'i' || c == 'I') size += 4;
else if (c == 'f') size += 4;
else if (c == 'd') size += 8;
else if (c == 'x') size += 1;
else if (c == 'c') {
size_t n = 0;
while (i + 1 < format.size() && format[i + 1] >= '0' && format[i + 1] <= '9') {
n = n * 10 + (format[++i] - '0');
}
size += n;
} else if (c == 's' || c == 'z') {
throw std::runtime_error("Cannot determine packed size for variable-length format");
}
}
return size;
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/data/data.hh
|
C++ Header
|
#pragma once
#include <string>
#include <vector>
#include <cstdint>
#include <cstddef>
#include <memory>
namespace js {
class Context;
class Value;
} // namespace js
namespace joy {
namespace modules {
// Compression format enum
enum class CompressedDataFormat {
LZ4,
ZLIB,
GZIP,
DEFLATE
};
// Hash function enum
enum class HashFunction {
MD5,
SHA1,
SHA224,
SHA256,
SHA384,
SHA512
};
// Encode format enum
enum class EncodeFormat {
BASE64,
HEX
};
// Container type enum
enum class ContainerType {
DATA,
STRING
};
// Base Data class - represents arbitrary binary data
class Data {
public:
virtual ~Data() = default;
// Get raw pointer to data
virtual const void *getData() const = 0;
virtual void *getData() = 0;
// Get size in bytes
virtual size_t getSize() const = 0;
// Get as string (may contain binary data)
virtual std::string getString() const;
// Clone the data
virtual Data *clone() const = 0;
};
// ByteData - concrete implementation of Data
class ByteData : public Data {
public:
// Create empty ByteData with given size
explicit ByteData(size_t size);
// Create ByteData from string/buffer
ByteData(const void *data, size_t size);
// Create ByteData by copying from another Data object with optional offset and size
ByteData(const Data *source, size_t offset = 0, size_t size = 0);
~ByteData() override;
const void *getData() const override { return data_; }
void *getData() override { return data_; }
size_t getSize() const override { return size_; }
Data *clone() const override;
private:
uint8_t *data_;
size_t size_;
};
// DataView - references a subsection of another Data object
class DataView : public Data {
public:
DataView(Data *source, size_t offset, size_t size);
~DataView() override;
const void *getData() const override;
void *getData() override;
size_t getSize() const override { return size_; }
Data *clone() const override;
private:
Data *source_;
size_t offset_;
size_t size_;
};
// CompressedData - compressed data with format info
class CompressedData : public Data {
public:
CompressedData(const void *data, size_t size, CompressedDataFormat format);
~CompressedData() override;
const void *getData() const override { return data_; }
void *getData() override { return data_; }
size_t getSize() const override { return size_; }
CompressedDataFormat getFormat() const { return format_; }
const char *getFormatName() const;
Data *clone() const override;
private:
uint8_t *data_;
size_t size_;
CompressedDataFormat format_;
};
// Data module class - provides static functions
class DataModule {
public:
DataModule();
~DataModule();
// Compression
static CompressedData *compress(const void *data, size_t size, CompressedDataFormat format, int level = -1);
static ByteData *decompress(CompressedData *compressed);
static ByteData *decompress(const void *data, size_t size, CompressedDataFormat format);
// Encoding
static std::string encode(const void *data, size_t size, EncodeFormat format, int lineLength = 0);
static ByteData *encodeToData(const void *data, size_t size, EncodeFormat format, int lineLength = 0);
static std::string decode(const void *data, size_t size, EncodeFormat format);
static ByteData *decodeToData(const void *data, size_t size, EncodeFormat format);
// Hashing
static std::string hash(HashFunction func, const void *data, size_t size);
// Pack/Unpack (Lua 5.3 string.pack compatible)
static ByteData *pack(const std::string &format, const std::vector<std::string> &values);
static std::string packToString(const std::string &format, const std::vector<std::string> &values);
static size_t getPackedSize(const std::string &format);
// ByteData factory
static ByteData *newByteData(size_t size);
static ByteData *newByteData(const void *data, size_t size);
static ByteData *newByteData(const Data *source, size_t offset = 0, size_t size = 0);
// DataView factory
static DataView *newDataView(Data *data, size_t offset, size_t size);
// Parse format/container type strings
static bool parseCompressedDataFormat(const std::string &str, CompressedDataFormat &out);
static bool parseHashFunction(const std::string &str, HashFunction &out);
static bool parseEncodeFormat(const std::string &str, EncodeFormat &out);
static bool parseContainerType(const std::string &str, ContainerType &out);
// Initialize JS bindings
static void initJS(js::Context &ctx, js::Value &joy);
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/data/data_js.cc
|
C++
|
#include "js/js.hh"
#include "data.hh"
#include "engine.hh"
#include <vector>
#include <cstring>
namespace joy {
namespace modules {
// Class IDs for JS objects
static js::ClassID bytedata_class_id = 0;
static js::ClassID compresseddata_class_id = 0;
static js::ClassID dataview_class_id = 0;
// ============================================================================
// ByteData class bindings
// ============================================================================
static void bytedata_finalizer(void *opaque) {
ByteData *data = static_cast<ByteData *>(opaque);
delete data;
}
static ByteData *getByteData(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<ByteData *>(js::ClassBuilder::getOpaque(thisVal, bytedata_class_id));
}
static void js_bytedata_getSize(js::FunctionArgs &args) {
ByteData *data = getByteData(args);
args.returnValue(js::Value::number(data ? static_cast<double>(data->getSize()) : 0));
}
static void js_bytedata_getString(js::FunctionArgs &args) {
ByteData *data = getByteData(args);
if (!data) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
// Optional offset and size parameters
size_t offset = 0;
size_t size = data->getSize();
if (args.length() >= 1) {
offset = static_cast<size_t>(args.arg(0).toFloat64());
}
if (args.length() >= 2) {
size = static_cast<size_t>(args.arg(1).toFloat64());
}
if (offset >= data->getSize()) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
if (offset + size > data->getSize()) {
size = data->getSize() - offset;
}
const char *ptr = (const char *)data->getData() + offset;
args.returnValue(js::Value::string(args.context(), ptr, size));
}
static void js_bytedata_clone(js::FunctionArgs &args) {
ByteData *data = getByteData(args);
if (!data) {
args.returnValue(js::Value::null());
return;
}
ByteData *clone = static_cast<ByteData *>(data->clone());
js::Value obj = js::ClassBuilder::newInstance(args.context(), bytedata_class_id);
js::ClassBuilder::setOpaque(obj, clone);
args.returnValue(std::move(obj));
}
// ============================================================================
// CompressedData class bindings
// ============================================================================
static void compresseddata_finalizer(void *opaque) {
CompressedData *data = static_cast<CompressedData *>(opaque);
delete data;
}
static CompressedData *getCompressedData(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<CompressedData *>(js::ClassBuilder::getOpaque(thisVal, compresseddata_class_id));
}
static void js_compresseddata_getSize(js::FunctionArgs &args) {
CompressedData *data = getCompressedData(args);
args.returnValue(js::Value::number(data ? static_cast<double>(data->getSize()) : 0));
}
static void js_compresseddata_getString(js::FunctionArgs &args) {
CompressedData *data = getCompressedData(args);
if (!data) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
std::string str = data->getString();
args.returnValue(js::Value::string(args.context(), str.data(), str.size()));
}
static void js_compresseddata_getFormat(js::FunctionArgs &args) {
CompressedData *data = getCompressedData(args);
if (!data) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
args.returnValue(js::Value::string(args.context(), data->getFormatName()));
}
static void js_compresseddata_clone(js::FunctionArgs &args) {
CompressedData *data = getCompressedData(args);
if (!data) {
args.returnValue(js::Value::null());
return;
}
CompressedData *clone = static_cast<CompressedData *>(data->clone());
js::Value obj = js::ClassBuilder::newInstance(args.context(), compresseddata_class_id);
js::ClassBuilder::setOpaque(obj, clone);
args.returnValue(std::move(obj));
}
// ============================================================================
// DataView class bindings
// ============================================================================
static void dataview_finalizer(void *opaque) {
DataView *data = static_cast<DataView *>(opaque);
delete data;
}
static DataView *getDataView(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<DataView *>(js::ClassBuilder::getOpaque(thisVal, dataview_class_id));
}
static void js_dataview_getSize(js::FunctionArgs &args) {
DataView *data = getDataView(args);
args.returnValue(js::Value::number(data ? static_cast<double>(data->getSize()) : 0));
}
static void js_dataview_getString(js::FunctionArgs &args) {
DataView *data = getDataView(args);
if (!data) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
std::string str = data->getString();
args.returnValue(js::Value::string(args.context(), str.data(), str.size()));
}
// ============================================================================
// Helper function to get Data from various JS objects
// ============================================================================
static bool getDataFromValue(js::Context &ctx, js::Value &val, const void **outData, size_t *outSize) {
// Check if it's a ByteData
void *opaque = js::ClassBuilder::getOpaque(val, bytedata_class_id);
if (opaque) {
ByteData *data = static_cast<ByteData *>(opaque);
*outData = data->getData();
*outSize = data->getSize();
return true;
}
// Check if it's a CompressedData
opaque = js::ClassBuilder::getOpaque(val, compresseddata_class_id);
if (opaque) {
CompressedData *data = static_cast<CompressedData *>(opaque);
*outData = data->getData();
*outSize = data->getSize();
return true;
}
// Check if it's a DataView
opaque = js::ClassBuilder::getOpaque(val, dataview_class_id);
if (opaque) {
DataView *data = static_cast<DataView *>(opaque);
*outData = data->getData();
*outSize = data->getSize();
return true;
}
// Check if it's a string
if (val.isString()) {
// Note: This won't work well as the string goes out of scope
// The caller needs to handle this case specially
return false;
}
return false;
}
// ============================================================================
// Module-level functions
// ============================================================================
// joy.data.compress(container, format, data, level)
static void js_data_compress(js::FunctionArgs &args) {
if (args.length() < 3) {
args.throwError("compress requires at least 3 arguments");
return;
}
std::string containerStr = args.arg(0).toString(args.context());
std::string formatStr = args.arg(1).toString(args.context());
ContainerType container;
if (!DataModule::parseContainerType(containerStr, container)) {
args.throwError("Invalid container type");
return;
}
CompressedDataFormat format;
if (!DataModule::parseCompressedDataFormat(formatStr, format)) {
args.throwError("Invalid compression format");
return;
}
int level = -1;
if (args.length() >= 4) {
level = args.arg(3).toInt32();
}
const void *data = nullptr;
size_t size = 0;
std::string strData;
js::Value dataArg = args.arg(2);
if (dataArg.isString()) {
strData = dataArg.toString(args.context());
data = strData.data();
size = strData.size();
} else if (!getDataFromValue(args.context(), dataArg, &data, &size)) {
args.throwError("Invalid data argument");
return;
}
try {
CompressedData *compressed = DataModule::compress(data, size, format, level);
if (container == ContainerType::STRING) {
std::string str = compressed->getString();
delete compressed;
args.returnValue(js::Value::string(args.context(), str.data(), str.size()));
} else {
js::Value obj = js::ClassBuilder::newInstance(args.context(), compresseddata_class_id);
js::ClassBuilder::setOpaque(obj, compressed);
args.returnValue(std::move(obj));
}
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.decompress(container, compressedData) or (container, format, data)
static void js_data_decompress(js::FunctionArgs &args) {
if (args.length() < 2) {
args.throwError("decompress requires at least 2 arguments");
return;
}
std::string containerStr = args.arg(0).toString(args.context());
ContainerType container;
if (!DataModule::parseContainerType(containerStr, container)) {
args.throwError("Invalid container type");
return;
}
ByteData *decompressed = nullptr;
try {
js::Value arg1 = args.arg(1);
// Check if second arg is a CompressedData object
void *opaque = js::ClassBuilder::getOpaque(arg1, compresseddata_class_id);
if (opaque) {
CompressedData *compressed = static_cast<CompressedData *>(opaque);
decompressed = DataModule::decompress(compressed);
} else {
// Second arg is format string, third is data
if (args.length() < 3) {
args.throwError("decompress requires format and data arguments");
return;
}
std::string formatStr = arg1.toString(args.context());
CompressedDataFormat format;
if (!DataModule::parseCompressedDataFormat(formatStr, format)) {
args.throwError("Invalid compression format");
return;
}
const void *data = nullptr;
size_t size = 0;
std::string strData;
js::Value dataArg = args.arg(2);
if (dataArg.isString()) {
strData = dataArg.toString(args.context());
data = strData.data();
size = strData.size();
} else if (!getDataFromValue(args.context(), dataArg, &data, &size)) {
args.throwError("Invalid data argument");
return;
}
decompressed = DataModule::decompress(data, size, format);
}
if (container == ContainerType::STRING) {
std::string str = decompressed->getString();
delete decompressed;
args.returnValue(js::Value::string(args.context(), str.data(), str.size()));
} else {
js::Value obj = js::ClassBuilder::newInstance(args.context(), bytedata_class_id);
js::ClassBuilder::setOpaque(obj, decompressed);
args.returnValue(std::move(obj));
}
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.encode(container, format, data, lineLength)
static void js_data_encode(js::FunctionArgs &args) {
if (args.length() < 3) {
args.throwError("encode requires at least 3 arguments");
return;
}
std::string containerStr = args.arg(0).toString(args.context());
std::string formatStr = args.arg(1).toString(args.context());
ContainerType container;
if (!DataModule::parseContainerType(containerStr, container)) {
args.throwError("Invalid container type");
return;
}
EncodeFormat format;
if (!DataModule::parseEncodeFormat(formatStr, format)) {
args.throwError("Invalid encode format");
return;
}
int lineLength = 0;
if (args.length() >= 4) {
lineLength = args.arg(3).toInt32();
}
const void *data = nullptr;
size_t size = 0;
std::string strData;
js::Value dataArg = args.arg(2);
if (dataArg.isString()) {
strData = dataArg.toString(args.context());
data = strData.data();
size = strData.size();
} else if (!getDataFromValue(args.context(), dataArg, &data, &size)) {
args.throwError("Invalid data argument");
return;
}
try {
if (container == ContainerType::STRING) {
std::string encoded = DataModule::encode(data, size, format, lineLength);
args.returnValue(js::Value::string(args.context(), encoded.c_str()));
} else {
ByteData *encoded = DataModule::encodeToData(data, size, format, lineLength);
js::Value obj = js::ClassBuilder::newInstance(args.context(), bytedata_class_id);
js::ClassBuilder::setOpaque(obj, encoded);
args.returnValue(std::move(obj));
}
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.decode(container, format, data)
static void js_data_decode(js::FunctionArgs &args) {
if (args.length() < 3) {
args.throwError("decode requires 3 arguments");
return;
}
std::string containerStr = args.arg(0).toString(args.context());
std::string formatStr = args.arg(1).toString(args.context());
ContainerType container;
if (!DataModule::parseContainerType(containerStr, container)) {
args.throwError("Invalid container type");
return;
}
EncodeFormat format;
if (!DataModule::parseEncodeFormat(formatStr, format)) {
args.throwError("Invalid encode format");
return;
}
const void *data = nullptr;
size_t size = 0;
std::string strData;
js::Value dataArg = args.arg(2);
if (dataArg.isString()) {
strData = dataArg.toString(args.context());
data = strData.data();
size = strData.size();
} else if (!getDataFromValue(args.context(), dataArg, &data, &size)) {
args.throwError("Invalid data argument");
return;
}
try {
if (container == ContainerType::STRING) {
std::string decoded = DataModule::decode(data, size, format);
args.returnValue(js::Value::string(args.context(), decoded.data(), decoded.size()));
} else {
ByteData *decoded = DataModule::decodeToData(data, size, format);
js::Value obj = js::ClassBuilder::newInstance(args.context(), bytedata_class_id);
js::ClassBuilder::setOpaque(obj, decoded);
args.returnValue(std::move(obj));
}
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.hash(hashFunction, data)
static void js_data_hash(js::FunctionArgs &args) {
if (args.length() < 2) {
args.throwError("hash requires 2 arguments");
return;
}
std::string funcStr = args.arg(0).toString(args.context());
HashFunction func;
if (!DataModule::parseHashFunction(funcStr, func)) {
args.throwError("Invalid hash function");
return;
}
const void *data = nullptr;
size_t size = 0;
std::string strData;
js::Value dataArg = args.arg(1);
if (dataArg.isString()) {
strData = dataArg.toString(args.context());
data = strData.data();
size = strData.size();
} else if (!getDataFromValue(args.context(), dataArg, &data, &size)) {
args.throwError("Invalid data argument");
return;
}
try {
std::string digest = DataModule::hash(func, data, size);
args.returnValue(js::Value::string(args.context(), digest.data(), digest.size()));
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.newByteData(size) or (string) or (data, offset, size)
static void js_data_newByteData(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("newByteData requires at least 1 argument");
return;
}
ByteData *byteData = nullptr;
try {
js::Value arg0 = args.arg(0);
if (arg0.isNumber()) {
// Create empty ByteData with given size
size_t size = static_cast<size_t>(arg0.toFloat64());
byteData = DataModule::newByteData(size);
} else if (arg0.isString()) {
// Create ByteData from string
std::string str = arg0.toString(args.context());
byteData = DataModule::newByteData(str.data(), str.size());
} else {
// Create from another Data object
const void *data = nullptr;
size_t dataSize = 0;
if (!getDataFromValue(args.context(), arg0, &data, &dataSize)) {
args.throwError("Invalid argument for newByteData");
return;
}
size_t offset = 0;
size_t size = dataSize;
if (args.length() >= 2) {
offset = static_cast<size_t>(args.arg(1).toFloat64());
}
if (args.length() >= 3) {
size = static_cast<size_t>(args.arg(2).toFloat64());
}
if (offset + size > dataSize) {
args.throwError("Offset + size exceeds data bounds");
return;
}
byteData = DataModule::newByteData((const uint8_t *)data + offset, size);
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), bytedata_class_id);
js::ClassBuilder::setOpaque(obj, byteData);
args.returnValue(std::move(obj));
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.newDataView(data, offset, size)
static void js_data_newDataView(js::FunctionArgs &args) {
if (args.length() < 3) {
args.throwError("newDataView requires 3 arguments");
return;
}
// Note: DataView holds a reference to the source, so we need to ensure
// the source outlives the view. For simplicity, we'll create a copy instead.
// A proper implementation would need reference counting or weak references.
js::Value dataArg = args.arg(0);
size_t offset = static_cast<size_t>(args.arg(1).toFloat64());
size_t size = static_cast<size_t>(args.arg(2).toFloat64());
const void *data = nullptr;
size_t dataSize = 0;
if (!getDataFromValue(args.context(), dataArg, &data, &dataSize)) {
args.throwError("Invalid data argument");
return;
}
if (offset + size > dataSize) {
args.throwError("Offset + size exceeds data bounds");
return;
}
try {
// Create a ByteData copy of the view for safety
ByteData *viewData = DataModule::newByteData((const uint8_t *)data + offset, size);
js::Value obj = js::ClassBuilder::newInstance(args.context(), bytedata_class_id);
js::ClassBuilder::setOpaque(obj, viewData);
args.returnValue(std::move(obj));
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.pack(container, format, v1, v2, ...)
static void js_data_pack(js::FunctionArgs &args) {
if (args.length() < 2) {
args.throwError("pack requires at least 2 arguments");
return;
}
std::string containerStr = args.arg(0).toString(args.context());
std::string format = args.arg(1).toString(args.context());
ContainerType container;
if (!DataModule::parseContainerType(containerStr, container)) {
args.throwError("Invalid container type");
return;
}
std::vector<std::string> values;
for (int i = 2; i < args.length(); i++) {
values.push_back(args.arg(i).toString(args.context()));
}
try {
if (container == ContainerType::STRING) {
std::string packed = DataModule::packToString(format, values);
args.returnValue(js::Value::string(args.context(), packed.data(), packed.size()));
} else {
ByteData *packed = DataModule::pack(format, values);
js::Value obj = js::ClassBuilder::newInstance(args.context(), bytedata_class_id);
js::ClassBuilder::setOpaque(obj, packed);
args.returnValue(std::move(obj));
}
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// joy.data.unpack(format, data, pos)
static void js_data_unpack(js::FunctionArgs &args) {
if (args.length() < 2) {
args.throwError("unpack requires at least 2 arguments");
return;
}
std::string format = args.arg(0).toString(args.context());
const void *data = nullptr;
size_t size = 0;
std::string strData;
js::Value dataArg = args.arg(1);
if (dataArg.isString()) {
strData = dataArg.toString(args.context());
data = strData.data();
size = strData.size();
} else if (!getDataFromValue(args.context(), dataArg, &data, &size)) {
args.throwError("Invalid data argument");
return;
}
int pos = 1; // 1-based index like Lua
if (args.length() >= 3) {
pos = args.arg(2).toInt32();
}
// Convert to 0-based index
size_t offset = 0;
if (pos > 0) {
offset = pos - 1;
} else if (pos < 0) {
offset = size + pos;
}
if (offset >= size) {
args.throwError("Position out of bounds");
return;
}
const uint8_t *bytes = (const uint8_t *)data + offset;
size_t remaining = size - offset;
// Parse format and unpack values
js::Value result = js::Value::array(args.context());
uint32_t resultIndex = 0;
bool littleEndian = true;
size_t readPos = 0;
for (size_t i = 0; i < format.size() && readPos < remaining; i++) {
char c = format[i];
if (c == '<') { littleEndian = true; continue; }
if (c == '>') { littleEndian = false; continue; }
if (c == '=') { littleEndian = true; continue; }
if (c == ' ') continue;
if (c == 'b') {
if (readPos >= remaining) break;
int8_t val = (int8_t)bytes[readPos++];
result.setProperty(args.context(), resultIndex++, js::Value::number(val));
} else if (c == 'B') {
if (readPos >= remaining) break;
uint8_t val = bytes[readPos++];
result.setProperty(args.context(), resultIndex++, js::Value::number(val));
} else if (c == 'h') {
if (readPos + 2 > remaining) break;
int16_t val;
if (littleEndian) {
val = bytes[readPos] | (bytes[readPos + 1] << 8);
} else {
val = (bytes[readPos] << 8) | bytes[readPos + 1];
}
readPos += 2;
result.setProperty(args.context(), resultIndex++, js::Value::number(val));
} else if (c == 'H') {
if (readPos + 2 > remaining) break;
uint16_t val;
if (littleEndian) {
val = bytes[readPos] | (bytes[readPos + 1] << 8);
} else {
val = (bytes[readPos] << 8) | bytes[readPos + 1];
}
readPos += 2;
result.setProperty(args.context(), resultIndex++, js::Value::number(val));
} else if (c == 'l' || c == 'i') {
if (readPos + 4 > remaining) break;
int32_t val;
if (littleEndian) {
val = bytes[readPos] | (bytes[readPos + 1] << 8) |
(bytes[readPos + 2] << 16) | (bytes[readPos + 3] << 24);
} else {
val = (bytes[readPos] << 24) | (bytes[readPos + 1] << 16) |
(bytes[readPos + 2] << 8) | bytes[readPos + 3];
}
readPos += 4;
result.setProperty(args.context(), resultIndex++, js::Value::number(val));
} else if (c == 'L' || c == 'I') {
if (readPos + 4 > remaining) break;
uint32_t val;
if (littleEndian) {
val = bytes[readPos] | (bytes[readPos + 1] << 8) |
(bytes[readPos + 2] << 16) | (bytes[readPos + 3] << 24);
} else {
val = (bytes[readPos] << 24) | (bytes[readPos + 1] << 16) |
(bytes[readPos + 2] << 8) | bytes[readPos + 3];
}
readPos += 4;
result.setProperty(args.context(), resultIndex++, js::Value::number(static_cast<double>(val)));
} else if (c == 'f') {
if (readPos + 4 > remaining) break;
float val;
uint8_t *valBytes = (uint8_t *)&val;
if (littleEndian) {
for (int j = 0; j < 4; j++) valBytes[j] = bytes[readPos + j];
} else {
for (int j = 0; j < 4; j++) valBytes[j] = bytes[readPos + 3 - j];
}
readPos += 4;
result.setProperty(args.context(), resultIndex++, js::Value::number(val));
} else if (c == 'd') {
if (readPos + 8 > remaining) break;
double val;
uint8_t *valBytes = (uint8_t *)&val;
if (littleEndian) {
for (int j = 0; j < 8; j++) valBytes[j] = bytes[readPos + j];
} else {
for (int j = 0; j < 8; j++) valBytes[j] = bytes[readPos + 7 - j];
}
readPos += 8;
result.setProperty(args.context(), resultIndex++, js::Value::number(val));
} else if (c == 'c') {
size_t n = 0;
while (i + 1 < format.size() && format[i + 1] >= '0' && format[i + 1] <= '9') {
n = n * 10 + (format[++i] - '0');
}
if (readPos + n > remaining) n = remaining - readPos;
std::string str((const char *)bytes + readPos, n);
readPos += n;
result.setProperty(args.context(), resultIndex++, js::Value::string(args.context(), str.c_str()));
} else if (c == 'z') {
// Null-terminated string
size_t start = readPos;
while (readPos < remaining && bytes[readPos] != 0) readPos++;
std::string str((const char *)bytes + start, readPos - start);
if (readPos < remaining) readPos++; // Skip null terminator
result.setProperty(args.context(), resultIndex++, js::Value::string(args.context(), str.c_str()));
} else if (c == 's') {
// String with size prefix
size_t sizeBytes = 4;
if (i + 1 < format.size() && format[i + 1] >= '1' && format[i + 1] <= '8') {
sizeBytes = format[++i] - '0';
}
if (readPos + sizeBytes > remaining) break;
uint64_t len = 0;
for (size_t j = 0; j < sizeBytes; j++) {
if (littleEndian) {
len |= ((uint64_t)bytes[readPos + j]) << (j * 8);
} else {
len |= ((uint64_t)bytes[readPos + j]) << ((sizeBytes - 1 - j) * 8);
}
}
readPos += sizeBytes;
if (readPos + len > remaining) len = remaining - readPos;
std::string str((const char *)bytes + readPos, len);
readPos += len;
result.setProperty(args.context(), resultIndex++, js::Value::string(args.context(), str.c_str()));
} else if (c == 'x') {
readPos++; // Skip padding byte
}
}
// Add final position (1-based)
result.setProperty(args.context(), resultIndex, js::Value::number(static_cast<double>(offset + readPos + 1)));
args.returnValue(std::move(result));
}
// joy.data.getPackedSize(format)
static void js_data_getPackedSize(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("getPackedSize requires 1 argument");
return;
}
std::string format = args.arg(0).toString(args.context());
try {
size_t size = DataModule::getPackedSize(format);
args.returnValue(js::Value::number(static_cast<double>(size)));
} catch (const std::exception &e) {
args.throwError(e.what());
}
}
// ============================================================================
// Module initialization
// ============================================================================
void DataModule::initJS(js::Context &ctx, js::Value &joy) {
// Register ByteData class
js::ClassDef byteDataDef;
byteDataDef.name = "ByteData";
byteDataDef.finalizer = bytedata_finalizer;
bytedata_class_id = js::ClassBuilder::registerClass(ctx, byteDataDef);
js::Value byteDataProto = js::ModuleBuilder(ctx, "__bytedata_proto__")
.function("getSize", js_bytedata_getSize, 0)
.function("getString", js_bytedata_getString, 2)
.function("clone", js_bytedata_clone, 0)
.build();
js::ClassBuilder::setPrototype(ctx, bytedata_class_id, byteDataProto);
// Register CompressedData class
js::ClassDef compressedDataDef;
compressedDataDef.name = "CompressedData";
compressedDataDef.finalizer = compresseddata_finalizer;
compresseddata_class_id = js::ClassBuilder::registerClass(ctx, compressedDataDef);
js::Value compressedDataProto = js::ModuleBuilder(ctx, "__compresseddata_proto__")
.function("getSize", js_compresseddata_getSize, 0)
.function("getString", js_compresseddata_getString, 0)
.function("getFormat", js_compresseddata_getFormat, 0)
.function("clone", js_compresseddata_clone, 0)
.build();
js::ClassBuilder::setPrototype(ctx, compresseddata_class_id, compressedDataProto);
// Register DataView class (reuses ByteData for now)
js::ClassDef dataViewDef;
dataViewDef.name = "DataView";
dataViewDef.finalizer = dataview_finalizer;
dataview_class_id = js::ClassBuilder::registerClass(ctx, dataViewDef);
js::Value dataViewProto = js::ModuleBuilder(ctx, "__dataview_proto__")
.function("getSize", js_dataview_getSize, 0)
.function("getString", js_dataview_getString, 0)
.build();
js::ClassBuilder::setPrototype(ctx, dataview_class_id, dataViewProto);
// Register data module functions
js::ModuleBuilder(ctx, "data")
.function("compress", js_data_compress, 4)
.function("decompress", js_data_decompress, 3)
.function("encode", js_data_encode, 4)
.function("decode", js_data_decode, 3)
.function("hash", js_data_hash, 2)
.function("newByteData", js_data_newByteData, 3)
.function("newDataView", js_data_newDataView, 3)
.function("pack", js_data_pack, 10)
.function("unpack", js_data_unpack, 3)
.function("getPackedSize", js_data_getPackedSize, 1)
.attachTo(joy);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/filesystem/filesystem.cc
|
C++
|
#include "filesystem.hh"
#include "physfs.h"
#include <cstdlib>
#include <cstring>
#ifdef _WIN32
#include <direct.h>
#define getcwd _getcwd
#else
#include <unistd.h>
#endif
namespace joy {
namespace modules {
//------------------------------------------------------------------------------
// File class implementation
//------------------------------------------------------------------------------
File::File(const std::string &filename)
: filename_(filename)
, mode_(FileMode::Closed)
, handle_(nullptr)
{
}
File::~File() {
close();
}
bool File::open(FileMode mode, std::string *errorOut) {
// Close any existing handle
if (handle_) {
close();
}
PHYSFS_File *file = nullptr;
switch (mode) {
case FileMode::Read:
file = PHYSFS_openRead(filename_.c_str());
break;
case FileMode::Write:
file = PHYSFS_openWrite(filename_.c_str());
break;
case FileMode::Append:
file = PHYSFS_openAppend(filename_.c_str());
break;
case FileMode::Closed:
if (errorOut) *errorOut = "Cannot open file in closed mode";
return false;
}
if (!file) {
if (errorOut) {
*errorOut = PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode());
}
return false;
}
handle_ = file;
mode_ = mode;
return true;
}
bool File::close() {
if (!handle_) {
return true;
}
bool success = PHYSFS_close(handle_) != 0;
handle_ = nullptr;
mode_ = FileMode::Closed;
return success;
}
bool File::flush() {
if (!handle_ || mode_ == FileMode::Read) {
return false;
}
return PHYSFS_flush(handle_) != 0;
}
int64_t File::read(void *buffer, int64_t size) {
if (!handle_ || mode_ != FileMode::Read) {
return -1;
}
return PHYSFS_readBytes(handle_, buffer, static_cast<PHYSFS_uint64>(size));
}
int64_t File::write(const void *data, int64_t size) {
if (!handle_ || (mode_ != FileMode::Write && mode_ != FileMode::Append)) {
return -1;
}
return PHYSFS_writeBytes(handle_, data, static_cast<PHYSFS_uint64>(size));
}
bool File::seek(int64_t pos) {
if (!handle_) {
return false;
}
return PHYSFS_seek(handle_, static_cast<PHYSFS_uint64>(pos)) != 0;
}
int64_t File::tell() const {
if (!handle_) {
return -1;
}
return PHYSFS_tell(handle_);
}
bool File::isEOF() const {
if (!handle_) {
return true;
}
return PHYSFS_eof(handle_) != 0;
}
int64_t File::getSize() const {
if (!handle_) {
// Try to get size from stat
PHYSFS_Stat stat;
if (PHYSFS_stat(filename_.c_str(), &stat)) {
return stat.filesize;
}
return -1;
}
return PHYSFS_fileLength(handle_);
}
//------------------------------------------------------------------------------
// FileData class implementation
//------------------------------------------------------------------------------
FileData::FileData(const std::string &filename, const void *data, size_t size)
: filename_(filename)
, data_(nullptr)
, size_(size)
{
if (size > 0 && data) {
data_ = malloc(size);
if (data_) {
memcpy(data_, data, size);
} else {
size_ = 0;
}
}
}
FileData::FileData(const std::string &filename)
: filename_(filename)
, data_(nullptr)
, size_(0)
{
}
FileData::~FileData() {
if (data_) {
free(data_);
}
}
std::string FileData::getExtension() const {
size_t dotPos = filename_.rfind('.');
if (dotPos == std::string::npos || dotPos == filename_.length() - 1) {
return "";
}
return filename_.substr(dotPos + 1);
}
//------------------------------------------------------------------------------
// Filesystem module implementation
//------------------------------------------------------------------------------
Filesystem::Filesystem(Engine *engine)
: engine_(engine)
{
}
Filesystem::~Filesystem() {
}
void Filesystem::setIdentity(const std::string &identity) {
identity_ = identity;
// Set up write directory using PHYSFS_getPrefDir
const char *prefDir = PHYSFS_getPrefDir("joy", identity.c_str());
if (prefDir) {
PHYSFS_setWriteDir(prefDir);
// Also mount the write directory for reading
PHYSFS_mount(prefDir, "/", 0);
}
}
void Filesystem::setSource(const std::string &source) {
source_ = source;
}
bool Filesystem::createDirectory(const char *path) {
return PHYSFS_mkdir(path) != 0;
}
bool Filesystem::remove(const char *path) {
return PHYSFS_delete(path) != 0;
}
std::vector<std::string> Filesystem::getDirectoryItems(const char *path) {
std::vector<std::string> items;
char **files = PHYSFS_enumerateFiles(path);
if (files) {
for (char **f = files; *f != nullptr; f++) {
items.push_back(*f);
}
PHYSFS_freeList(files);
}
return items;
}
bool Filesystem::getInfo(const char *path, FileInfo *info) {
PHYSFS_Stat stat;
if (!PHYSFS_stat(path, &stat)) {
return false;
}
switch (stat.filetype) {
case PHYSFS_FILETYPE_REGULAR:
info->type = FileType::File;
break;
case PHYSFS_FILETYPE_DIRECTORY:
info->type = FileType::Directory;
break;
case PHYSFS_FILETYPE_SYMLINK:
info->type = FileType::Symlink;
break;
default:
info->type = FileType::Other;
break;
}
info->size = stat.filesize;
info->modtime = stat.modtime;
return true;
}
std::string Filesystem::getRealDirectory(const char *filepath) {
const char *dir = PHYSFS_getRealDir(filepath);
return dir ? dir : "";
}
std::string Filesystem::getSaveDirectory() {
const char *writeDir = PHYSFS_getWriteDir();
return writeDir ? writeDir : "";
}
std::string Filesystem::getUserDirectory() {
// Use platform-native API to get user home directory
#ifdef _WIN32
const char *home = getenv("USERPROFILE");
if (!home) {
const char *drive = getenv("HOMEDRIVE");
const char *path = getenv("HOMEPATH");
if (drive && path) {
static char homeBuf[4096];
snprintf(homeBuf, sizeof(homeBuf), "%s%s", drive, path);
home = homeBuf;
}
}
#else
const char *home = getenv("HOME");
#endif
if (home) {
std::string result = home;
// Ensure trailing slash
if (!result.empty() && result.back() != '/') {
result += '/';
}
return result;
}
return "";
}
std::string Filesystem::getAppdataDirectory() {
// Return platform-specific base app data directory (not app-specific)
#ifdef _WIN32
const char *appdata = getenv("APPDATA");
if (appdata) {
std::string result = appdata;
if (!result.empty() && result.back() != '\\' && result.back() != '/') {
result += '\\';
}
return result;
}
return getUserDirectory();
#elif defined(__APPLE__)
std::string home = getUserDirectory();
if (!home.empty()) {
return home + "Library/Application Support/";
}
return "";
#else
// Linux/Unix: use XDG_DATA_HOME or fall back to ~/.local/share/
const char *xdgData = getenv("XDG_DATA_HOME");
if (xdgData && xdgData[0] != '\0') {
std::string result = xdgData;
if (!result.empty() && result.back() != '/') {
result += '/';
}
return result;
}
std::string home = getUserDirectory();
if (!home.empty()) {
return home + ".local/share/";
}
return "";
#endif
}
std::string Filesystem::getWorkingDirectory() {
char cwd[4096];
if (getcwd(cwd, sizeof(cwd))) {
return cwd;
}
return "";
}
std::string Filesystem::getSourceBaseDirectory() {
const char *baseDir = PHYSFS_getBaseDir();
return baseDir ? baseDir : "";
}
bool Filesystem::mount(const char *archive, const char *mountpoint, bool appendToPath) {
return PHYSFS_mount(archive, mountpoint, appendToPath ? 1 : 0) != 0;
}
bool Filesystem::unmount(const char *archive) {
return PHYSFS_unmount(archive) != 0;
}
bool Filesystem::areSymlinksEnabled() {
return PHYSFS_symbolicLinksPermitted() != 0;
}
void Filesystem::setSymlinksEnabled(bool enable) {
PHYSFS_permitSymbolicLinks(enable ? 1 : 0);
}
bool Filesystem::read(const char *filename, std::vector<char> &data) {
PHYSFS_File *file = PHYSFS_openRead(filename);
if (!file) {
return false;
}
PHYSFS_sint64 len = PHYSFS_fileLength(file);
if (len < 0) {
PHYSFS_close(file);
return false;
}
data.resize(static_cast<size_t>(len));
PHYSFS_sint64 bytesRead = PHYSFS_readBytes(file, data.data(), len);
PHYSFS_close(file);
if (bytesRead != len) {
data.clear();
return false;
}
return true;
}
bool Filesystem::write(const char *filename, const void *data, size_t size) {
PHYSFS_File *file = PHYSFS_openWrite(filename);
if (!file) {
return false;
}
PHYSFS_sint64 bytesWritten = PHYSFS_writeBytes(file, data, size);
PHYSFS_close(file);
return bytesWritten == static_cast<PHYSFS_sint64>(size);
}
bool Filesystem::append(const char *filename, const void *data, size_t size) {
PHYSFS_File *file = PHYSFS_openAppend(filename);
if (!file) {
return false;
}
PHYSFS_sint64 bytesWritten = PHYSFS_writeBytes(file, data, size);
PHYSFS_close(file);
return bytesWritten == static_cast<PHYSFS_sint64>(size);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/filesystem/filesystem.hh
|
C++ Header
|
#pragma once
#include <string>
#include <vector>
#include <cstdint>
// Forward declare PhysFS types
typedef struct PHYSFS_File PHYSFS_File;
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
// File mode for opening files
enum class FileMode {
Closed,
Read,
Write,
Append
};
// File type returned by getInfo
enum class FileType {
File,
Directory,
Symlink,
Other
};
// File info structure
struct FileInfo {
FileType type;
int64_t size; // -1 if not available
int64_t modtime; // -1 if not available
};
// File object for reading/writing
class File {
public:
File(const std::string &filename);
~File();
// Open/close
bool open(FileMode mode, std::string *errorOut = nullptr);
bool close();
bool flush();
// Read/write
int64_t read(void *buffer, int64_t size);
int64_t write(const void *data, int64_t size);
// Seeking
bool seek(int64_t pos);
int64_t tell() const;
bool isEOF() const;
// Properties
const std::string &getFilename() const { return filename_; }
FileMode getMode() const { return mode_; }
int64_t getSize() const;
bool isOpen() const { return handle_ != nullptr; }
private:
std::string filename_;
FileMode mode_;
PHYSFS_File *handle_;
};
// FileData - in-memory file data
class FileData {
public:
FileData(const std::string &filename, const void *data, size_t size);
FileData(const std::string &filename); // Empty FileData with just a name
~FileData();
// Data access
const void *getData() const { return data_; }
size_t getSize() const { return size_; }
// Filename/extension
const std::string &getFilename() const { return filename_; }
std::string getExtension() const;
private:
std::string filename_;
void *data_;
size_t size_;
};
// Filesystem module for PhysFS-based file access
class Filesystem {
public:
Filesystem(Engine *engine);
~Filesystem();
// Identity (write directory name)
void setIdentity(const std::string &identity);
const std::string &getIdentity() const { return identity_; }
// Source path tracking
void setSource(const std::string &source);
const std::string &getSource() const { return source_; }
// Directory operations
static bool createDirectory(const char *path);
static bool remove(const char *path);
static std::vector<std::string> getDirectoryItems(const char *path);
// File operations
static bool getInfo(const char *path, FileInfo *info);
static std::string getRealDirectory(const char *filepath);
// Path queries
static std::string getSaveDirectory();
static std::string getUserDirectory();
static std::string getAppdataDirectory();
static std::string getWorkingDirectory();
static std::string getSourceBaseDirectory();
// Mount/unmount
static bool mount(const char *archive, const char *mountpoint, bool appendToPath);
static bool unmount(const char *archive);
// Symlink handling
static bool areSymlinksEnabled();
static void setSymlinksEnabled(bool enable);
// Fused mode (always false for Joy - we don't support fusing)
static bool isFused() { return false; }
// Read/write convenience functions
static bool read(const char *filename, std::vector<char> &data);
static bool write(const char *filename, const void *data, size_t size);
static bool append(const char *filename, const void *data, size_t size);
// JavaScript bindings
static void initJS(js::Context &ctx, js::Value &joy);
private:
Engine *engine_;
std::string identity_;
std::string source_;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/filesystem/filesystem_js.cc
|
C++
|
#include "js/js.hh"
#include "filesystem.hh"
#include "engine.hh"
#include "physfs.h"
#include <cstdlib>
#include <cstring>
namespace joy {
namespace modules {
// Helper to get Filesystem module from JS context
static Filesystem *getFilesystem(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getFilesystemModule() : nullptr;
}
//------------------------------------------------------------------------------
// File class JS bindings
//------------------------------------------------------------------------------
static js::ClassID file_class_id = 0;
static void file_finalizer(void *opaque) {
File *file = static_cast<File *>(opaque);
delete file;
}
static File *getFile(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<File *>(js::ClassBuilder::getOpaque(thisVal, file_class_id));
}
// Convert string mode to FileMode enum
static FileMode stringToFileMode(const std::string &mode) {
if (mode == "r") return FileMode::Read;
if (mode == "w") return FileMode::Write;
if (mode == "a") return FileMode::Append;
return FileMode::Closed;
}
// Convert FileMode enum to string
static const char *fileModeToString(FileMode mode) {
switch (mode) {
case FileMode::Read: return "r";
case FileMode::Write: return "w";
case FileMode::Append: return "a";
case FileMode::Closed: return "c";
}
return "c";
}
// file:open(mode) -> boolean, [errorstring]
static void js_file_open(js::FunctionArgs &args) {
File *file = getFile(args);
if (!file) {
args.returnValue(js::Value::boolean(false));
return;
}
if (args.length() < 1) {
args.throwError("File:open requires mode argument");
return;
}
std::string modeStr = args.arg(0).toString(args.context());
FileMode mode = stringToFileMode(modeStr);
if (mode == FileMode::Closed) {
args.throwError("Invalid file mode");
return;
}
std::string error;
bool success = file->open(mode, &error);
// Return success, error (Love2D style: returns ok, err)
args.returnValue(js::Value::boolean(success));
}
// file:close() -> boolean
static void js_file_close(js::FunctionArgs &args) {
File *file = getFile(args);
args.returnValue(js::Value::boolean(file && file->close()));
}
// file:flush() -> boolean, [errorstring]
static void js_file_flush(js::FunctionArgs &args) {
File *file = getFile(args);
args.returnValue(js::Value::boolean(file && file->flush()));
}
// file:read([bytes]) -> string, size
static void js_file_read(js::FunctionArgs &args) {
File *file = getFile(args);
if (!file || !file->isOpen()) {
args.returnValue(js::Value::null());
return;
}
int64_t bytesToRead = -1;
if (args.length() >= 1 && !args.arg(0).isUndefined()) {
bytesToRead = static_cast<int64_t>(args.arg(0).toFloat64());
}
// If not specified, read entire file
if (bytesToRead < 0) {
bytesToRead = file->getSize();
if (bytesToRead < 0) {
args.returnValue(js::Value::null());
return;
}
// Adjust for current position
int64_t pos = file->tell();
if (pos >= 0) {
bytesToRead -= pos;
}
}
if (bytesToRead <= 0) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
char *buf = static_cast<char *>(malloc(bytesToRead));
if (!buf) {
args.returnValue(js::Value::null());
return;
}
int64_t bytesRead = file->read(buf, bytesToRead);
if (bytesRead < 0) {
free(buf);
args.returnValue(js::Value::null());
return;
}
js::Value result = js::Value::string(args.context(), buf, static_cast<size_t>(bytesRead));
free(buf);
args.returnValue(std::move(result));
}
// file:write(data, [size]) -> boolean, [errorstring]
static void js_file_write(js::FunctionArgs &args) {
File *file = getFile(args);
if (!file || !file->isOpen()) {
args.returnValue(js::Value::boolean(false));
return;
}
if (args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string data = args.arg(0).toString(args.context());
size_t size = data.size();
if (args.length() >= 2 && !args.arg(1).isUndefined()) {
size_t requestedSize = static_cast<size_t>(args.arg(1).toFloat64());
if (requestedSize < size) {
size = requestedSize;
}
}
int64_t bytesWritten = file->write(data.c_str(), static_cast<int64_t>(size));
args.returnValue(js::Value::boolean(bytesWritten == static_cast<int64_t>(size)));
}
// file:seek(pos) -> boolean
static void js_file_seek(js::FunctionArgs &args) {
File *file = getFile(args);
if (!file || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
int64_t pos = static_cast<int64_t>(args.arg(0).toFloat64());
args.returnValue(js::Value::boolean(file->seek(pos)));
}
// file:tell() -> number
static void js_file_tell(js::FunctionArgs &args) {
File *file = getFile(args);
args.returnValue(js::Value::number(file ? static_cast<double>(file->tell()) : -1));
}
// file:getSize() -> number
static void js_file_getSize(js::FunctionArgs &args) {
File *file = getFile(args);
args.returnValue(js::Value::number(file ? static_cast<double>(file->getSize()) : 0));
}
// file:isOpen() -> boolean
static void js_file_isOpen(js::FunctionArgs &args) {
File *file = getFile(args);
args.returnValue(js::Value::boolean(file && file->isOpen()));
}
// file:isEOF() -> boolean
static void js_file_isEOF(js::FunctionArgs &args) {
File *file = getFile(args);
args.returnValue(js::Value::boolean(file && file->isEOF()));
}
// file:getFilename() -> string
static void js_file_getFilename(js::FunctionArgs &args) {
File *file = getFile(args);
if (file) {
args.returnValue(js::Value::string(args.context(), file->getFilename().c_str()));
} else {
args.returnValue(js::Value::string(args.context(), ""));
}
}
// file:getMode() -> string
static void js_file_getMode(js::FunctionArgs &args) {
File *file = getFile(args);
const char *mode = file ? fileModeToString(file->getMode()) : "c";
args.returnValue(js::Value::string(args.context(), mode));
}
// file:lines() -> iterator function
static void js_file_lines(js::FunctionArgs &args) {
// For simplicity, we'll implement lines by reading the entire file and splitting
// A more memory-efficient implementation would use a closure, but this works for most cases
File *file = getFile(args);
if (!file || !file->isOpen()) {
args.throwError("File must be open to iterate lines");
return;
}
// Read entire remaining content
int64_t size = file->getSize();
int64_t pos = file->tell();
if (size < 0 || pos < 0) {
args.throwError("Cannot determine file size");
return;
}
int64_t remaining = size - pos;
if (remaining <= 0) {
// Return empty iterator
args.returnValue(js::Value::null());
return;
}
char *buf = static_cast<char *>(malloc(remaining + 1));
if (!buf) {
args.throwError("Out of memory");
return;
}
int64_t bytesRead = file->read(buf, remaining);
if (bytesRead < 0) {
free(buf);
args.throwError("Failed to read file");
return;
}
buf[bytesRead] = '\0';
// Create array of lines
js::Value lines = js::Value::array(args.context());
uint32_t lineIndex = 0;
char *start = buf;
for (char *p = buf; *p; p++) {
if (*p == '\n') {
*p = '\0';
// Remove trailing \r if present
if (p > start && *(p-1) == '\r') {
*(p-1) = '\0';
}
lines.setProperty(args.context(), lineIndex++, js::Value::string(args.context(), start));
start = p + 1;
}
}
// Add last line if not empty
if (*start) {
lines.setProperty(args.context(), lineIndex++, js::Value::string(args.context(), start));
}
free(buf);
args.returnValue(std::move(lines));
}
//------------------------------------------------------------------------------
// FileData class JS bindings
//------------------------------------------------------------------------------
static js::ClassID filedata_class_id = 0;
static void filedata_finalizer(void *opaque) {
FileData *fd = static_cast<FileData *>(opaque);
delete fd;
}
static FileData *getFileData(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<FileData *>(js::ClassBuilder::getOpaque(thisVal, filedata_class_id));
}
// filedata:getFilename() -> string
static void js_filedata_getFilename(js::FunctionArgs &args) {
FileData *fd = getFileData(args);
if (fd) {
args.returnValue(js::Value::string(args.context(), fd->getFilename().c_str()));
} else {
args.returnValue(js::Value::string(args.context(), ""));
}
}
// filedata:getExtension() -> string
static void js_filedata_getExtension(js::FunctionArgs &args) {
FileData *fd = getFileData(args);
if (fd) {
args.returnValue(js::Value::string(args.context(), fd->getExtension().c_str()));
} else {
args.returnValue(js::Value::string(args.context(), ""));
}
}
// filedata:getSize() -> number
static void js_filedata_getSize(js::FunctionArgs &args) {
FileData *fd = getFileData(args);
args.returnValue(js::Value::number(fd ? static_cast<double>(fd->getSize()) : 0));
}
// filedata:getString() -> string (Data interface)
static void js_filedata_getString(js::FunctionArgs &args) {
FileData *fd = getFileData(args);
if (fd && fd->getData()) {
args.returnValue(js::Value::string(args.context(),
static_cast<const char *>(fd->getData()), fd->getSize()));
} else {
args.returnValue(js::Value::string(args.context(), ""));
}
}
//------------------------------------------------------------------------------
// Filesystem module functions
//------------------------------------------------------------------------------
// joy.filesystem.read(filename, [size]) -> string, size or nil, error
static void js_filesystem_read(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.read requires filename");
return;
}
std::string filename = args.arg(0).toString(args.context());
PHYSFS_File *file = PHYSFS_openRead(filename.c_str());
if (!file) {
args.returnValue(js::Value::null());
return;
}
PHYSFS_sint64 fileLen = PHYSFS_fileLength(file);
if (fileLen < 0) {
PHYSFS_close(file);
args.returnValue(js::Value::null());
return;
}
int64_t bytesToRead = fileLen;
if (args.length() >= 2 && !args.arg(1).isUndefined()) {
bytesToRead = static_cast<int64_t>(args.arg(1).toFloat64());
if (bytesToRead > fileLen) bytesToRead = fileLen;
}
char *buf = static_cast<char *>(malloc(bytesToRead + 1));
if (!buf) {
PHYSFS_close(file);
args.returnValue(js::Value::null());
return;
}
PHYSFS_sint64 bytesRead = PHYSFS_readBytes(file, buf, bytesToRead);
PHYSFS_close(file);
if (bytesRead < 0) {
free(buf);
args.returnValue(js::Value::null());
return;
}
buf[bytesRead] = '\0';
js::Value result = js::Value::string(args.context(), buf, static_cast<size_t>(bytesRead));
free(buf);
args.returnValue(std::move(result));
}
// joy.filesystem.write(filename, data, [size]) -> boolean, [error]
static void js_filesystem_write(js::FunctionArgs &args) {
if (args.length() < 2) {
args.throwError("filesystem.write requires filename and data");
return;
}
std::string filename = args.arg(0).toString(args.context());
std::string data = args.arg(1).toString(args.context());
size_t size = data.size();
if (args.length() >= 3 && !args.arg(2).isUndefined()) {
size_t requestedSize = static_cast<size_t>(args.arg(2).toFloat64());
if (requestedSize < size) size = requestedSize;
}
bool success = Filesystem::write(filename.c_str(), data.c_str(), size);
args.returnValue(js::Value::boolean(success));
}
// joy.filesystem.append(filename, data, [size]) -> boolean, [error]
static void js_filesystem_append(js::FunctionArgs &args) {
if (args.length() < 2) {
args.throwError("filesystem.append requires filename and data");
return;
}
std::string filename = args.arg(0).toString(args.context());
std::string data = args.arg(1).toString(args.context());
size_t size = data.size();
if (args.length() >= 3 && !args.arg(2).isUndefined()) {
size_t requestedSize = static_cast<size_t>(args.arg(2).toFloat64());
if (requestedSize < size) size = requestedSize;
}
bool success = Filesystem::append(filename.c_str(), data.c_str(), size);
args.returnValue(js::Value::boolean(success));
}
// joy.filesystem.remove(name) -> boolean
static void js_filesystem_remove(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.remove requires name");
return;
}
std::string name = args.arg(0).toString(args.context());
args.returnValue(js::Value::boolean(Filesystem::remove(name.c_str())));
}
// joy.filesystem.createDirectory(name) -> boolean
static void js_filesystem_createDirectory(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.createDirectory requires name");
return;
}
std::string name = args.arg(0).toString(args.context());
args.returnValue(js::Value::boolean(Filesystem::createDirectory(name.c_str())));
}
// joy.filesystem.getDirectoryItems(path) -> array
static void js_filesystem_getDirectoryItems(js::FunctionArgs &args) {
std::string path = "/";
if (args.length() >= 1) {
path = args.arg(0).toString(args.context());
}
std::vector<std::string> items = Filesystem::getDirectoryItems(path.c_str());
js::Value arr = js::Value::array(args.context());
for (uint32_t i = 0; i < items.size(); i++) {
arr.setProperty(args.context(), i, js::Value::string(args.context(), items[i].c_str()));
}
args.returnValue(std::move(arr));
}
// joy.filesystem.getInfo(path, [filtertype]) -> {type, size, modtime} or nil
static void js_filesystem_getInfo(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.getInfo requires path");
return;
}
std::string path = args.arg(0).toString(args.context());
// Optional filter type
std::string filterType;
if (args.length() >= 2 && args.arg(1).isString()) {
filterType = args.arg(1).toString(args.context());
}
FileInfo info;
if (!Filesystem::getInfo(path.c_str(), &info)) {
args.returnValue(js::Value::null());
return;
}
// Get type string
const char *typeStr;
switch (info.type) {
case FileType::File: typeStr = "file"; break;
case FileType::Directory: typeStr = "directory"; break;
case FileType::Symlink: typeStr = "symlink"; break;
default: typeStr = "other"; break;
}
// Apply filter if specified
if (!filterType.empty() && filterType != typeStr) {
args.returnValue(js::Value::null());
return;
}
js::Value result = js::Value::object(args.context());
result.setProperty(args.context(), "type", js::Value::string(args.context(), typeStr));
if (info.size >= 0) {
result.setProperty(args.context(), "size", js::Value::number(static_cast<double>(info.size)));
}
if (info.modtime >= 0) {
result.setProperty(args.context(), "modtime", js::Value::number(static_cast<double>(info.modtime)));
}
args.returnValue(std::move(result));
}
// joy.filesystem.getRealDirectory(filepath) -> string
static void js_filesystem_getRealDirectory(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.getRealDirectory requires filepath");
return;
}
std::string filepath = args.arg(0).toString(args.context());
std::string realDir = Filesystem::getRealDirectory(filepath.c_str());
args.returnValue(js::Value::string(args.context(), realDir.c_str()));
}
// joy.filesystem.getSaveDirectory() -> string
static void js_filesystem_getSaveDirectory(js::FunctionArgs &args) {
std::string dir = Filesystem::getSaveDirectory();
args.returnValue(js::Value::string(args.context(), dir.c_str()));
}
// joy.filesystem.getUserDirectory() -> string
static void js_filesystem_getUserDirectory(js::FunctionArgs &args) {
std::string dir = Filesystem::getUserDirectory();
args.returnValue(js::Value::string(args.context(), dir.c_str()));
}
// joy.filesystem.getAppdataDirectory() -> string
static void js_filesystem_getAppdataDirectory(js::FunctionArgs &args) {
std::string dir = Filesystem::getAppdataDirectory();
args.returnValue(js::Value::string(args.context(), dir.c_str()));
}
// joy.filesystem.getWorkingDirectory() -> string
static void js_filesystem_getWorkingDirectory(js::FunctionArgs &args) {
std::string dir = Filesystem::getWorkingDirectory();
args.returnValue(js::Value::string(args.context(), dir.c_str()));
}
// joy.filesystem.getSource() -> string
static void js_filesystem_getSource(js::FunctionArgs &args) {
Filesystem *fs = getFilesystem(args);
if (fs) {
args.returnValue(js::Value::string(args.context(), fs->getSource().c_str()));
} else {
args.returnValue(js::Value::string(args.context(), ""));
}
}
// joy.filesystem.getSourceBaseDirectory() -> string
static void js_filesystem_getSourceBaseDirectory(js::FunctionArgs &args) {
std::string dir = Filesystem::getSourceBaseDirectory();
args.returnValue(js::Value::string(args.context(), dir.c_str()));
}
// joy.filesystem.getIdentity() -> string
static void js_filesystem_getIdentity(js::FunctionArgs &args) {
Filesystem *fs = getFilesystem(args);
if (fs) {
args.returnValue(js::Value::string(args.context(), fs->getIdentity().c_str()));
} else {
args.returnValue(js::Value::string(args.context(), ""));
}
}
// joy.filesystem.setIdentity(name)
static void js_filesystem_setIdentity(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.setIdentity requires name");
return;
}
Filesystem *fs = getFilesystem(args);
if (fs) {
std::string identity = args.arg(0).toString(args.context());
fs->setIdentity(identity);
}
args.returnUndefined();
}
// joy.filesystem.mount(archive, mountpoint, [appendToPath]) -> boolean
static void js_filesystem_mount(js::FunctionArgs &args) {
if (args.length() < 2) {
args.throwError("filesystem.mount requires archive and mountpoint");
return;
}
std::string archive = args.arg(0).toString(args.context());
std::string mountpoint = args.arg(1).toString(args.context());
bool appendToPath = false;
if (args.length() >= 3) {
appendToPath = args.arg(2).toBool();
}
bool success = Filesystem::mount(archive.c_str(), mountpoint.c_str(), appendToPath);
args.returnValue(js::Value::boolean(success));
}
// joy.filesystem.unmount(archive) -> boolean
static void js_filesystem_unmount(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.unmount requires archive");
return;
}
std::string archive = args.arg(0).toString(args.context());
bool success = Filesystem::unmount(archive.c_str());
args.returnValue(js::Value::boolean(success));
}
// joy.filesystem.isFused() -> boolean
static void js_filesystem_isFused(js::FunctionArgs &args) {
args.returnValue(js::Value::boolean(Filesystem::isFused()));
}
// joy.filesystem.areSymlinksEnabled() -> boolean
static void js_filesystem_areSymlinksEnabled(js::FunctionArgs &args) {
args.returnValue(js::Value::boolean(Filesystem::areSymlinksEnabled()));
}
// joy.filesystem.setSymlinksEnabled(enable)
static void js_filesystem_setSymlinksEnabled(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.setSymlinksEnabled requires enable parameter");
return;
}
bool enable = args.arg(0).toBool();
Filesystem::setSymlinksEnabled(enable);
args.returnUndefined();
}
// joy.filesystem.lines(filename) -> array of lines
static void js_filesystem_lines(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.lines requires filename");
return;
}
std::string filename = args.arg(0).toString(args.context());
std::vector<char> data;
if (!Filesystem::read(filename.c_str(), data)) {
args.throwError("Failed to read file");
return;
}
// Parse lines
js::Value lines = js::Value::array(args.context());
uint32_t lineIndex = 0;
if (!data.empty()) {
data.push_back('\0'); // Ensure null-terminated
char *start = data.data();
for (char *p = data.data(); *p; p++) {
if (*p == '\n') {
*p = '\0';
// Remove trailing \r if present
if (p > start && *(p-1) == '\r') {
*(p-1) = '\0';
}
lines.setProperty(args.context(), lineIndex++, js::Value::string(args.context(), start));
start = p + 1;
}
}
// Add last line if not empty
if (*start) {
lines.setProperty(args.context(), lineIndex++, js::Value::string(args.context(), start));
}
}
args.returnValue(std::move(lines));
}
// joy.filesystem.newFile(filename, [mode]) -> File
static void js_filesystem_newFile(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.newFile requires filename");
return;
}
std::string filename = args.arg(0).toString(args.context());
File *file = new File(filename);
// If mode is provided, open the file
if (args.length() >= 2 && args.arg(1).isString()) {
std::string modeStr = args.arg(1).toString(args.context());
FileMode mode = stringToFileMode(modeStr);
if (mode != FileMode::Closed) {
std::string error;
if (!file->open(mode, &error)) {
delete file;
args.returnValue(js::Value::null());
return;
}
}
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), file_class_id);
js::ClassBuilder::setOpaque(obj, file);
args.returnValue(std::move(obj));
}
// joy.filesystem.newFileData(contents, name) or (filepath) -> FileData
static void js_filesystem_newFileData(js::FunctionArgs &args) {
if (args.length() < 1) {
args.throwError("filesystem.newFileData requires arguments");
return;
}
FileData *fileData = nullptr;
if (args.length() >= 2) {
// newFileData(contents, name)
std::string contents = args.arg(0).toString(args.context());
std::string name = args.arg(1).toString(args.context());
fileData = new FileData(name, contents.c_str(), contents.size());
} else {
// newFileData(filepath) - read from file
std::string filepath = args.arg(0).toString(args.context());
std::vector<char> data;
if (!Filesystem::read(filepath.c_str(), data)) {
args.returnValue(js::Value::null());
return;
}
fileData = new FileData(filepath, data.data(), data.size());
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), filedata_class_id);
js::ClassBuilder::setOpaque(obj, fileData);
args.returnValue(std::move(obj));
}
//------------------------------------------------------------------------------
// Module initialization
//------------------------------------------------------------------------------
void Filesystem::initJS(js::Context &ctx, js::Value &joy) {
// Register File class
js::ClassDef fileDef;
fileDef.name = "File";
fileDef.finalizer = file_finalizer;
file_class_id = js::ClassBuilder::registerClass(ctx, fileDef);
// Create File prototype with methods
js::Value fileProto = js::ModuleBuilder(ctx, "__file_proto__")
.function("open", js_file_open, 1)
.function("close", js_file_close, 0)
.function("flush", js_file_flush, 0)
.function("read", js_file_read, 1)
.function("write", js_file_write, 2)
.function("seek", js_file_seek, 1)
.function("tell", js_file_tell, 0)
.function("getSize", js_file_getSize, 0)
.function("isOpen", js_file_isOpen, 0)
.function("isEOF", js_file_isEOF, 0)
.function("getFilename", js_file_getFilename, 0)
.function("getMode", js_file_getMode, 0)
.function("lines", js_file_lines, 0)
.build();
js::ClassBuilder::setPrototype(ctx, file_class_id, fileProto);
// Register FileData class
js::ClassDef fileDataDef;
fileDataDef.name = "FileData";
fileDataDef.finalizer = filedata_finalizer;
filedata_class_id = js::ClassBuilder::registerClass(ctx, fileDataDef);
// Create FileData prototype with methods
js::Value fileDataProto = js::ModuleBuilder(ctx, "__filedata_proto__")
.function("getFilename", js_filedata_getFilename, 0)
.function("getExtension", js_filedata_getExtension, 0)
.function("getSize", js_filedata_getSize, 0)
.function("getString", js_filedata_getString, 0)
.build();
js::ClassBuilder::setPrototype(ctx, filedata_class_id, fileDataProto);
// Create filesystem namespace with all functions
js::ModuleBuilder(ctx, "filesystem")
// File operations
.function("read", js_filesystem_read, 2)
.function("write", js_filesystem_write, 3)
.function("append", js_filesystem_append, 3)
.function("remove", js_filesystem_remove, 1)
.function("lines", js_filesystem_lines, 1)
// Directory operations
.function("createDirectory", js_filesystem_createDirectory, 1)
.function("getDirectoryItems", js_filesystem_getDirectoryItems, 1)
// File/path info
.function("getInfo", js_filesystem_getInfo, 2)
.function("getRealDirectory", js_filesystem_getRealDirectory, 1)
// Paths
.function("getSaveDirectory", js_filesystem_getSaveDirectory, 0)
.function("getUserDirectory", js_filesystem_getUserDirectory, 0)
.function("getAppdataDirectory", js_filesystem_getAppdataDirectory, 0)
.function("getWorkingDirectory", js_filesystem_getWorkingDirectory, 0)
.function("getSource", js_filesystem_getSource, 0)
.function("getSourceBaseDirectory", js_filesystem_getSourceBaseDirectory, 0)
// Identity
.function("getIdentity", js_filesystem_getIdentity, 0)
.function("setIdentity", js_filesystem_setIdentity, 1)
// Mount/unmount
.function("mount", js_filesystem_mount, 3)
.function("unmount", js_filesystem_unmount, 1)
// Misc
.function("isFused", js_filesystem_isFused, 0)
.function("areSymlinksEnabled", js_filesystem_areSymlinksEnabled, 0)
.function("setSymlinksEnabled", js_filesystem_setSymlinksEnabled, 1)
// Constructors
.function("newFile", js_filesystem_newFile, 2)
.function("newFileData", js_filesystem_newFileData, 2)
.attachTo(joy);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/batch_renderer.cc
|
C++
|
#include "batch_renderer.hh"
#include "shader.hh"
#include <cmath>
#include <cstring>
#include <cstdio>
// Backend selection (matches gui_shaders.h pattern)
#if !defined(SOKOL_GLCORE) && !defined(SOKOL_GLES3) && !defined(SOKOL_METAL)
#if defined(RENDER_METAL)
#define SOKOL_METAL
#elif defined(__EMSCRIPTEN__)
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE
#endif
#endif
namespace joy {
namespace modules {
// Use BuiltinUniforms from shader.hh
// ============================================================================
// Embedded Shaders
// ============================================================================
#if defined(SOKOL_GLCORE)
static const char *batch_vs_source = R"(
#version 330
// Built-in uniforms as vec4 array
uniform vec4 builtins[10];
#define TransformMatrix mat4(builtins[0], builtins[1], builtins[2], builtins[3])
#define ProjectionMatrix mat4(builtins[4], builtins[5], builtins[6], builtins[7])
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 texcoord;
layout(location = 2) in vec4 color0;
out vec2 uv;
out vec4 color;
void main() {
vec4 worldPos = TransformMatrix * vec4(position, 0.0, 1.0);
gl_Position = ProjectionMatrix * worldPos;
uv = texcoord;
color = color0;
}
)";
static const char *batch_fs_source = R"(
#version 330
uniform sampler2D tex;
in vec2 uv;
in vec4 color;
out vec4 frag_color;
void main() {
frag_color = texture(tex, uv) * color;
}
)";
#elif defined(SOKOL_GLES3)
static const char *batch_vs_source = R"(#version 300 es
// Built-in uniforms as vec4 array
uniform highp vec4 builtins[10];
#define TransformMatrix mat4(builtins[0], builtins[1], builtins[2], builtins[3])
#define ProjectionMatrix mat4(builtins[4], builtins[5], builtins[6], builtins[7])
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 texcoord;
layout(location = 2) in vec4 color0;
out vec2 uv;
out vec4 color;
void main() {
vec4 worldPos = TransformMatrix * vec4(position, 0.0, 1.0);
gl_Position = ProjectionMatrix * worldPos;
uv = texcoord;
color = color0;
}
)";
static const char *batch_fs_source = R"(#version 300 es
precision mediump float;
uniform sampler2D tex;
in vec2 uv;
in vec4 color;
out vec4 frag_color;
void main() {
frag_color = texture(tex, uv) * color;
}
)";
#elif defined(SOKOL_METAL)
static const char *batch_shader_source = R"(
#include <metal_stdlib>
using namespace metal;
struct builtins_t {
float4 data[10];
};
struct vs_in {
float2 position [[attribute(0)]];
float2 texcoord [[attribute(1)]];
float4 color [[attribute(2)]];
};
struct vs_out {
float4 position [[position]];
float2 uv;
float4 color;
};
vertex vs_out vs_main(vs_in in [[stage_in]],
constant builtins_t& builtins [[buffer(0)]]) {
float4x4 transformMatrix = float4x4(builtins.data[0], builtins.data[1], builtins.data[2], builtins.data[3]);
float4x4 projectionMatrix = float4x4(builtins.data[4], builtins.data[5], builtins.data[6], builtins.data[7]);
vs_out out;
float4 worldPos = transformMatrix * float4(in.position, 0.0, 1.0);
out.position = projectionMatrix * worldPos;
out.uv = in.texcoord;
out.color = in.color;
return out;
}
fragment float4 fs_main(vs_out in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler smp [[sampler(0)]]) {
return tex.sample(smp, in.uv) * in.color;
}
)";
#endif
// ============================================================================
// Transform2D Implementation
// ============================================================================
void Transform2D::identity() {
m[0] = 1.0f; m[1] = 0.0f; m[2] = 0.0f;
m[3] = 0.0f; m[4] = 1.0f; m[5] = 0.0f;
}
Transform2D Transform2D::Identity() {
Transform2D t;
t.identity();
return t;
}
void Transform2D::translate(float x, float y) {
m[2] += m[0] * x + m[1] * y;
m[5] += m[3] * x + m[4] * y;
}
void Transform2D::rotate(float radians) {
float c = cosf(radians);
float s = sinf(radians);
float a = m[0], b = m[1];
float d = m[3], e = m[4];
m[0] = a * c + b * s;
m[1] = b * c - a * s;
m[3] = d * c + e * s;
m[4] = e * c - d * s;
}
void Transform2D::scale(float sx, float sy) {
m[0] *= sx;
m[1] *= sy;
m[3] *= sx;
m[4] *= sy;
}
void Transform2D::multiply(const Transform2D &other) {
float a0 = m[0], b0 = m[1], c0 = m[2];
float d0 = m[3], e0 = m[4], f0 = m[5];
float a1 = other.m[0], b1 = other.m[1], c1 = other.m[2];
float d1 = other.m[3], e1 = other.m[4], f1 = other.m[5];
m[0] = a0 * a1 + b0 * d1;
m[1] = a0 * b1 + b0 * e1;
m[2] = a0 * c1 + b0 * f1 + c0;
m[3] = d0 * a1 + e0 * d1;
m[4] = d0 * b1 + e0 * e1;
m[5] = d0 * c1 + e0 * f1 + f0;
}
void Transform2D::transformPoint(float &x, float &y) const {
float nx = m[0] * x + m[1] * y + m[2];
float ny = m[3] * x + m[4] * y + m[5];
x = nx;
y = ny;
}
bool Transform2D::operator==(const Transform2D &other) const {
return m[0] == other.m[0] && m[1] == other.m[1] && m[2] == other.m[2] &&
m[3] == other.m[3] && m[4] == other.m[4] && m[5] == other.m[5];
}
// ============================================================================
// Matrix4 Implementation
// ============================================================================
void Matrix4::identity() {
memset(m, 0, sizeof(m));
m[0] = m[5] = m[10] = m[15] = 1.0f;
}
Matrix4 Matrix4::Identity() {
Matrix4 mat;
mat.identity();
return mat;
}
void Matrix4::ortho(float left, float right, float bottom, float top, float near, float far) {
memset(m, 0, sizeof(m));
m[0] = 2.0f / (right - left);
m[5] = 2.0f / (top - bottom);
m[10] = -2.0f / (far - near);
m[12] = -(right + left) / (right - left);
m[13] = -(top + bottom) / (top - bottom);
m[14] = -(far + near) / (far - near);
m[15] = 1.0f;
}
void Matrix4::multiply(const Matrix4 &other) {
float result[16];
for (int col = 0; col < 4; col++) {
for (int row = 0; row < 4; row++) {
result[col * 4 + row] =
m[0 * 4 + row] * other.m[col * 4 + 0] +
m[1 * 4 + row] * other.m[col * 4 + 1] +
m[2 * 4 + row] * other.m[col * 4 + 2] +
m[3 * 4 + row] * other.m[col * 4 + 3];
}
}
memcpy(m, result, sizeof(m));
}
void Matrix4::setFromTransform2D(const Transform2D &t) {
memset(m, 0, sizeof(m));
m[0] = t.m[0]; // a
m[1] = t.m[3]; // c
m[4] = t.m[1]; // b
m[5] = t.m[4]; // d
m[10] = 1.0f;
m[12] = t.m[2]; // tx
m[13] = t.m[5]; // ty
m[15] = 1.0f;
}
// ============================================================================
// BatchState Implementation
// ============================================================================
bool BatchState::operator==(const BatchState &other) const {
return texture_view.id == other.texture_view.id &&
sampler.id == other.sampler.id &&
blend == other.blend &&
primitive == other.primitive &&
color_mask == other.color_mask;
// Note: transform and shader_id not included - they trigger flush separately
}
// ============================================================================
// BatchRenderer Implementation
// ============================================================================
BatchRenderer::BatchRenderer()
: shader_({SG_INVALID_ID})
, vertex_buffer_({SG_INVALID_ID})
, index_buffer_({SG_INVALID_ID})
, white_texture_({SG_INVALID_ID})
, white_view_({SG_INVALID_ID})
, default_sampler_({SG_INVALID_ID})
, color_r_(255), color_g_(255), color_b_(255), color_a_(255)
, line_width_(1.0f)
, frame_width_(0), frame_height_(0)
, pixel_width_(0), pixel_height_(0)
, dpi_scale_(1.0f)
, in_frame_(false)
, initialized_(false)
, flush_count_(0), draw_call_count_(0)
, scissor_enabled_(false)
, scissor_x_(0), scissor_y_(0), scissor_w_(0), scissor_h_(0)
, rendering_to_canvas_(false)
, current_shader_(nullptr)
{
// Initialize state
current_state_.texture_view.id = SG_INVALID_ID;
current_state_.sampler.id = SG_INVALID_ID;
current_state_.blend = BlendState::Alpha();
current_state_.primitive = PrimitiveType::Triangles;
current_state_.transform.identity();
current_state_.color_mask = ColorMask::All();
current_state_.shader_id = 0;
pending_state_ = current_state_;
current_transform_.identity();
}
BatchRenderer::~BatchRenderer() {
shutdown();
}
bool BatchRenderer::init() {
if (initialized_) {
return true;
}
// Create shader
sg_shader_desc shader_desc = {};
shader_desc.label = "batch_shader";
// Built-in uniform block (slot 0, vertex stage)
shader_desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX;
shader_desc.uniform_blocks[0].size = sizeof(BuiltinUniforms);
#if defined(SOKOL_GLCORE) || defined(SOKOL_GLES3)
shader_desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "builtins";
shader_desc.uniform_blocks[0].glsl_uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
shader_desc.uniform_blocks[0].glsl_uniforms[0].array_count = 10;
#elif defined(SOKOL_METAL)
shader_desc.uniform_blocks[0].msl_buffer_n = 0;
#endif
#if defined(SOKOL_GLCORE) || defined(SOKOL_GLES3)
shader_desc.vertex_func.source = batch_vs_source;
shader_desc.vertex_func.entry = "main";
shader_desc.fragment_func.source = batch_fs_source;
shader_desc.fragment_func.entry = "main";
shader_desc.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.views[0].texture.multisampled = false;
shader_desc.views[0].texture.image_type = SG_IMAGETYPE_2D;
shader_desc.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
shader_desc.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
shader_desc.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.texture_sampler_pairs[0].view_slot = 0;
shader_desc.texture_sampler_pairs[0].sampler_slot = 0;
shader_desc.texture_sampler_pairs[0].glsl_name = "tex";
#elif defined(SOKOL_METAL)
shader_desc.vertex_func.source = batch_shader_source;
shader_desc.vertex_func.entry = "vs_main";
shader_desc.fragment_func.source = batch_shader_source;
shader_desc.fragment_func.entry = "fs_main";
shader_desc.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.views[0].texture.multisampled = false;
shader_desc.views[0].texture.image_type = SG_IMAGETYPE_2D;
shader_desc.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
shader_desc.views[0].texture.msl_texture_n = 0;
shader_desc.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
shader_desc.samplers[0].msl_sampler_n = 0;
shader_desc.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.texture_sampler_pairs[0].view_slot = 0;
shader_desc.texture_sampler_pairs[0].sampler_slot = 0;
#endif
shader_ = sg_make_shader(&shader_desc);
if (shader_.id == SG_INVALID_ID) {
fprintf(stderr, "BatchRenderer: Failed to create shader\n");
return false;
}
// Create vertex buffer (streaming)
sg_buffer_desc vbuf_desc = {};
vbuf_desc.size = MAX_VERTICES * sizeof(BatchVertex);
vbuf_desc.usage.vertex_buffer = true;
vbuf_desc.usage.immutable = false;
vbuf_desc.usage.stream_update = true;
vbuf_desc.label = "batch_vertices";
vertex_buffer_ = sg_make_buffer(&vbuf_desc);
// Create index buffer (streaming)
sg_buffer_desc ibuf_desc = {};
ibuf_desc.size = MAX_INDICES * sizeof(uint16_t);
ibuf_desc.usage.index_buffer = true;
ibuf_desc.usage.immutable = false;
ibuf_desc.usage.stream_update = true;
ibuf_desc.label = "batch_indices";
index_buffer_ = sg_make_buffer(&ibuf_desc);
// Create 1x1 white texture
uint32_t white_pixel = 0xFFFFFFFF;
sg_image_desc img_desc = {};
img_desc.width = 1;
img_desc.height = 1;
img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
img_desc.data.mip_levels[0].ptr = &white_pixel;
img_desc.data.mip_levels[0].size = sizeof(white_pixel);
img_desc.label = "batch_white";
white_texture_ = sg_make_image(&img_desc);
// Create view for white texture
sg_view_desc view_desc = {};
view_desc.texture.image = white_texture_;
white_view_ = sg_make_view(&view_desc);
// Create default sampler
sg_sampler_desc smp_desc = {};
smp_desc.min_filter = SG_FILTER_LINEAR;
smp_desc.mag_filter = SG_FILTER_LINEAR;
smp_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
smp_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
smp_desc.label = "batch_sampler";
default_sampler_ = sg_make_sampler(&smp_desc);
// Initialize pipeline cache with default shader and vertex layout
sg_vertex_layout_state vertex_layout = {};
vertex_layout.attrs[0].format = SG_VERTEXFORMAT_FLOAT2; // position
vertex_layout.attrs[1].format = SG_VERTEXFORMAT_FLOAT2; // texcoord
vertex_layout.attrs[2].format = SG_VERTEXFORMAT_UBYTE4N; // color (normalized)
pipeline_cache_.init(shader_, vertex_layout);
// Reserve capacity for vertex/index buffers
vertices_.reserve(MAX_VERTICES);
indices_.reserve(MAX_INDICES);
// Set initial pending state to use white texture view
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
pending_state_.blend = BlendState::Alpha();
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.color_mask = ColorMask::All();
pending_state_.shader_id = 0;
initialized_ = true;
return true;
}
void BatchRenderer::shutdown() {
if (!initialized_) {
return;
}
pipeline_cache_.shutdown();
if (shader_.id != SG_INVALID_ID) {
sg_destroy_shader(shader_);
shader_.id = SG_INVALID_ID;
}
if (vertex_buffer_.id != SG_INVALID_ID) {
sg_destroy_buffer(vertex_buffer_);
vertex_buffer_.id = SG_INVALID_ID;
}
if (index_buffer_.id != SG_INVALID_ID) {
sg_destroy_buffer(index_buffer_);
index_buffer_.id = SG_INVALID_ID;
}
if (default_sampler_.id != SG_INVALID_ID) {
sg_destroy_sampler(default_sampler_);
default_sampler_.id = SG_INVALID_ID;
}
if (white_view_.id != SG_INVALID_ID) {
sg_destroy_view(white_view_);
white_view_.id = SG_INVALID_ID;
}
if (white_texture_.id != SG_INVALID_ID) {
sg_destroy_image(white_texture_);
white_texture_.id = SG_INVALID_ID;
}
vertices_.clear();
indices_.clear();
transform_stack_.clear();
initialized_ = false;
}
sg_pipeline BatchRenderer::getPipeline() {
PipelineKey key = PipelineKey::make(
current_state_.shader_id,
current_state_.blend,
current_state_.primitive,
current_state_.color_mask
);
return pipeline_cache_.get(key);
}
void BatchRenderer::beginFrame(int logicalW, int logicalH, int pixelW, int pixelH) {
frame_width_ = logicalW;
frame_height_ = logicalH;
pixel_width_ = pixelW > 0 ? pixelW : logicalW;
pixel_height_ = pixelH > 0 ? pixelH : logicalH;
dpi_scale_ = static_cast<float>(pixel_width_) / static_cast<float>(frame_width_);
in_frame_ = true;
// Reset debug stats
flush_count_ = 0;
draw_call_count_ = 0;
// Reset state
vertices_.clear();
indices_.clear();
transform_stack_.clear();
current_transform_.identity();
// Reset to default state
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
pending_state_.blend = BlendState::Alpha();
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.color_mask = ColorMask::All();
pending_state_.shader_id = 0;
current_state_ = pending_state_;
color_r_ = 255;
color_g_ = 255;
color_b_ = 255;
color_a_ = 255;
scissor_enabled_ = false;
current_shader_ = nullptr;
}
void BatchRenderer::endFrame() {
flush();
in_frame_ = false;
}
void BatchRenderer::buildTransformMatrix(float* out) const {
// Convert 2D affine transform to 4x4 matrix (column-major)
memset(out, 0, 16 * sizeof(float));
out[0] = current_transform_.m[0]; // a
out[1] = current_transform_.m[3]; // c
out[4] = current_transform_.m[1]; // b
out[5] = current_transform_.m[4]; // d
out[10] = 1.0f;
out[12] = current_transform_.m[2]; // tx
out[13] = current_transform_.m[5]; // ty
out[15] = 1.0f;
}
void BatchRenderer::buildProjectionMatrix(float* out) const {
// Orthographic projection: (0,0)-(width,height) to clip-space (-1,-1)-(1,1)
// Y is flipped so (0,0) is top-left
float w = static_cast<float>(frame_width_);
float h = static_cast<float>(frame_height_);
memset(out, 0, 16 * sizeof(float));
out[0] = 2.0f / w;
out[5] = -2.0f / h; // Flip Y
out[10] = -1.0f;
out[12] = -1.0f;
out[13] = 1.0f;
out[15] = 1.0f;
}
void BatchRenderer::flush() {
if (vertices_.empty()) {
return;
}
flush_count_++;
draw_call_count_++;
// Upload vertex data using append (allows multiple updates per frame)
sg_range vrange = {vertices_.data(), vertices_.size() * sizeof(BatchVertex)};
int vertex_offset = sg_append_buffer(vertex_buffer_, &vrange);
// Upload index data if we have any
bool use_indices = !indices_.empty();
int index_offset = 0;
if (use_indices) {
sg_range irange = {indices_.data(), indices_.size() * sizeof(uint16_t)};
index_offset = sg_append_buffer(index_buffer_, &irange);
}
// Build uniform data
BuiltinUniforms uniforms;
buildTransformMatrix(uniforms.transformMatrix);
buildProjectionMatrix(uniforms.projectionMatrix);
uniforms.screenSize[0] = static_cast<float>(pixel_width_);
uniforms.screenSize[1] = static_cast<float>(pixel_height_);
// screenSize.z and .w are used for Y-flip in love_PixelCoord:
// love_PixelCoord.y = gl_FragCoord.y * z + w
// For Y-flip (OpenGL bottom-left to Love2D top-left): z=-1, w=height
uniforms.screenSize[2] = -1.0f;
uniforms.screenSize[3] = static_cast<float>(pixel_height_);
uniforms.constantColor[0] = color_r_ / 255.0f;
uniforms.constantColor[1] = color_g_ / 255.0f;
uniforms.constantColor[2] = color_b_ / 255.0f;
uniforms.constantColor[3] = color_a_ / 255.0f;
// Apply pipeline and uniforms
sg_pipeline pip;
if (current_shader_ && current_shader_->isValid()) {
// Custom shader path
pip = current_shader_->getPipeline(current_state_.primitive, current_state_.blend);
sg_apply_pipeline(pip);
current_shader_->setBuiltinUniforms(uniforms.transformMatrix, uniforms.projectionMatrix,
uniforms.screenSize, uniforms.constantColor);
current_shader_->applyUniforms();
} else {
// Default shader path
pip = getPipeline();
sg_apply_pipeline(pip);
sg_range uniform_range = {&uniforms, sizeof(uniforms)};
sg_apply_uniforms(0, &uniform_range);
}
// Set up bindings with offsets from append
sg_bindings bindings = {};
bindings.vertex_buffers[0] = vertex_buffer_;
bindings.vertex_buffer_offsets[0] = vertex_offset;
if (use_indices) {
bindings.index_buffer = index_buffer_;
bindings.index_buffer_offset = index_offset;
}
// Bind texture view and sampler
if (current_state_.texture_view.id == SG_INVALID_ID) {
bindings.views[0] = white_view_;
bindings.samplers[0] = default_sampler_;
} else {
bindings.views[0] = current_state_.texture_view;
bindings.samplers[0] = current_state_.sampler.id != SG_INVALID_ID
? current_state_.sampler : default_sampler_;
}
sg_apply_bindings(&bindings);
// Draw
if (use_indices) {
sg_draw(0, static_cast<int>(indices_.size()), 1);
} else {
sg_draw(0, static_cast<int>(vertices_.size()), 1);
}
// Clear for next batch
vertices_.clear();
indices_.clear();
}
void BatchRenderer::flushIfStateChanged() {
if (pending_state_ != current_state_) {
flush();
current_state_ = pending_state_;
}
}
void BatchRenderer::ensureCapacity(size_t vertex_count, size_t index_count) {
if (vertices_.size() + vertex_count > MAX_VERTICES ||
indices_.size() + index_count > MAX_INDICES) {
flush();
}
}
BatchVertex *BatchRenderer::allocVertices(size_t count) {
size_t start = vertices_.size();
vertices_.resize(start + count);
return &vertices_[start];
}
void BatchRenderer::addQuadIndices() {
size_t base = vertices_.size() - 4;
indices_.push_back(static_cast<uint16_t>(base + 0));
indices_.push_back(static_cast<uint16_t>(base + 1));
indices_.push_back(static_cast<uint16_t>(base + 2));
indices_.push_back(static_cast<uint16_t>(base + 0));
indices_.push_back(static_cast<uint16_t>(base + 2));
indices_.push_back(static_cast<uint16_t>(base + 3));
}
// ============================================================================
// State Management
// ============================================================================
void BatchRenderer::setColor(float r, float g, float b, float a) {
color_r_ = static_cast<uint8_t>(r * 255.0f);
color_g_ = static_cast<uint8_t>(g * 255.0f);
color_b_ = static_cast<uint8_t>(b * 255.0f);
color_a_ = static_cast<uint8_t>(a * 255.0f);
}
void BatchRenderer::getColor(float *r, float *g, float *b, float *a) const {
*r = color_r_ / 255.0f;
*g = color_g_ / 255.0f;
*b = color_b_ / 255.0f;
*a = color_a_ / 255.0f;
}
void BatchRenderer::setBlendMode(BlendMode mode) {
pending_state_.blend = blendModeToState(mode);
}
BlendMode BatchRenderer::getBlendMode() const {
return stateToBlendMode(pending_state_.blend);
}
void BatchRenderer::setColorMask(const ColorMask &mask) {
pending_state_.color_mask = mask;
}
void BatchRenderer::setTexture(sg_view view, sg_sampler smp) {
pending_state_.texture_view = view;
pending_state_.sampler = smp;
}
void BatchRenderer::resetTexture() {
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
}
void BatchRenderer::setShader(Shader *shader) {
Shader *new_shader = (shader && shader->isValid()) ? shader : nullptr;
// Flush before changing shader
if (new_shader != current_shader_ && !vertices_.empty()) {
flush();
}
current_shader_ = new_shader;
current_state_.shader_id = new_shader ? new_shader->getShaderID() : 0;
pending_state_.shader_id = current_state_.shader_id;
}
void BatchRenderer::resetShader() {
setShader(nullptr);
}
void BatchRenderer::setLineWidth(float width) {
line_width_ = width;
}
// ============================================================================
// Transform Stack
// ============================================================================
void BatchRenderer::pushTransform() {
flush();
transform_stack_.push_back(current_transform_);
}
void BatchRenderer::popTransform() {
if (!transform_stack_.empty()) {
flush();
current_transform_ = transform_stack_.back();
transform_stack_.pop_back();
}
}
void BatchRenderer::translate(float x, float y) {
flush();
current_transform_.translate(x, y);
}
void BatchRenderer::rotate(float radians) {
flush();
current_transform_.rotate(radians);
}
void BatchRenderer::scale(float sx, float sy) {
flush();
current_transform_.scale(sx, sy);
}
void BatchRenderer::resetTransform() {
flush();
current_transform_.identity();
}
// ============================================================================
// Drawing Primitives
// ============================================================================
void BatchRenderer::drawFilledRect(float x, float y, float w, float h) {
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
ensureCapacity(4, 6);
BatchVertex *v = allocVertices(4);
v[0] = {x, y, 0, 0, color_r_, color_g_, color_b_, color_a_};
v[1] = {x + w, y, 1, 0, color_r_, color_g_, color_b_, color_a_};
v[2] = {x + w, y + h, 1, 1, color_r_, color_g_, color_b_, color_a_};
v[3] = {x, y + h, 0, 1, color_r_, color_g_, color_b_, color_a_};
addQuadIndices();
}
void BatchRenderer::drawFilledTriangle(float x1, float y1, float x2, float y2,
float x3, float y3) {
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
ensureCapacity(3, 3);
size_t base = vertices_.size();
BatchVertex *v = allocVertices(3);
v[0] = {x1, y1, 0, 0, color_r_, color_g_, color_b_, color_a_};
v[1] = {x2, y2, 0, 0, color_r_, color_g_, color_b_, color_a_};
v[2] = {x3, y3, 0, 0, color_r_, color_g_, color_b_, color_a_};
indices_.push_back(static_cast<uint16_t>(base + 0));
indices_.push_back(static_cast<uint16_t>(base + 1));
indices_.push_back(static_cast<uint16_t>(base + 2));
}
void BatchRenderer::drawFilledCircle(float cx, float cy, float radius, int segments) {
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
size_t vertex_count = 1 + segments;
size_t index_count = segments * 3;
ensureCapacity(vertex_count, index_count);
size_t base = vertices_.size();
// Center vertex
BatchVertex *v = allocVertices(1);
v[0] = {cx, cy, 0.5f, 0.5f, color_r_, color_g_, color_b_, color_a_};
// Perimeter vertices
v = allocVertices(segments);
for (int i = 0; i < segments; i++) {
float angle = static_cast<float>(i) * 2.0f * 3.14159265f / static_cast<float>(segments);
float px = cx + radius * cosf(angle);
float py = cy + radius * sinf(angle);
v[i] = {px, py, 0, 0, color_r_, color_g_, color_b_, color_a_};
}
// Create triangle fan indices
for (int i = 0; i < segments; i++) {
int next = (i + 1) % segments;
indices_.push_back(static_cast<uint16_t>(base));
indices_.push_back(static_cast<uint16_t>(base + 1 + i));
indices_.push_back(static_cast<uint16_t>(base + 1 + next));
}
}
void BatchRenderer::drawFilledPolygon(const float *points, int count) {
if (count < 3) return;
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
size_t vertex_count = count;
size_t index_count = (count - 2) * 3;
ensureCapacity(vertex_count, index_count);
size_t base = vertices_.size();
BatchVertex *v = allocVertices(count);
for (int i = 0; i < count; i++) {
float px = points[i * 2];
float py = points[i * 2 + 1];
v[i] = {px, py, 0, 0, color_r_, color_g_, color_b_, color_a_};
}
for (int i = 1; i < count - 1; i++) {
indices_.push_back(static_cast<uint16_t>(base));
indices_.push_back(static_cast<uint16_t>(base + i));
indices_.push_back(static_cast<uint16_t>(base + i + 1));
}
}
void BatchRenderer::drawRect(float x, float y, float w, float h) {
float points[8] = {
x, y,
x + w, y,
x + w, y + h,
x, y + h
};
drawPolyline(points, 4, true);
}
void BatchRenderer::drawLine(float x1, float y1, float x2, float y2) {
if (line_width_ <= 1.0f) {
pending_state_.primitive = PrimitiveType::Lines;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
ensureCapacity(2, 2);
size_t base = vertices_.size();
BatchVertex *v = allocVertices(2);
v[0] = {x1, y1, 0, 0, color_r_, color_g_, color_b_, color_a_};
v[1] = {x2, y2, 0, 0, color_r_, color_g_, color_b_, color_a_};
indices_.push_back(static_cast<uint16_t>(base));
indices_.push_back(static_cast<uint16_t>(base + 1));
} else {
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
ensureCapacity(4, 6);
float dx = x2 - x1;
float dy = y2 - y1;
float length = sqrtf(dx * dx + dy * dy);
if (length < 0.0001f) return;
float half_width = line_width_ * 0.5f;
float px = (-dy / length) * half_width;
float py = (dx / length) * half_width;
BatchVertex *v = allocVertices(4);
v[0] = {x1 + px, y1 + py, 0, 0, color_r_, color_g_, color_b_, color_a_};
v[1] = {x2 + px, y2 + py, 1, 0, color_r_, color_g_, color_b_, color_a_};
v[2] = {x2 - px, y2 - py, 1, 1, color_r_, color_g_, color_b_, color_a_};
v[3] = {x1 - px, y1 - py, 0, 1, color_r_, color_g_, color_b_, color_a_};
addQuadIndices();
}
}
void BatchRenderer::drawCircle(float cx, float cy, float radius, int segments) {
std::vector<float> points(segments * 2);
for (int i = 0; i < segments; i++) {
float angle = static_cast<float>(i) * 2.0f * 3.14159265f / static_cast<float>(segments);
points[i * 2] = cx + radius * cosf(angle);
points[i * 2 + 1] = cy + radius * sinf(angle);
}
drawPolyline(points.data(), segments, true);
}
void BatchRenderer::drawPolygon(const float *points, int count) {
if (count < 2) return;
drawPolyline(points, count, true);
}
void BatchRenderer::drawPoint(float x, float y) {
pending_state_.primitive = PrimitiveType::Points;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
ensureCapacity(1, 1);
size_t base = vertices_.size();
BatchVertex *v = allocVertices(1);
v[0] = {x, y, 0, 0, color_r_, color_g_, color_b_, color_a_};
indices_.push_back(static_cast<uint16_t>(base));
}
void BatchRenderer::drawPolyline(const float *points, int count, bool closed) {
if (count < 2) return;
if (line_width_ <= 1.0f) {
pending_state_.primitive = PrimitiveType::Lines;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
int num_segments = closed ? count : count - 1;
ensureCapacity(count, num_segments * 2);
size_t base = vertices_.size();
BatchVertex *v = allocVertices(count);
for (int i = 0; i < count; i++) {
float px = points[i * 2];
float py = points[i * 2 + 1];
v[i] = {px, py, 0, 0, color_r_, color_g_, color_b_, color_a_};
}
for (int i = 0; i < num_segments; i++) {
int next = (i + 1) % count;
indices_.push_back(static_cast<uint16_t>(base + i));
indices_.push_back(static_cast<uint16_t>(base + next));
}
return;
}
// Thick lines as triangle strip with miter joins
pending_state_.primitive = PrimitiveType::Triangles;
pending_state_.texture_view = white_view_;
pending_state_.sampler = default_sampler_;
flushIfStateChanged();
float half_width = line_width_ * 0.5f;
int num_segments = closed ? count : count - 1;
size_t vertex_count = count * 2;
size_t index_count = num_segments * 6;
ensureCapacity(vertex_count, index_count);
std::vector<float> normals_x(count);
std::vector<float> normals_y(count);
for (int i = 0; i < count; i++) {
int prev_idx = closed ? (i - 1 + count) % count : (i > 0 ? i - 1 : i);
int next_idx = closed ? (i + 1) % count : (i < count - 1 ? i + 1 : i);
float px = points[i * 2];
float py = points[i * 2 + 1];
float prev_x = points[prev_idx * 2];
float prev_y = points[prev_idx * 2 + 1];
float next_x = points[next_idx * 2];
float next_y = points[next_idx * 2 + 1];
float d1x = px - prev_x;
float d1y = py - prev_y;
float d2x = next_x - px;
float d2y = next_y - py;
float len1 = sqrtf(d1x * d1x + d1y * d1y);
float len2 = sqrtf(d2x * d2x + d2y * d2y);
if (len1 < 0.0001f) { d1x = d2x; d1y = d2y; len1 = len2; }
if (len2 < 0.0001f) { d2x = d1x; d2y = d1y; len2 = len1; }
if (len1 > 0.0001f) { d1x /= len1; d1y /= len1; }
if (len2 > 0.0001f) { d2x /= len2; d2y /= len2; }
float n1x = -d1y, n1y = d1x;
float n2x = -d2y, n2y = d2x;
float nx = n1x + n2x, ny = n1y + n2y;
float nlen = sqrtf(nx * nx + ny * ny);
if (nlen < 0.0001f) { nx = n1x; ny = n1y; nlen = 1.0f; }
else { nx /= nlen; ny /= nlen; }
float dot = n1x * nx + n1y * ny;
if (dot < 0.1f) dot = 0.1f;
float miter_scale = half_width / dot;
float max_miter = half_width * 4.0f;
if (miter_scale > max_miter) miter_scale = max_miter;
normals_x[i] = nx * miter_scale;
normals_y[i] = ny * miter_scale;
}
size_t base = vertices_.size();
BatchVertex *v = allocVertices(vertex_count);
for (int i = 0; i < count; i++) {
float px = points[i * 2];
float py = points[i * 2 + 1];
v[i * 2] = {px + normals_x[i], py + normals_y[i], 0, 0, color_r_, color_g_, color_b_, color_a_};
v[i * 2 + 1] = {px - normals_x[i], py - normals_y[i], 0, 0, color_r_, color_g_, color_b_, color_a_};
}
for (int i = 0; i < num_segments; i++) {
int curr = i;
int next = (i + 1) % count;
indices_.push_back(static_cast<uint16_t>(base + curr * 2));
indices_.push_back(static_cast<uint16_t>(base + curr * 2 + 1));
indices_.push_back(static_cast<uint16_t>(base + next * 2));
indices_.push_back(static_cast<uint16_t>(base + curr * 2 + 1));
indices_.push_back(static_cast<uint16_t>(base + next * 2 + 1));
indices_.push_back(static_cast<uint16_t>(base + next * 2));
}
}
void BatchRenderer::drawTexturedRect(float dx, float dy, float dw, float dh,
float sx, float sy, float sw, float sh,
int tex_width, int tex_height) {
pending_state_.primitive = PrimitiveType::Triangles;
flushIfStateChanged();
ensureCapacity(4, 6);
float u0 = sx / tex_width;
float v0 = sy / tex_height;
float u1 = (sx + sw) / tex_width;
float v1 = (sy + sh) / tex_height;
BatchVertex *v = allocVertices(4);
v[0] = {dx, dy, u0, v0, color_r_, color_g_, color_b_, color_a_};
v[1] = {dx + dw, dy, u1, v0, color_r_, color_g_, color_b_, color_a_};
v[2] = {dx + dw, dy + dh, u1, v1, color_r_, color_g_, color_b_, color_a_};
v[3] = {dx, dy + dh, u0, v1, color_r_, color_g_, color_b_, color_a_};
addQuadIndices();
}
// ============================================================================
// Viewport/Scissor
// ============================================================================
void BatchRenderer::setScissor(int x, int y, int w, int h) {
flush();
sg_apply_scissor_rect(x, y, w, h, true);
scissor_enabled_ = true;
scissor_x_ = x;
scissor_y_ = y;
scissor_w_ = w;
scissor_h_ = h;
}
void BatchRenderer::resetScissor() {
if (scissor_enabled_) {
flush();
sg_apply_scissor_rect(0, 0, frame_width_, frame_height_, true);
scissor_enabled_ = false;
}
}
void BatchRenderer::clear(float r, float g, float b, float a) {
uint8_t old_r = color_r_, old_g = color_g_, old_b = color_b_, old_a = color_a_;
sg_view old_view = pending_state_.texture_view;
sg_sampler old_smp = pending_state_.sampler;
Transform2D old_transform = current_transform_;
setColor(r, g, b, a);
resetTexture();
current_transform_.identity();
drawFilledRect(0, 0, static_cast<float>(frame_width_), static_cast<float>(frame_height_));
current_transform_ = old_transform;
color_r_ = old_r;
color_g_ = old_g;
color_b_ = old_b;
color_a_ = old_a;
pending_state_.texture_view = old_view;
pending_state_.sampler = old_smp;
}
void BatchRenderer::submitFontTriangles(
sg_view texture_view,
sg_sampler sampler,
const float* positions,
const float* texcoords,
const uint32_t* colors,
int nverts,
uint16_t shader_id
) {
if (nverts <= 0) return;
// Flush existing batch if state changes
if (pending_state_.texture_view.id != texture_view.id ||
pending_state_.sampler.id != sampler.id ||
pending_state_.shader_id != shader_id ||
pending_state_.primitive != PrimitiveType::Triangles) {
flush();
pending_state_.texture_view = texture_view;
pending_state_.sampler = sampler;
pending_state_.shader_id = shader_id;
pending_state_.primitive = PrimitiveType::Triangles;
current_state_ = pending_state_;
}
// Check capacity
ensureCapacity(nverts, nverts);
// Add vertices
size_t base = vertices_.size();
BatchVertex* v = allocVertices(nverts);
for (int i = 0; i < nverts; i++) {
uint32_t c = colors[i];
v[i].x = positions[i * 2];
v[i].y = positions[i * 2 + 1];
v[i].u = texcoords[i * 2];
v[i].v = texcoords[i * 2 + 1];
v[i].r = static_cast<uint8_t>(c & 0xFF);
v[i].g = static_cast<uint8_t>((c >> 8) & 0xFF);
v[i].b = static_cast<uint8_t>((c >> 16) & 0xFF);
v[i].a = static_cast<uint8_t>((c >> 24) & 0xFF);
}
// Add indices (triangles are already in order)
for (int i = 0; i < nverts; i++) {
indices_.push_back(static_cast<uint16_t>(base + i));
}
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/batch_renderer.hh
|
C++ Header
|
#pragma once
#include "sokol_gfx.h"
#include "renderstate.hh"
#include "pipeline_cache.hh"
#include <vector>
#include <cstdint>
namespace joy {
namespace modules {
class Shader;
// Vertex format: 20 bytes per vertex
// Position is CPU-transformed and stored in NDC
struct BatchVertex {
float x, y; // Position (NDC after CPU transform)
float u, v; // Texcoord
uint8_t r, g, b, a; // Color (RGBA8)
};
// 2D affine transformation matrix (2x3)
// | a b tx |
// | c d ty |
struct Transform2D {
float m[6]; // [a, b, tx, c, d, ty]
void identity();
void translate(float x, float y);
void rotate(float radians);
void scale(float sx, float sy);
void multiply(const Transform2D &other);
void transformPoint(float &x, float &y) const;
static Transform2D Identity();
bool operator==(const Transform2D &other) const;
bool operator!=(const Transform2D &other) const { return !(*this == other); }
};
// 4x4 matrix for GPU uniforms (column-major for OpenGL/Metal)
struct Matrix4 {
float m[16];
void identity();
void ortho(float left, float right, float bottom, float top, float near, float far);
void multiply(const Matrix4 &other); // this = this * other
void setFromTransform2D(const Transform2D &t); // Convert 2D affine to 4x4
static Matrix4 Identity();
};
// Batch state - changes trigger a flush
struct BatchState {
sg_view texture_view; // SG_INVALID_ID for white texture
sg_sampler sampler; // SG_INVALID_ID for default
BlendState blend; // Low-level blend configuration
PrimitiveType primitive;
Transform2D transform; // Current transform (changes trigger flush)
ColorMask color_mask; // Color channel write mask
uint16_t shader_id; // 0 = default shader, or custom shader ID
bool operator==(const BatchState &other) const;
bool operator!=(const BatchState &other) const { return !(*this == other); }
};
// Built-in uniform data for custom shaders
// Layout must match shader expectations:
// - mat4 TransformProjectionMatrix (64 bytes)
// - vec4 joy_ScreenSize (16 bytes)
// - vec4 ConstantColor (16 bytes)
// - vec4 joy_DPIScale (16 bytes, only .x is used)
struct ShaderBuiltinUniforms {
float transform_projection[16]; // mat4
float screen_size[4]; // vec4: x=width, y=height, z=Y-flip, w=offset
float constant_color[4]; // vec4: current draw color
float dpi_scale[4]; // vec4: only .x is used (DPI scale)
};
// Main batch renderer class
class BatchRenderer {
public:
// Configuration
static constexpr size_t MAX_VERTICES = 64 * 1024;
static constexpr size_t MAX_INDICES = 128 * 1024;
BatchRenderer();
~BatchRenderer();
// Lifecycle
bool init();
void shutdown();
// Frame management
void beginFrame(int logicalW, int logicalH, int pixelW = 0, int pixelH = 0);
void endFrame();
// Manual flush
void flush();
// State management
void setColor(float r, float g, float b, float a);
void getColor(float *r, float *g, float *b, float *a) const;
// Blend mode (high-level API for backward compatibility)
void setBlendMode(BlendMode mode);
BlendMode getBlendMode() const;
// Blend state (low-level API for full control)
void setBlendState(const BlendState &state);
const BlendState &getBlendState() const { return pending_state_.blend; }
// Color mask
void setColorMask(bool r, bool g, bool b, bool a);
void setColorMask(const ColorMask &mask);
const ColorMask &getColorMask() const { return pending_state_.color_mask; }
void setTexture(sg_view view, sg_sampler smp);
void resetTexture();
// Custom shader support
void setShader(Shader *shader);
void resetShader();
Shader *getShader() const { return current_shader_; }
uint16_t getCurrentShaderID() const { return pending_state_.shader_id; }
// DPI scale (for shader uniforms)
void setDPIScale(float scale) { dpi_scale_ = scale; }
float getDPIScale() const { return dpi_scale_; }
// Rendering to canvas (affects Y-flip in shaders)
void setRenderingToCanvas(bool rendering_to_canvas) { rendering_to_canvas_ = rendering_to_canvas; }
bool isRenderingToCanvas() const { return rendering_to_canvas_; }
// Line width
void setLineWidth(float width);
float getLineWidth() const { return line_width_; }
// Transform stack
void pushTransform();
void popTransform();
void translate(float x, float y);
void rotate(float radians);
void scale(float sx, float sy);
void resetTransform();
const Transform2D &getCurrentTransform() const { return current_transform_; }
// Drawing primitives (filled)
void drawFilledRect(float x, float y, float w, float h);
void drawFilledTriangle(float x1, float y1, float x2, float y2, float x3, float y3);
void drawFilledCircle(float x, float y, float radius, int segments = 32);
void drawFilledPolygon(const float *points, int count);
// Drawing primitives (outline)
void drawRect(float x, float y, float w, float h);
void drawLine(float x1, float y1, float x2, float y2);
void drawCircle(float x, float y, float radius, int segments = 32);
void drawPolygon(const float *points, int count);
void drawPoint(float x, float y);
// Polyline with miter joins (for thick lines)
void drawPolyline(const float *points, int count, bool closed);
// Textured drawing
void drawTexturedRect(float dx, float dy, float dw, float dh,
float sx, float sy, float sw, float sh,
int tex_width, int tex_height);
// Viewport/scissor
void setScissor(int x, int y, int w, int h);
void resetScissor();
// Clear the screen
void clear(float r, float g, float b, float a);
// Debug stats
int getFlushCount() const { return flush_count_; }
int getDrawCallCount() const { return draw_call_count_; }
// Pipeline cache access (for registering custom shaders)
PipelineCache& getPipelineCache() { return pipeline_cache_; }
// Submit font triangles with a custom shader
// Used by TextRenderer for text rendering with R8 texture atlas
void submitFontTriangles(
sg_view texture_view,
sg_sampler sampler,
const float* positions, // [x0,y0, x1,y1, ...] nverts*2 floats
const float* texcoords, // [u0,v0, u1,v1, ...] nverts*2 floats
const uint32_t* colors, // packed RGBA per vertex, nverts values
int nverts,
uint16_t shader_id
);
// Get default sampler (for TextRenderer)
sg_sampler getDefaultSampler() const { return default_sampler_; }
private:
// Get pipeline for current state (uses cache)
sg_pipeline getPipeline();
// Build transform/projection matrices for shader uniforms
void buildTransformMatrix(float *out) const;
void buildProjectionMatrix(float *out) const;
// Flush if state changed
void flushIfStateChanged();
// Ensure capacity for vertices/indices
void ensureCapacity(size_t vertex_count, size_t index_count);
// Allocate vertices and return pointer
BatchVertex *allocVertices(size_t count);
// Add indices for a quad (assumes 4 vertices already added)
void addQuadIndices();
// Sync current_transform_ to pending_state_ before drawing
void syncTransform();
// Compute the combined projection * transform matrix for the shader uniform
void computeCombinedMatrix(Matrix4 &out) const;
// Resources
sg_shader shader_;
PipelineCache pipeline_cache_;
sg_buffer vertex_buffer_;
sg_buffer index_buffer_;
sg_image white_texture_;
sg_view white_view_;
sg_sampler default_sampler_;
// CPU-side vertex/index accumulation
std::vector<BatchVertex> vertices_;
std::vector<uint16_t> indices_;
// Current and pending batch state
BatchState current_state_; // What was last flushed
BatchState pending_state_; // What we're accumulating
// Transform stack
std::vector<Transform2D> transform_stack_;
Transform2D current_transform_;
// Current color (applied to vertices)
uint8_t color_r_, color_g_, color_b_, color_a_;
// Line width
float line_width_;
// Custom shader state
Shader *current_shader_;
float dpi_scale_;
bool rendering_to_canvas_;
// Frame state
int frame_width_, frame_height_;
int pixel_width_, pixel_height_; // Actual pixel dimensions (for hiDPI)
bool in_frame_;
bool initialized_;
// Projection matrix (orthographic, set each frame)
Matrix4 projection_;
// Debug stats
int flush_count_;
int draw_call_count_;
// Scissor state
bool scissor_enabled_;
int scissor_x_, scissor_y_, scissor_w_, scissor_h_;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/canvas.cc
|
C++
|
#include "canvas.hh"
#include <cstdio>
#include <cstring>
namespace joy {
namespace modules {
Canvas::Canvas()
: color_image_({SG_INVALID_ID})
, color_view_({SG_INVALID_ID})
, texture_view_({SG_INVALID_ID})
, attachments_({})
, depth_image_({SG_INVALID_ID})
, depth_view_({SG_INVALID_ID})
, sampler_({SG_INVALID_ID})
, width_(0)
, height_(0)
, pixel_format_(SG_PIXELFORMAT_RGBA8)
, min_filter_(SG_FILTER_LINEAR)
, mag_filter_(SG_FILTER_LINEAR)
, wrap_u_(SG_WRAP_CLAMP_TO_EDGE)
, wrap_v_(SG_WRAP_CLAMP_TO_EDGE)
{
}
Canvas::~Canvas() {
destroy();
}
bool Canvas::create(int width, int height, const char *format) {
if (width <= 0 || height <= 0) {
fprintf(stderr, "Canvas: Invalid dimensions %dx%d\n", width, height);
return false;
}
// Clean up any existing resources
destroy();
width_ = width;
height_ = height;
// Parse format string
if (format == nullptr || strcmp(format, "normal") == 0) {
pixel_format_ = SG_PIXELFORMAT_RGBA8;
} else if (strcmp(format, "hdr") == 0) {
pixel_format_ = SG_PIXELFORMAT_RGBA16F;
} else if (strcmp(format, "rgba8") == 0) {
pixel_format_ = SG_PIXELFORMAT_RGBA8;
} else if (strcmp(format, "rgba16f") == 0) {
pixel_format_ = SG_PIXELFORMAT_RGBA16F;
} else if (strcmp(format, "rgba32f") == 0) {
pixel_format_ = SG_PIXELFORMAT_RGBA32F;
} else {
fprintf(stderr, "Canvas: Unknown format '%s', using RGBA8\n", format);
pixel_format_ = SG_PIXELFORMAT_RGBA8;
}
// Create color render target image
sg_image_desc color_desc = {};
color_desc.type = SG_IMAGETYPE_2D;
color_desc.width = width;
color_desc.height = height;
color_desc.pixel_format = pixel_format_;
color_desc.sample_count = 1;
color_desc.usage.color_attachment = true; // Can render to it
color_desc.label = "canvas_color";
color_image_ = sg_make_image(&color_desc);
if (sg_query_image_state(color_image_) != SG_RESOURCESTATE_VALID) {
fprintf(stderr, "Canvas: Failed to create color image\n");
destroy();
return false;
}
// Create view for rendering TO this canvas (as color attachment)
sg_view_desc color_view_desc = {};
color_view_desc.color_attachment.image = color_image_;
color_view_desc.label = "canvas_color_view";
color_view_ = sg_make_view(&color_view_desc);
if (sg_query_view_state(color_view_) != SG_RESOURCESTATE_VALID) {
fprintf(stderr, "Canvas: Failed to create color view\n");
destroy();
return false;
}
// Create view for sampling FROM this canvas (as texture)
sg_view_desc tex_view_desc = {};
tex_view_desc.texture.image = color_image_;
tex_view_desc.label = "canvas_texture_view";
texture_view_ = sg_make_view(&tex_view_desc);
if (sg_query_view_state(texture_view_) != SG_RESOURCESTATE_VALID) {
fprintf(stderr, "Canvas: Failed to create texture view\n");
destroy();
return false;
}
// Create depth/stencil buffer (optional but useful for many effects)
sg_image_desc depth_desc = {};
depth_desc.type = SG_IMAGETYPE_2D;
depth_desc.width = width;
depth_desc.height = height;
depth_desc.pixel_format = SG_PIXELFORMAT_DEPTH_STENCIL;
depth_desc.sample_count = 1;
depth_desc.usage.depth_stencil_attachment = true;
depth_desc.label = "canvas_depth";
depth_image_ = sg_make_image(&depth_desc);
if (sg_query_image_state(depth_image_) == SG_RESOURCESTATE_VALID) {
// Create depth view
sg_view_desc depth_view_desc = {};
depth_view_desc.depth_stencil_attachment.image = depth_image_;
depth_view_desc.label = "canvas_depth_view";
depth_view_ = sg_make_view(&depth_view_desc);
}
// Create attachments struct for render pass
attachments_.colors[0] = color_view_;
if (depth_view_.id != SG_INVALID_ID) {
attachments_.depth_stencil = depth_view_;
}
// Create sampler for texture sampling
updateSampler();
return true;
}
void Canvas::destroy() {
if (sampler_.id != SG_INVALID_ID) {
sg_destroy_sampler(sampler_);
sampler_.id = SG_INVALID_ID;
}
if (depth_view_.id != SG_INVALID_ID) {
sg_destroy_view(depth_view_);
depth_view_.id = SG_INVALID_ID;
}
if (depth_image_.id != SG_INVALID_ID) {
sg_destroy_image(depth_image_);
depth_image_.id = SG_INVALID_ID;
}
if (texture_view_.id != SG_INVALID_ID) {
sg_destroy_view(texture_view_);
texture_view_.id = SG_INVALID_ID;
}
if (color_view_.id != SG_INVALID_ID) {
sg_destroy_view(color_view_);
color_view_.id = SG_INVALID_ID;
}
if (color_image_.id != SG_INVALID_ID) {
sg_destroy_image(color_image_);
color_image_.id = SG_INVALID_ID;
}
attachments_ = {};
width_ = 0;
height_ = 0;
}
void Canvas::updateSampler() {
if (sampler_.id != SG_INVALID_ID) {
sg_destroy_sampler(sampler_);
}
sg_sampler_desc smp_desc = {};
smp_desc.min_filter = min_filter_;
smp_desc.mag_filter = mag_filter_;
smp_desc.wrap_u = wrap_u_;
smp_desc.wrap_v = wrap_v_;
smp_desc.label = "canvas_sampler";
sampler_ = sg_make_sampler(&smp_desc);
}
void Canvas::setFilter(const char *min, const char *mag) {
if (min) {
if (strcmp(min, "nearest") == 0) {
min_filter_ = SG_FILTER_NEAREST;
} else {
min_filter_ = SG_FILTER_LINEAR;
}
}
if (mag) {
if (strcmp(mag, "nearest") == 0) {
mag_filter_ = SG_FILTER_NEAREST;
} else {
mag_filter_ = SG_FILTER_LINEAR;
}
}
updateSampler();
}
void Canvas::getFilter(const char **min, const char **mag) const {
if (min) {
*min = (min_filter_ == SG_FILTER_NEAREST) ? "nearest" : "linear";
}
if (mag) {
*mag = (mag_filter_ == SG_FILTER_NEAREST) ? "nearest" : "linear";
}
}
void Canvas::setWrap(const char *horiz, const char *vert) {
if (horiz) {
if (strcmp(horiz, "repeat") == 0) {
wrap_u_ = SG_WRAP_REPEAT;
} else if (strcmp(horiz, "mirroredrepeat") == 0) {
wrap_u_ = SG_WRAP_MIRRORED_REPEAT;
} else {
wrap_u_ = SG_WRAP_CLAMP_TO_EDGE;
}
}
if (vert) {
if (strcmp(vert, "repeat") == 0) {
wrap_v_ = SG_WRAP_REPEAT;
} else if (strcmp(vert, "mirroredrepeat") == 0) {
wrap_v_ = SG_WRAP_MIRRORED_REPEAT;
} else {
wrap_v_ = SG_WRAP_CLAMP_TO_EDGE;
}
}
updateSampler();
}
void Canvas::getWrap(const char **horiz, const char **vert) const {
if (horiz) {
switch (wrap_u_) {
case SG_WRAP_REPEAT: *horiz = "repeat"; break;
case SG_WRAP_MIRRORED_REPEAT: *horiz = "mirroredrepeat"; break;
default: *horiz = "clamp"; break;
}
}
if (vert) {
switch (wrap_v_) {
case SG_WRAP_REPEAT: *vert = "repeat"; break;
case SG_WRAP_MIRRORED_REPEAT: *vert = "mirroredrepeat"; break;
default: *vert = "clamp"; break;
}
}
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/canvas.hh
|
C++ Header
|
#pragma once
#include "sokol_gfx.h"
namespace joy {
namespace modules {
// Canvas - render-to-texture target (Love2D compatible)
// A Canvas is both a render target and a drawable texture
class Canvas {
public:
Canvas();
~Canvas();
// Create a canvas with specified dimensions
// format: "normal" (RGBA8), "hdr" (RGBA16F), etc.
bool create(int width, int height, const char *format = "normal");
// Destroy GPU resources
void destroy();
// Get dimensions
int getWidth() const { return width_; }
int getHeight() const { return height_; }
// Get sokol handles for drawing TO this canvas (as render target)
sg_attachments getAttachments() const { return attachments_; }
// Get sokol handles for drawing WITH this canvas (as texture)
sg_image getImage() const { return color_image_; }
sg_view getTextureView() const { return texture_view_; }
sg_sampler getSampler() const { return sampler_; }
// Check if valid
bool isValid() const { return color_image_.id != SG_INVALID_ID; }
// Get pixel format
sg_pixel_format getPixelFormat() const { return pixel_format_; }
// Texture filtering (same as Texture)
void setFilter(const char *min, const char *mag);
void getFilter(const char **min, const char **mag) const;
// Texture wrapping (same as Texture)
void setWrap(const char *horiz, const char *vert);
void getWrap(const char **horiz, const char **vert) const;
private:
// Render target resources
sg_image color_image_; // Color attachment (render target)
sg_view color_view_; // View for rendering to
sg_view texture_view_; // View for sampling from
sg_attachments attachments_; // Framebuffer attachments
// Optional depth buffer (created if needed)
sg_image depth_image_;
sg_view depth_view_;
// Sampler for texture sampling
sg_sampler sampler_;
// Dimensions and format
int width_;
int height_;
sg_pixel_format pixel_format_;
// Filter/wrap settings
sg_filter min_filter_;
sg_filter mag_filter_;
sg_wrap wrap_u_;
sg_wrap wrap_v_;
// Helper to recreate sampler
void updateSampler();
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/graphics.cc
|
C++
|
#include "graphics.hh"
#include "batch_renderer.hh"
#include "text_renderer.hh"
#include "canvas.hh"
#include "shader.hh"
#include "engine.hh"
#include "sokol_gfx.h"
#include "stb_image.h"
#include "physfs.h"
#include <cstring>
#include <cmath>
#include <cstdlib>
// Embedded default font
#include "ProggyClean.ttf.h"
namespace joy {
namespace modules {
Graphics::Graphics(Engine *engine)
: engine_(engine)
, batch_(nullptr)
, font_size_(20.0f)
, blend_mode_str_("alpha")
, line_width_(1.0f)
, scissor_enabled_(false)
, scissor_x_(0), scissor_y_(0), scissor_w_(0), scissor_h_(0)
, text_renderer_(nullptr)
, font_default_(FONS_INVALID)
, font_current_(FONS_INVALID)
, current_canvas_(nullptr)
, swapchain_width_(0)
, swapchain_height_(0)
, swapchain_pixel_width_(0)
, swapchain_pixel_height_(0)
, current_shader_(nullptr)
{
// Default white color
color_[0] = 1.0f;
color_[1] = 1.0f;
color_[2] = 1.0f;
color_[3] = 1.0f;
// Default black background
bg_color_[0] = 0.0f;
bg_color_[1] = 0.0f;
bg_color_[2] = 0.0f;
bg_color_[3] = 1.0f;
}
Graphics::~Graphics() {
shutdownText();
shutdownBatchRenderer();
}
bool Graphics::initBatchRenderer() {
if (batch_) return true;
batch_ = new BatchRenderer();
return batch_->init();
}
void Graphics::shutdownBatchRenderer() {
if (batch_) {
batch_->shutdown();
delete batch_;
batch_ = nullptr;
}
}
void Graphics::beginFrame(int w, int h, int pw, int ph) {
// Save swapchain dimensions for setCanvas switching
// w, h = logical pixels (for projection/coordinates)
// pw, ph = physical pixels (for render pass)
swapchain_width_ = w;
swapchain_height_ = h;
swapchain_pixel_width_ = pw;
swapchain_pixel_height_ = ph;
current_canvas_ = nullptr; // Start rendering to screen
current_shader_ = nullptr; // Reset shader at frame start
if (batch_) {
batch_->beginFrame(w, h, pw, ph);
// Apply current color to batch renderer
batch_->setColor(color_[0], color_[1], color_[2], color_[3]);
// Set DPI scale for shader uniforms
batch_->setDPIScale(getDPIScale());
batch_->setRenderingToCanvas(false);
}
}
void Graphics::endFrame() {
if (batch_) {
batch_->endFrame();
}
}
void Graphics::setColor(float r, float g, float b, float a) {
color_[0] = r;
color_[1] = g;
color_[2] = b;
color_[3] = a;
if (batch_) {
batch_->setColor(r, g, b, a);
}
}
void Graphics::getColor(float *r, float *g, float *b, float *a) {
*r = color_[0];
*g = color_[1];
*b = color_[2];
*a = color_[3];
}
void Graphics::setBackgroundColor(float r, float g, float b, float a) {
bg_color_[0] = r;
bg_color_[1] = g;
bg_color_[2] = b;
bg_color_[3] = a;
}
void Graphics::getBackgroundColor(float *r, float *g, float *b, float *a) {
*r = bg_color_[0];
*g = bg_color_[1];
*b = bg_color_[2];
*a = bg_color_[3];
}
void Graphics::rectangle(const char *mode, float x, float y, float w, float h) {
if (!batch_) return;
if (strcmp(mode, "fill") == 0) {
batch_->drawFilledRect(x, y, w, h);
} else if (strcmp(mode, "line") == 0) {
batch_->drawRect(x, y, w, h);
}
}
void Graphics::circle(const char *mode, float x, float y, float radius) {
if (!batch_) return;
if (strcmp(mode, "fill") == 0) {
batch_->drawFilledCircle(x, y, radius);
} else if (strcmp(mode, "line") == 0) {
batch_->drawCircle(x, y, radius);
}
}
void Graphics::line(float x1, float y1, float x2, float y2) {
if (batch_) {
batch_->drawLine(x1, y1, x2, y2);
}
}
void Graphics::point(float x, float y) {
if (batch_) {
batch_->drawPoint(x, y);
}
}
void Graphics::polygon(const char *mode, const float *points, int count) {
if (!batch_) return;
if (strcmp(mode, "fill") == 0) {
batch_->drawFilledPolygon(points, count);
} else if (strcmp(mode, "line") == 0) {
batch_->drawPolygon(points, count);
}
}
void Graphics::arc(const char *mode, const char *arctype, float x, float y, float radius,
float angle1, float angle2, int segments) {
if (!batch_) return;
bool fill = strcmp(mode, "fill") == 0;
bool is_pie = strcmp(arctype, "pie") == 0;
bool is_closed = strcmp(arctype, "closed") == 0;
// Calculate angle step
float angle_diff = angle2 - angle1;
if (fill || is_pie) {
// Filled arc (pie shape) - uses triangle fan from center
std::vector<float> points;
// Center point
points.push_back(x);
points.push_back(y);
// Arc points
for (int i = 0; i <= segments; i++) {
float angle = angle1 + angle_diff * static_cast<float>(i) / static_cast<float>(segments);
points.push_back(x + radius * cosf(angle));
points.push_back(y + radius * sinf(angle));
}
if (fill) {
batch_->drawFilledPolygon(points.data(), static_cast<int>(points.size() / 2));
} else {
// Pie outline - draw lines from center to arc and along arc
batch_->drawPolygon(points.data(), static_cast<int>(points.size() / 2));
}
} else {
// Line arc
std::vector<float> points;
for (int i = 0; i <= segments; i++) {
float angle = angle1 + angle_diff * static_cast<float>(i) / static_cast<float>(segments);
points.push_back(x + radius * cosf(angle));
points.push_back(y + radius * sinf(angle));
}
// Use polyline for proper miter joins
batch_->drawPolyline(points.data(), static_cast<int>(points.size() / 2), is_closed);
}
}
void Graphics::ellipse(const char *mode, float x, float y, float rx, float ry, int segments) {
if (!batch_) return;
std::vector<float> points(segments * 2);
for (int i = 0; i < segments; i++) {
float angle = static_cast<float>(i) * 2.0f * 3.14159265f / static_cast<float>(segments);
points[i * 2] = x + rx * cosf(angle);
points[i * 2 + 1] = y + ry * sinf(angle);
}
if (strcmp(mode, "fill") == 0) {
batch_->drawFilledPolygon(points.data(), segments);
} else if (strcmp(mode, "line") == 0) {
// Use polyline for proper miter joins (closed ellipse)
batch_->drawPolyline(points.data(), segments, true);
}
}
void Graphics::setLineWidth(float width) {
line_width_ = width;
if (batch_) {
batch_->setLineWidth(width);
}
}
float Graphics::getLineWidth() const {
return line_width_;
}
void Graphics::setScissor(int x, int y, int w, int h) {
if (batch_) {
// Convert from logical coordinates to pixel coordinates for hiDPI
// Use effective DPI scale (1.0 when rendering to canvas)
float dpi_scale = getEffectiveDPIScale();
int px = static_cast<int>(x * dpi_scale);
int py = static_cast<int>(y * dpi_scale);
int pw = static_cast<int>(w * dpi_scale);
int ph = static_cast<int>(h * dpi_scale);
batch_->setScissor(px, py, pw, ph);
}
scissor_enabled_ = true;
scissor_x_ = x;
scissor_y_ = y;
scissor_w_ = w;
scissor_h_ = h;
}
void Graphics::resetScissor() {
if (batch_) {
batch_->resetScissor();
}
scissor_enabled_ = false;
}
bool Graphics::getScissor(int *x, int *y, int *w, int *h) const {
if (!scissor_enabled_) {
return false;
}
*x = scissor_x_;
*y = scissor_y_;
*w = scissor_w_;
*h = scissor_h_;
return true;
}
void Graphics::flush() {
if (batch_) {
batch_->flush();
}
}
void Graphics::pushTransform() {
if (batch_) batch_->pushTransform();
}
void Graphics::popTransform() {
if (batch_) batch_->popTransform();
}
void Graphics::translate(float x, float y) {
if (batch_) batch_->translate(x, y);
}
void Graphics::rotate(float radians) {
if (batch_) batch_->rotate(radians);
}
void Graphics::scale(float sx, float sy) {
if (batch_) batch_->scale(sx, sy);
}
void Graphics::resetTransform() {
if (batch_) batch_->resetTransform();
}
void Graphics::setBlendMode(const char *mode) {
if (!batch_) return;
if (strcmp(mode, "alpha") == 0) {
batch_->setBlendMode(BlendMode::Alpha);
blend_mode_str_ = "alpha";
} else if (strcmp(mode, "add") == 0) {
batch_->setBlendMode(BlendMode::Add);
blend_mode_str_ = "add";
} else if (strcmp(mode, "multiply") == 0) {
batch_->setBlendMode(BlendMode::Multiply);
blend_mode_str_ = "multiply";
} else if (strcmp(mode, "replace") == 0) {
batch_->setBlendMode(BlendMode::None);
blend_mode_str_ = "replace";
}
}
const char *Graphics::getBlendMode() const {
return blend_mode_str_;
}
bool Graphics::initText() {
if (text_renderer_ != nullptr) {
return true; // Already initialized
}
// Get DPI scale for sizing the font atlas appropriately
float dpi_scale = getDPIScale();
// Create TextRenderer
text_renderer_ = new TextRenderer();
if (!text_renderer_->init(batch_, dpi_scale)) {
delete text_renderer_;
text_renderer_ = nullptr;
return false;
}
// Load embedded default font (ProggyClean - same as Nuklear)
font_default_ = text_renderer_->addFont("default",
ProggyClean_ttf,
ProggyClean_ttf_len, false);
if (font_default_ == FONS_INVALID) {
fprintf(stderr, "Failed to load default font\n");
delete text_renderer_;
text_renderer_ = nullptr;
return false;
}
// Set default as current font
font_current_ = font_default_;
return true;
}
void Graphics::shutdownText() {
if (text_renderer_) {
text_renderer_->shutdown();
delete text_renderer_;
text_renderer_ = nullptr;
}
}
void Graphics::prepareText() {
// No longer needed - TextRenderer uses BatchRenderer directly
// Kept for API compatibility
}
void Graphics::flushText() {
// Flush any pending atlas updates
if (text_renderer_) {
text_renderer_->flush();
}
}
void Graphics::print(const char *text, float x, float y) {
if (!text_renderer_ || !text) {
return;
}
// Get effective DPI scale (1.0 when rendering to canvas)
float dpi_scale = getEffectiveDPIScale();
// Set font and DPI-scaled size for high-resolution glyph rendering
text_renderer_->setFont(font_current_);
text_renderer_->setSize(font_size_ * dpi_scale);
// Use top-left alignment so y coordinate is the top of the text
text_renderer_->setAlign(FONS_ALIGN_LEFT | FONS_ALIGN_TOP);
// Set color
text_renderer_->setColor(
static_cast<uint8_t>(color_[0] * 255),
static_cast<uint8_t>(color_[1] * 255),
static_cast<uint8_t>(color_[2] * 255),
static_cast<uint8_t>(color_[3] * 255)
);
// Apply transform to position text and scale down high-res glyphs to logical size
// FontStash generates vertices at dpi_scale size, so we scale down by 1/dpi_scale
batch_->pushTransform();
batch_->translate(x, y);
batch_->scale(1.0f / dpi_scale, 1.0f / dpi_scale);
// Draw at origin (translation already applied)
text_renderer_->drawText(0, 0, text);
batch_->popTransform();
}
FONScontext *Graphics::getFonsContext() {
return text_renderer_ ? text_renderer_->getFonsContext() : nullptr;
}
int Graphics::getWidth() {
SDL_Window *window = engine_->getWindow();
if (!window) {
return 0;
}
int w, h;
SDL_GetWindowSize(window, &w, &h);
return w;
}
int Graphics::getHeight() {
SDL_Window *window = engine_->getWindow();
if (!window) {
return 0;
}
int w, h;
SDL_GetWindowSize(window, &w, &h);
return h;
}
int Graphics::getPixelWidth() {
SDL_Window *window = engine_->getWindow();
if (!window) {
return 0;
}
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
return w;
}
int Graphics::getPixelHeight() {
SDL_Window *window = engine_->getWindow();
if (!window) {
return 0;
}
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
return h;
}
float Graphics::getDPIScale() {
SDL_Window *window = engine_->getWindow();
if (!window) {
return 1.0f;
}
return SDL_GetWindowDisplayScale(window);
}
float Graphics::getEffectiveDPIScale() {
// When rendering to a canvas, use 1.0 (canvas is a fixed pixel buffer)
// When rendering to screen, use the window's DPI scale
if (current_canvas_) {
return 1.0f;
}
return getDPIScale();
}
void Graphics::clear(float r, float g, float b, float a, bool use_color) {
if (!batch_) return;
if (use_color) {
batch_->clear(r, g, b, a);
} else {
batch_->clear(bg_color_[0], bg_color_[1], bg_color_[2], bg_color_[3]);
}
}
int Graphics::getFlushCount() const {
return batch_ ? batch_->getFlushCount() : 0;
}
int Graphics::getDrawCallCount() const {
return batch_ ? batch_->getDrawCallCount() : 0;
}
void Graphics::setFontSize(float size) {
font_size_ = size;
}
void Graphics::setCurrentFont(int font_handle) {
font_current_ = font_handle;
}
// ============================================================================
// Font class implementation
// ============================================================================
Font::Font(Graphics *graphics, int font_handle, float size, float dpi_scale)
: graphics_(graphics)
, font_handle_(font_handle)
, size_(size)
, dpi_scale_(dpi_scale)
, line_height_(1.0f)
, filter_min_("linear")
, filter_mag_("linear")
{
}
Font::~Font() {
// Font data is owned by fontstash, we don't free it here
}
float Font::getHeight() const {
FONScontext *fons = graphics_->getFonsContext();
if (!fons) return size_;
fonsSetFont(fons, font_handle_);
fonsSetSize(fons, size_ * dpi_scale_);
float ascender, descender, lineh;
fonsVertMetrics(fons, &ascender, &descender, &lineh);
// Return height in logical coordinates (not DPI-scaled)
return lineh / dpi_scale_;
}
float Font::getAscent() const {
FONScontext *fons = graphics_->getFonsContext();
if (!fons) return size_;
fonsSetFont(fons, font_handle_);
fonsSetSize(fons, size_ * dpi_scale_);
float ascender, descender, lineh;
fonsVertMetrics(fons, &ascender, &descender, &lineh);
return ascender / dpi_scale_;
}
float Font::getDescent() const {
FONScontext *fons = graphics_->getFonsContext();
if (!fons) return 0;
fonsSetFont(fons, font_handle_);
fonsSetSize(fons, size_ * dpi_scale_);
float ascender, descender, lineh;
fonsVertMetrics(fons, &ascender, &descender, &lineh);
// Descent is typically negative
return descender / dpi_scale_;
}
float Font::getBaseline() const {
// In Love2D, baseline is typically the ascent
return getAscent();
}
float Font::getLineHeight() const {
return line_height_;
}
void Font::setLineHeight(float height) {
line_height_ = height;
}
float Font::getWidth(const char *text) const {
FONScontext *fons = graphics_->getFonsContext();
if (!fons || !text) return 0;
fonsSetFont(fons, font_handle_);
fonsSetSize(fons, size_ * dpi_scale_);
fonsSetAlign(fons, FONS_ALIGN_LEFT | FONS_ALIGN_TOP);
// Handle newlines - find max width of all lines
float max_width = 0;
const char *line_start = text;
const char *p = text;
while (*p) {
if (*p == '\n') {
if (p > line_start) {
float width = fonsTextBounds(fons, 0, 0, line_start, p, nullptr);
if (width > max_width) max_width = width;
}
line_start = p + 1;
}
p++;
}
// Handle last line (or single line without newline)
if (p > line_start) {
float width = fonsTextBounds(fons, 0, 0, line_start, p, nullptr);
if (width > max_width) max_width = width;
}
return max_width / dpi_scale_;
}
// Helper to decode UTF-8 codepoint
static int decodeUTF8(const char **str) {
const unsigned char *s = (const unsigned char *)*str;
int codepoint;
if (s[0] < 0x80) {
codepoint = s[0];
*str += 1;
} else if ((s[0] & 0xE0) == 0xC0) {
codepoint = ((s[0] & 0x1F) << 6) | (s[1] & 0x3F);
*str += 2;
} else if ((s[0] & 0xF0) == 0xE0) {
codepoint = ((s[0] & 0x0F) << 12) | ((s[1] & 0x3F) << 6) | (s[2] & 0x3F);
*str += 3;
} else if ((s[0] & 0xF8) == 0xF0) {
codepoint = ((s[0] & 0x07) << 18) | ((s[1] & 0x3F) << 12) |
((s[2] & 0x3F) << 6) | (s[3] & 0x3F);
*str += 4;
} else {
codepoint = 0xFFFD; // replacement character
*str += 1;
}
return codepoint;
}
float Font::getWrap(const char *text, float wrap_limit, std::vector<std::string> &wrapped_lines) const {
FONScontext *fons = graphics_->getFonsContext();
if (!fons || !text) return 0;
fonsSetFont(fons, font_handle_);
fonsSetSize(fons, size_ * dpi_scale_);
fonsSetAlign(fons, FONS_ALIGN_LEFT | FONS_ALIGN_TOP);
float scaled_limit = wrap_limit * dpi_scale_;
float max_width = 0;
std::string current_line;
std::string current_word;
float line_width = 0;
const char *p = text;
while (*p) {
if (*p == '\n') {
// Finish current word and line
if (!current_word.empty()) {
float word_width = fonsTextBounds(fons, 0, 0, current_word.c_str(), nullptr, nullptr);
if (line_width + word_width > scaled_limit && !current_line.empty()) {
wrapped_lines.push_back(current_line);
if (line_width > max_width) max_width = line_width;
current_line = current_word;
line_width = word_width;
} else {
current_line += current_word;
line_width += word_width;
}
current_word.clear();
}
wrapped_lines.push_back(current_line);
if (line_width > max_width) max_width = line_width;
current_line.clear();
line_width = 0;
p++;
} else if (*p == ' ' || *p == '\t') {
// Word boundary
if (!current_word.empty()) {
float word_width = fonsTextBounds(fons, 0, 0, current_word.c_str(), nullptr, nullptr);
if (line_width + word_width > scaled_limit && !current_line.empty()) {
wrapped_lines.push_back(current_line);
if (line_width > max_width) max_width = line_width;
current_line = current_word;
line_width = word_width;
} else {
current_line += current_word;
line_width += word_width;
}
current_word.clear();
}
current_line += *p;
float space_width = fonsTextBounds(fons, 0, 0, " ", nullptr, nullptr);
line_width += space_width;
p++;
} else {
current_word += *p;
p++;
}
}
// Finish last word and line
if (!current_word.empty()) {
float word_width = fonsTextBounds(fons, 0, 0, current_word.c_str(), nullptr, nullptr);
if (line_width + word_width > scaled_limit && !current_line.empty()) {
wrapped_lines.push_back(current_line);
if (line_width > max_width) max_width = line_width;
current_line = current_word;
line_width = word_width;
} else {
current_line += current_word;
line_width += word_width;
}
}
if (!current_line.empty() || wrapped_lines.empty()) {
wrapped_lines.push_back(current_line);
if (line_width > max_width) max_width = line_width;
}
return max_width / dpi_scale_;
}
float Font::getKerning(const char *left, const char *right) const {
if (!left || !right || !*left || !*right) return 0;
const char *lp = left;
const char *rp = right;
int left_cp = decodeUTF8(&lp);
int right_cp = decodeUTF8(&rp);
return getKerning(left_cp, right_cp);
}
float Font::getKerning(int left_glyph, int right_glyph) const {
// Fontstash doesn't expose direct kerning query, but handles it internally
// For now, return 0 as fontstash handles kerning in text rendering
(void)left_glyph;
(void)right_glyph;
return 0;
}
bool Font::hasGlyphs(const char *text) const {
if (!text) return true;
const char *p = text;
while (*p) {
int cp = decodeUTF8(&p);
if (!hasGlyph(cp)) {
return false;
}
}
return true;
}
bool Font::hasGlyph(int codepoint) const {
// Fontstash doesn't expose glyph existence check directly
// Most TrueType fonts have a fallback glyph, so we return true
// A more accurate check would require access to stb_truetype internals
(void)codepoint;
return true;
}
void Font::setFilter(const char *min, const char *mag) {
filter_min_ = min;
filter_mag_ = mag;
// Note: Font filtering is handled by the texture atlas in fontstash
// This stores the setting but doesn't actively apply it
}
void Font::getFilter(const char **min, const char **mag) const {
*min = filter_min_;
*mag = filter_mag_;
}
void Font::setFallbacks(const std::vector<Font*> &fallbacks) {
FONScontext *fons = graphics_->getFonsContext();
if (!fons) return;
for (Font *fallback : fallbacks) {
if (fallback) {
fonsAddFallbackFont(fons, font_handle_, fallback->getFontHandle());
}
}
}
// ============================================================================
// Graphics font creation methods
// ============================================================================
Font *Graphics::newFont(float size) {
// Create font using default embedded font
float dpi_scale = getDPIScale();
return new Font(this, font_default_, size, dpi_scale);
}
Font *Graphics::newFont(const char *filename, float size) {
if (!text_renderer_ || !filename) return nullptr;
// Read font file via PhysFS
PHYSFS_File *file = PHYSFS_openRead(filename);
if (!file) {
fprintf(stderr, "Failed to open font file: %s\n", filename);
return nullptr;
}
PHYSFS_sint64 file_size = PHYSFS_fileLength(file);
if (file_size < 0) {
PHYSFS_close(file);
return nullptr;
}
unsigned char *data = static_cast<unsigned char *>(malloc(file_size));
if (!data) {
PHYSFS_close(file);
return nullptr;
}
PHYSFS_sint64 bytes_read = PHYSFS_readBytes(file, data, file_size);
PHYSFS_close(file);
if (bytes_read != file_size) {
free(data);
return nullptr;
}
// Add font to TextRenderer (it takes ownership of data when freeData=true)
int font_handle = text_renderer_->addFont(filename, data, static_cast<int>(file_size), true);
if (font_handle == FONS_INVALID) {
free(data);
fprintf(stderr, "Failed to load font: %s\n", filename);
return nullptr;
}
float dpi_scale = getDPIScale();
return new Font(this, font_handle, size, dpi_scale);
}
Font *Graphics::newFontFromMemory(const unsigned char *data, int data_size, float font_size, const char *name) {
if (!text_renderer_ || !data) return nullptr;
// Copy data since fontstash may need to keep it
unsigned char *data_copy = static_cast<unsigned char *>(malloc(data_size));
if (!data_copy) return nullptr;
memcpy(data_copy, data, data_size);
int font_handle = text_renderer_->addFont(name ? name : "custom", data_copy, data_size, true);
if (font_handle == FONS_INVALID) {
free(data_copy);
return nullptr;
}
float dpi_scale = getDPIScale();
return new Font(this, font_handle, font_size, dpi_scale);
}
void Graphics::draw(Texture *texture, float x, float y, float r,
float sx, float sy, float ox, float oy) {
if (!texture || !texture->isValid() || !batch_) return;
float srcW = static_cast<float>(texture->getWidth());
float srcH = static_cast<float>(texture->getHeight());
float w = srcW * sx;
float h = srcH * sy;
float dx = -ox * sx;
float dy = -oy * sy;
// Set texture view
batch_->setTexture(texture->getView(), texture->getSampler());
if (r != 0) {
batch_->pushTransform();
batch_->translate(x, y);
batch_->rotate(r);
batch_->drawTexturedRect(dx, dy, w, h, 0, 0, srcW, srcH,
texture->getWidth(), texture->getHeight());
batch_->popTransform();
} else {
batch_->drawTexturedRect(x + dx, y + dy, w, h, 0, 0, srcW, srcH,
texture->getWidth(), texture->getHeight());
}
}
void Graphics::drawQuad(Texture *texture, float qx, float qy, float qw, float qh,
float x, float y, float r,
float sx, float sy, float ox, float oy) {
if (!texture || !texture->isValid() || !batch_) return;
float w = qw * sx;
float h = qh * sy;
float dx = -ox * sx;
float dy = -oy * sy;
// Set texture view
batch_->setTexture(texture->getView(), texture->getSampler());
if (r != 0) {
batch_->pushTransform();
batch_->translate(x, y);
batch_->rotate(r);
batch_->drawTexturedRect(dx, dy, w, h, qx, qy, qw, qh,
texture->getWidth(), texture->getHeight());
batch_->popTransform();
} else {
batch_->drawTexturedRect(x + dx, y + dy, w, h, qx, qy, qw, qh,
texture->getWidth(), texture->getHeight());
}
}
// ============================================================================
// Quad class implementation
// ============================================================================
Quad::Quad(float x, float y, float w, float h, float sw, float sh)
: x_(x), y_(y), w_(w), h_(h), sw_(sw), sh_(sh) {
}
void Quad::setViewport(float x, float y, float w, float h) {
x_ = x;
y_ = y;
w_ = w;
h_ = h;
}
void Quad::setViewport(float x, float y, float w, float h, float sw, float sh) {
x_ = x;
y_ = y;
w_ = w;
h_ = h;
sw_ = sw;
sh_ = sh;
}
void Quad::getViewport(float *x, float *y, float *w, float *h) const {
*x = x_;
*y = y_;
*w = w_;
*h = h_;
}
void Quad::getTextureDimensions(float *sw, float *sh) const {
*sw = sw_;
*sh = sh_;
}
// Helper functions for filter/wrap string conversion
static sg_filter filterFromString(const char *str) {
if (strcmp(str, "nearest") == 0) return SG_FILTER_NEAREST;
if (strcmp(str, "linear") == 0) return SG_FILTER_LINEAR;
return SG_FILTER_LINEAR; // default
}
static const char *filterToString(sg_filter filter) {
switch (filter) {
case SG_FILTER_NEAREST: return "nearest";
case SG_FILTER_LINEAR: return "linear";
default: return "linear";
}
}
static sg_wrap wrapFromString(const char *str) {
if (strcmp(str, "clamp") == 0) return SG_WRAP_CLAMP_TO_EDGE;
if (strcmp(str, "repeat") == 0) return SG_WRAP_REPEAT;
if (strcmp(str, "mirroredrepeat") == 0) return SG_WRAP_MIRRORED_REPEAT;
return SG_WRAP_CLAMP_TO_EDGE; // default
}
static const char *wrapToString(sg_wrap wrap) {
switch (wrap) {
case SG_WRAP_CLAMP_TO_EDGE: return "clamp";
case SG_WRAP_REPEAT: return "repeat";
case SG_WRAP_MIRRORED_REPEAT: return "mirroredrepeat";
default: return "clamp";
}
}
// Texture class implementation
Texture::Texture()
: image_({SG_INVALID_ID})
, view_({SG_INVALID_ID})
, sampler_({SG_INVALID_ID})
, width_(0)
, height_(0)
, min_filter_(SG_FILTER_LINEAR)
, mag_filter_(SG_FILTER_LINEAR)
, wrap_u_(SG_WRAP_CLAMP_TO_EDGE)
, wrap_v_(SG_WRAP_CLAMP_TO_EDGE) {
}
Texture::~Texture() {
if (sampler_.id != SG_INVALID_ID) {
sg_destroy_sampler(sampler_);
}
if (view_.id != SG_INVALID_ID) {
sg_destroy_view(view_);
}
if (image_.id != SG_INVALID_ID) {
sg_destroy_image(image_);
}
}
bool Texture::loadFromMemory(const unsigned char *data, int size) {
// Load image data with stb_image
int w, h, channels;
unsigned char *pixels = stbi_load_from_memory(data, size, &w, &h, &channels, 4); // force RGBA
if (!pixels) {
fprintf(stderr, "Failed to load image: %s\n", stbi_failure_reason());
return false;
}
width_ = w;
height_ = h;
// Create sokol image
sg_image_desc img_desc = {};
img_desc.width = w;
img_desc.height = h;
img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
img_desc.data.mip_levels[0].ptr = pixels;
img_desc.data.mip_levels[0].size = static_cast<size_t>(w * h * 4);
image_ = sg_make_image(&img_desc);
stbi_image_free(pixels);
if (image_.id == SG_INVALID_ID) {
fprintf(stderr, "Failed to create GPU image\n");
return false;
}
// Create texture view from image
sg_view_desc view_desc = {};
view_desc.texture.image = image_;
view_ = sg_make_view(&view_desc);
if (view_.id == SG_INVALID_ID) {
fprintf(stderr, "Failed to create texture view\n");
sg_destroy_image(image_);
image_.id = SG_INVALID_ID;
return false;
}
// Create default sampler
updateSampler();
return true;
}
void Texture::updateSampler() {
if (sampler_.id != SG_INVALID_ID) {
sg_destroy_sampler(sampler_);
}
sg_sampler_desc smp_desc = {};
smp_desc.min_filter = min_filter_;
smp_desc.mag_filter = mag_filter_;
smp_desc.wrap_u = wrap_u_;
smp_desc.wrap_v = wrap_v_;
sampler_ = sg_make_sampler(&smp_desc);
}
void Texture::setFilter(const char *min, const char *mag) {
min_filter_ = filterFromString(min);
mag_filter_ = filterFromString(mag);
updateSampler();
}
void Texture::getFilter(const char **min, const char **mag) const {
*min = filterToString(min_filter_);
*mag = filterToString(mag_filter_);
}
void Texture::setWrap(const char *horiz, const char *vert) {
wrap_u_ = wrapFromString(horiz);
wrap_v_ = wrapFromString(vert);
updateSampler();
}
void Texture::getWrap(const char **horiz, const char **vert) const {
*horiz = wrapToString(wrap_u_);
*vert = wrapToString(wrap_v_);
}
// ============================================================================
// Canvas Implementation
// ============================================================================
Canvas *Graphics::newCanvas(int width, int height, const char *format) {
Canvas *canvas = new Canvas();
if (!canvas->create(width, height, format)) {
delete canvas;
return nullptr;
}
return canvas;
}
void Graphics::setCanvas(Canvas *canvas) {
if (canvas == current_canvas_) {
return; // No change
}
// Flush pending draws before switching render target
if (batch_) {
batch_->flush();
}
// Flush any pending text atlas updates
flushText();
// End current render pass
sg_end_pass();
if (canvas) {
// Switch to canvas render target
sg_pass_action pass_action = {};
// Don't clear by default - let user call clear() if needed
pass_action.colors[0].load_action = SG_LOADACTION_LOAD;
pass_action.depth.load_action = SG_LOADACTION_LOAD;
pass_action.stencil.load_action = SG_LOADACTION_LOAD;
sg_pass pass = {};
pass.action = pass_action;
pass.attachments = canvas->getAttachments();
pass.label = "canvas_pass";
sg_begin_pass(&pass);
// Update batch renderer with canvas dimensions
if (batch_) {
batch_->beginFrame(canvas->getWidth(), canvas->getHeight());
batch_->setColor(color_[0], color_[1], color_[2], color_[3]);
batch_->setDPIScale(1.0f); // Canvas uses fixed pixel dimensions
batch_->setRenderingToCanvas(true);
}
} else {
// Switch back to screen (swapchain)
// Use physical pixels for render pass, logical pixels for projection
sg_pass_action pass_action = {};
pass_action.colors[0].load_action = SG_LOADACTION_LOAD;
pass_action.depth.load_action = SG_LOADACTION_LOAD;
pass_action.stencil.load_action = SG_LOADACTION_LOAD;
sg_pass pass = {};
pass.action = pass_action;
pass.swapchain.width = swapchain_pixel_width_;
pass.swapchain.height = swapchain_pixel_height_;
pass.swapchain.sample_count = 1;
pass.swapchain.color_format = SG_PIXELFORMAT_RGBA8;
pass.swapchain.depth_format = SG_PIXELFORMAT_DEPTH_STENCIL;
pass.swapchain.gl.framebuffer = 0;
pass.label = "screen_pass";
sg_begin_pass(&pass);
// Update batch renderer with screen dimensions (logical for projection, physical for Y-flip)
if (batch_) {
batch_->beginFrame(swapchain_width_, swapchain_height_,
swapchain_pixel_width_, swapchain_pixel_height_);
batch_->setColor(color_[0], color_[1], color_[2], color_[3]);
batch_->setDPIScale(getDPIScale());
batch_->setRenderingToCanvas(false);
}
}
current_canvas_ = canvas;
}
// ============================================================================
// Shader Implementation
// ============================================================================
Shader *Graphics::newShader(const char *pixel_code, const char *vertex_code) {
Shader *shader = new Shader(this);
if (!shader->compile(pixel_code, vertex_code)) {
fprintf(stderr, "Shader compilation failed: %s\n", shader->getError().c_str());
delete shader;
return nullptr;
}
return shader;
}
void Graphics::setShader(Shader *shader) {
if (shader == current_shader_) {
return; // No change
}
if (batch_) {
if (shader && shader->isValid()) {
batch_->setShader(shader);
} else {
batch_->resetShader();
}
}
current_shader_ = shader;
}
Shader *Graphics::getShader() const {
return current_shader_;
}
void Graphics::draw(Canvas *canvas, float x, float y, float r,
float sx, float sy, float ox, float oy) {
if (!canvas || !canvas->isValid() || !batch_) {
return;
}
// Get canvas dimensions
float w = static_cast<float>(canvas->getWidth());
float h = static_cast<float>(canvas->getHeight());
// Set texture for batch renderer
batch_->setTexture(canvas->getTextureView(), canvas->getSampler());
// Apply transform
batch_->pushTransform();
batch_->translate(x, y);
if (r != 0) {
batch_->rotate(r);
}
if (sx != 1 || sy != 1) {
batch_->scale(sx, sy);
}
batch_->translate(-ox, -oy);
// Draw textured rect with flipped V coordinates
// Canvas textures are stored with OpenGL's bottom-left origin,
// so we flip the source Y to display correctly with our top-left origin
batch_->drawTexturedRect(0, 0, w, h, 0, h, w, -h,
static_cast<int>(w), static_cast<int>(h));
batch_->popTransform();
// Reset texture
batch_->resetTexture();
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/graphics.hh
|
C++ Header
|
#pragma once
#include "SDL3/SDL.h"
#include "sokol_gfx.h"
#include "fontstash.h"
#include <string>
#include <vector>
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
// Forward declarations
class BatchRenderer;
class Graphics;
class Canvas;
class TextRenderer;
class Shader;
// Quad class - represents a portion of a texture (texture region)
class Quad {
public:
Quad(float x, float y, float w, float h, float sw, float sh);
// Viewport (the region of the texture)
void setViewport(float x, float y, float w, float h);
void setViewport(float x, float y, float w, float h, float sw, float sh);
void getViewport(float *x, float *y, float *w, float *h) const;
// Reference texture dimensions
void getTextureDimensions(float *sw, float *sh) const;
private:
float x_, y_, w_, h_; // Viewport rectangle
float sw_, sh_; // Reference texture dimensions
};
// Font class - wraps font data for text rendering (Love2D compatible)
class Font {
public:
Font(Graphics *graphics, int font_handle, float size, float dpi_scale = 1.0f);
~Font();
// Font metrics (in pixels, adjusted for size and DPI)
float getHeight() const;
float getAscent() const;
float getDescent() const;
float getBaseline() const;
float getLineHeight() const;
void setLineHeight(float height);
// DPI scale
float getDPIScale() const { return dpi_scale_; }
// Text measurement
float getWidth(const char *text) const;
// Returns max width and fills wrappedLines with the wrapped text
float getWrap(const char *text, float wrap_limit, std::vector<std::string> &wrapped_lines) const;
// Kerning between two characters (by character or codepoint)
float getKerning(const char *left, const char *right) const;
float getKerning(int left_glyph, int right_glyph) const;
// Check if font has glyphs for text or codepoints
bool hasGlyphs(const char *text) const;
bool hasGlyph(int codepoint) const;
// Filter mode
void setFilter(const char *min, const char *mag);
void getFilter(const char **min, const char **mag) const;
// Fallback fonts
void setFallbacks(const std::vector<Font*> &fallbacks);
// Internal accessors
int getFontHandle() const { return font_handle_; }
float getSize() const { return size_; }
Graphics *getGraphics() const { return graphics_; }
private:
Graphics *graphics_;
int font_handle_;
float size_;
float dpi_scale_;
float line_height_; // Multiplier for line height (default 1.0)
const char *filter_min_;
const char *filter_mag_;
};
// Texture class - wraps a GPU texture loaded from file
class Texture {
public:
Texture();
~Texture();
// Load image from file data in memory (stb_image format)
bool loadFromMemory(const unsigned char *data, int size);
// Get dimensions
int getWidth() const { return width_; }
int getHeight() const { return height_; }
// Get sokol image/view handles for rendering
sg_image getHandle() const { return image_; }
sg_view getView() const { return view_; }
sg_sampler getSampler() const { return sampler_; }
// Check if valid
bool isValid() const { return image_.id != SG_INVALID_ID && view_.id != SG_INVALID_ID; }
// Texture filtering
void setFilter(const char *min, const char *mag);
void getFilter(const char **min, const char **mag) const;
// Texture wrapping
void setWrap(const char *horiz, const char *vert);
void getWrap(const char **horiz, const char **vert) const;
private:
sg_image image_;
sg_view view_;
sg_sampler sampler_;
int width_;
int height_;
// Filter settings (stored for getFilter)
sg_filter min_filter_;
sg_filter mag_filter_;
// Wrap settings (stored for getWrap)
sg_wrap wrap_u_;
sg_wrap wrap_v_;
// Helper to recreate sampler when filter/wrap changes
void updateSampler();
};
class Graphics {
public:
Graphics(Engine *engine);
~Graphics();
// Initialize/shutdown text rendering
bool initText();
void shutdownText();
void prepareText(); // Set up viewport/projection for text rendering
void flushText();
// Color management
void setColor(float r, float g, float b, float a);
void getColor(float *r, float *g, float *b, float *a);
void setBackgroundColor(float r, float g, float b, float a);
void getBackgroundColor(float *r, float *g, float *b, float *a);
// Drawing primitives
void rectangle(const char *mode, float x, float y, float w, float h);
void circle(const char *mode, float x, float y, float radius);
void line(float x1, float y1, float x2, float y2);
void point(float x, float y);
void polygon(const char *mode, const float *points, int count);
void arc(const char *mode, const char *arctype, float x, float y, float radius,
float angle1, float angle2, int segments = 10);
void ellipse(const char *mode, float x, float y, float rx, float ry, int segments = 32);
void flush(); // Flush pending draw commands
// Line width
void setLineWidth(float width);
float getLineWidth() const;
// Scissor
void setScissor(int x, int y, int w, int h);
void resetScissor();
bool getScissor(int *x, int *y, int *w, int *h) const;
// Transform stack
void pushTransform();
void popTransform();
void translate(float x, float y);
void rotate(float radians);
void scale(float sx, float sy);
void resetTransform();
// Blend mode
void setBlendMode(const char *mode);
const char *getBlendMode() const;
// Draw texture (drawable)
// Full signature: draw(texture, x, y, r, sx, sy, ox, oy)
void draw(Texture *texture, float x, float y, float r = 0,
float sx = 1, float sy = 1, float ox = 0, float oy = 0);
// Draw quad (portion of texture)
// draw(texture, quad, x, y, r, sx, sy, ox, oy)
void drawQuad(Texture *texture, float qx, float qy, float qw, float qh,
float x, float y, float r = 0,
float sx = 1, float sy = 1, float ox = 0, float oy = 0);
// Text rendering
void print(const char *text, float x, float y);
void setFontSize(float size);
void setCurrentFont(int font_handle);
int getDefaultFont() const { return font_default_; }
// Font creation
Font *newFont(float size); // Default font with size
Font *newFont(const char *filename, float size); // Custom font from file
Font *newFontFromMemory(const unsigned char *data, int size, float font_size, const char *name);
// Get fontstash context for Font class
FONScontext *getFonsContext();
// Dimensions
int getWidth();
int getHeight();
int getPixelWidth();
int getPixelHeight();
float getDPIScale();
float getEffectiveDPIScale(); // Returns 1.0 when rendering to canvas
// Clear
void clear(float r, float g, float b, float a, bool use_color);
// Debug stats
int getFlushCount() const;
int getDrawCallCount() const;
// Canvas (render-to-texture)
Canvas *newCanvas(int width, int height, const char *format = "normal");
void setCanvas(Canvas *canvas); // nullptr = back to screen
Canvas *getCanvas() const { return current_canvas_; }
// Draw canvas as texture
void draw(Canvas *canvas, float x, float y, float r = 0,
float sx = 1, float sy = 1, float ox = 0, float oy = 0);
// Shader support
Shader *newShader(const char *pixel_code, const char *vertex_code = nullptr);
void setShader(Shader *shader); // nullptr = reset to default
Shader *getShader() const;
// BatchRenderer access (for Render class)
BatchRenderer *getBatchRenderer() { return batch_; }
bool initBatchRenderer();
void shutdownBatchRenderer();
void beginFrame(int w, int h, int pw, int ph);
void endFrame();
// Initialize JS bindings
static void initJS(js::Context &ctx, js::Value &joy);
private:
Engine *engine_;
BatchRenderer *batch_;
float color_[4];
float bg_color_[4];
float font_size_;
const char *blend_mode_str_;
float line_width_;
// Scissor state
bool scissor_enabled_;
int scissor_x_, scissor_y_, scissor_w_, scissor_h_;
// Text rendering
TextRenderer *text_renderer_;
int font_default_;
int font_current_;
// Canvas state
Canvas *current_canvas_; // nullptr = rendering to screen
int swapchain_width_; // Cached swapchain dimensions (logical pixels)
int swapchain_height_;
int swapchain_pixel_width_; // Physical pixels for render pass
int swapchain_pixel_height_;
// Shader state
Shader *current_shader_; // nullptr = default shader
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/graphics_js.cc
|
C++
|
#include "js/js.hh"
#include "graphics.hh"
#include "canvas.hh"
#include "shader.hh"
#include "engine.hh"
#include "physfs.h"
#include <cstring>
#include <cstdlib>
#include <unordered_map>
#include <vector>
namespace joy {
namespace modules {
// Helper to get Graphics module from JS context
static Graphics *getGraphics(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getGraphicsModule() : nullptr;
}
// Font class is now defined in graphics.hh
static js::ClassID font_class_id = 0;
static void font_finalizer(void *opaque) {
Font *font = static_cast<Font *>(opaque);
delete font;
}
// Helper to get Font from this value
static Font *getFont(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<Font *>(js::ClassBuilder::getOpaque(thisVal, font_class_id));
}
// Texture class for JS (exposed as "Image" to match Love2D API)
static js::ClassID texture_class_id = 0;
static void texture_finalizer(void *opaque) {
Texture *tex = static_cast<Texture *>(opaque);
delete tex;
}
// Helper to get Texture from this value
static Texture *getTexture(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<Texture *>(js::ClassBuilder::getOpaque(thisVal, texture_class_id));
}
// Quad class for JS
static js::ClassID quad_class_id = 0;
static void quad_finalizer(void *opaque) {
Quad *quad = static_cast<Quad *>(opaque);
delete quad;
}
// Helper to get Quad from this value
static Quad *getQuad(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<Quad *>(js::ClassBuilder::getOpaque(thisVal, quad_class_id));
}
// Canvas class for JS
static js::ClassID canvas_class_id = 0;
static void canvas_finalizer(void *opaque) {
Canvas *canvas = static_cast<Canvas *>(opaque);
delete canvas;
}
// Helper to get Canvas from this value
static Canvas *getCanvas(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<Canvas *>(js::ClassBuilder::getOpaque(thisVal, canvas_class_id));
}
// Shader class for JS
static js::ClassID shader_class_id = 0;
static void shader_finalizer(void *opaque) {
Shader *shader = static_cast<Shader *>(opaque);
delete shader;
}
// Helper to get Shader from this value
static Shader *getShader(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<Shader *>(js::ClassBuilder::getOpaque(thisVal, shader_class_id));
}
// joy.graphics.newImage(filename)
static void js_graphics_newImage(js::FunctionArgs &args) {
if (args.length() < 1) {
args.returnValue(js::Value::null());
return;
}
std::string filename = args.arg(0).toString(args.context());
// Read file via PhysFS
PHYSFS_File *file = PHYSFS_openRead(filename.c_str());
if (!file) {
args.returnValue(js::Value::null());
return;
}
PHYSFS_sint64 file_size = PHYSFS_fileLength(file);
if (file_size < 0) {
PHYSFS_close(file);
args.returnValue(js::Value::null());
return;
}
unsigned char *file_data = static_cast<unsigned char *>(malloc(file_size));
if (!file_data) {
PHYSFS_close(file);
args.returnValue(js::Value::null());
return;
}
PHYSFS_sint64 bytes_read = PHYSFS_readBytes(file, file_data, file_size);
PHYSFS_close(file);
if (bytes_read != file_size) {
free(file_data);
args.returnValue(js::Value::null());
return;
}
// Create Texture
Texture *tex = new Texture();
if (!tex->loadFromMemory(file_data, static_cast<int>(file_size))) {
free(file_data);
delete tex;
args.returnValue(js::Value::null());
return;
}
free(file_data);
js::Value obj = js::ClassBuilder::newInstance(args.context(), texture_class_id);
js::ClassBuilder::setOpaque(obj, tex);
args.returnValue(std::move(obj));
}
// image:getWidth()
static void js_image_getWidth(js::FunctionArgs &args) {
Texture *tex = getTexture(args);
args.returnValue(js::Value::number(tex ? tex->getWidth() : 0));
}
// image:getHeight()
static void js_image_getHeight(js::FunctionArgs &args) {
Texture *tex = getTexture(args);
args.returnValue(js::Value::number(tex ? tex->getHeight() : 0));
}
// image:getDimensions()
static void js_image_getDimensions(js::FunctionArgs &args) {
Texture *tex = getTexture(args);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(tex ? tex->getWidth() : 0));
arr.setProperty(args.context(), 1u, js::Value::number(tex ? tex->getHeight() : 0));
args.returnValue(std::move(arr));
}
// image:setFilter(min, mag)
static void js_image_setFilter(js::FunctionArgs &args) {
Texture *tex = getTexture(args);
if (tex && args.length() >= 2) {
std::string min = args.arg(0).toString(args.context());
std::string mag = args.arg(1).toString(args.context());
tex->setFilter(min.c_str(), mag.c_str());
}
args.returnUndefined();
}
// image:getFilter()
static void js_image_getFilter(js::FunctionArgs &args) {
Texture *tex = getTexture(args);
if (!tex) {
args.returnUndefined();
return;
}
const char *min, *mag;
tex->getFilter(&min, &mag);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::string(args.context(), min));
arr.setProperty(args.context(), 1u, js::Value::string(args.context(), mag));
args.returnValue(std::move(arr));
}
// image:setWrap(horiz, vert)
static void js_image_setWrap(js::FunctionArgs &args) {
Texture *tex = getTexture(args);
if (tex && args.length() >= 2) {
std::string horiz = args.arg(0).toString(args.context());
std::string vert = args.arg(1).toString(args.context());
tex->setWrap(horiz.c_str(), vert.c_str());
}
args.returnUndefined();
}
// image:getWrap()
static void js_image_getWrap(js::FunctionArgs &args) {
Texture *tex = getTexture(args);
if (!tex) {
args.returnUndefined();
return;
}
const char *horiz, *vert;
tex->getWrap(&horiz, &vert);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::string(args.context(), horiz));
arr.setProperty(args.context(), 1u, js::Value::string(args.context(), vert));
args.returnValue(std::move(arr));
}
// joy.graphics.newQuad(x, y, width, height, sw, sh)
static void js_graphics_newQuad(js::FunctionArgs &args) {
if (args.length() < 6) {
args.returnValue(js::Value::null());
return;
}
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
float w = static_cast<float>(args.arg(2).toFloat64());
float h = static_cast<float>(args.arg(3).toFloat64());
float sw = static_cast<float>(args.arg(4).toFloat64());
float sh = static_cast<float>(args.arg(5).toFloat64());
Quad *quad = new Quad(x, y, w, h, sw, sh);
js::Value obj = js::ClassBuilder::newInstance(args.context(), quad_class_id);
js::ClassBuilder::setOpaque(obj, quad);
args.returnValue(std::move(obj));
}
// quad:getViewport()
static void js_quad_getViewport(js::FunctionArgs &args) {
Quad *quad = getQuad(args);
if (!quad) {
args.returnUndefined();
return;
}
float x, y, w, h;
quad->getViewport(&x, &y, &w, &h);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(x));
arr.setProperty(args.context(), 1u, js::Value::number(y));
arr.setProperty(args.context(), 2u, js::Value::number(w));
arr.setProperty(args.context(), 3u, js::Value::number(h));
args.returnValue(std::move(arr));
}
// quad:setViewport(x, y, w, h, sw, sh)
static void js_quad_setViewport(js::FunctionArgs &args) {
Quad *quad = getQuad(args);
if (!quad || args.length() < 4) {
args.returnUndefined();
return;
}
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
float w = static_cast<float>(args.arg(2).toFloat64());
float h = static_cast<float>(args.arg(3).toFloat64());
if (args.length() >= 6) {
float sw = static_cast<float>(args.arg(4).toFloat64());
float sh = static_cast<float>(args.arg(5).toFloat64());
quad->setViewport(x, y, w, h, sw, sh);
} else {
quad->setViewport(x, y, w, h);
}
args.returnUndefined();
}
// quad:getTextureDimensions()
static void js_quad_getTextureDimensions(js::FunctionArgs &args) {
Quad *quad = getQuad(args);
if (!quad) {
args.returnUndefined();
return;
}
float sw, sh;
quad->getTextureDimensions(&sw, &sh);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(sw));
arr.setProperty(args.context(), 1u, js::Value::number(sh));
args.returnValue(std::move(arr));
}
// joy.graphics.draw(drawable, x, y, r, sx, sy, ox, oy)
// or joy.graphics.draw(texture, quad, x, y, r, sx, sy, ox, oy)
static void js_graphics_draw(js::FunctionArgs &args) {
if (args.length() < 1) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
js::Value drawable = args.arg(0);
// Check if first arg is a Texture (Image)
Texture *tex = static_cast<Texture *>(js::ClassBuilder::getOpaque(drawable, texture_class_id));
if (tex) {
// Check if second arg is a Quad
if (args.length() >= 2) {
js::Value arg1 = args.arg(1);
Quad *quad = static_cast<Quad *>(js::ClassBuilder::getOpaque(arg1, quad_class_id));
if (quad) {
// draw(texture, quad, x, y, r, sx, sy, ox, oy)
float qx, qy, qw, qh;
quad->getViewport(&qx, &qy, &qw, &qh);
float x = 0, y = 0, r = 0, sx = 1, sy = 1, ox = 0, oy = 0;
if (args.length() >= 3) x = static_cast<float>(args.arg(2).toFloat64());
if (args.length() >= 4) y = static_cast<float>(args.arg(3).toFloat64());
if (args.length() >= 5) r = static_cast<float>(args.arg(4).toFloat64());
if (args.length() >= 6) sx = static_cast<float>(args.arg(5).toFloat64());
if (args.length() >= 7) sy = static_cast<float>(args.arg(6).toFloat64());
if (args.length() >= 8) ox = static_cast<float>(args.arg(7).toFloat64());
if (args.length() >= 9) oy = static_cast<float>(args.arg(8).toFloat64());
graphics->drawQuad(tex, qx, qy, qw, qh, x, y, r, sx, sy, ox, oy);
args.returnUndefined();
return;
}
}
// draw(image, x, y, r, sx, sy, ox, oy)
float x = 0, y = 0, r = 0, sx = 1, sy = 1, ox = 0, oy = 0;
if (args.length() >= 2) x = static_cast<float>(args.arg(1).toFloat64());
if (args.length() >= 3) y = static_cast<float>(args.arg(2).toFloat64());
if (args.length() >= 4) r = static_cast<float>(args.arg(3).toFloat64());
if (args.length() >= 5) sx = static_cast<float>(args.arg(4).toFloat64());
if (args.length() >= 6) sy = static_cast<float>(args.arg(5).toFloat64());
if (args.length() >= 7) ox = static_cast<float>(args.arg(6).toFloat64());
if (args.length() >= 8) oy = static_cast<float>(args.arg(7).toFloat64());
graphics->draw(tex, x, y, r, sx, sy, ox, oy);
args.returnUndefined();
return;
}
// Check if first arg is a Canvas
Canvas *canvas = static_cast<Canvas *>(js::ClassBuilder::getOpaque(drawable, canvas_class_id));
if (canvas) {
float x = 0, y = 0, r = 0, sx = 1, sy = 1, ox = 0, oy = 0;
if (args.length() >= 2) x = static_cast<float>(args.arg(1).toFloat64());
if (args.length() >= 3) y = static_cast<float>(args.arg(2).toFloat64());
if (args.length() >= 4) r = static_cast<float>(args.arg(3).toFloat64());
if (args.length() >= 5) sx = static_cast<float>(args.arg(4).toFloat64());
if (args.length() >= 6) sy = static_cast<float>(args.arg(5).toFloat64());
if (args.length() >= 7) ox = static_cast<float>(args.arg(6).toFloat64());
if (args.length() >= 8) oy = static_cast<float>(args.arg(7).toFloat64());
graphics->draw(canvas, x, y, r, sx, sy, ox, oy);
args.returnUndefined();
return;
}
args.returnUndefined();
}
// joy.graphics.drawQuad(image, qx, qy, qw, qh, x, y, r, sx, sy, ox, oy)
// Draws a portion (quad) of an image
static void js_graphics_drawQuad(js::FunctionArgs &args) {
if (args.length() < 5) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
js::Value drawable = args.arg(0);
Texture *tex = static_cast<Texture *>(js::ClassBuilder::getOpaque(drawable, texture_class_id));
if (!tex) {
args.returnUndefined();
return;
}
// Quad source rectangle
float qx = static_cast<float>(args.arg(1).toFloat64());
float qy = static_cast<float>(args.arg(2).toFloat64());
float qw = static_cast<float>(args.arg(3).toFloat64());
float qh = static_cast<float>(args.arg(4).toFloat64());
// Position and transform
float x = 0, y = 0, r = 0, sx = 1, sy = 1, ox = 0, oy = 0;
if (args.length() >= 6) x = static_cast<float>(args.arg(5).toFloat64());
if (args.length() >= 7) y = static_cast<float>(args.arg(6).toFloat64());
if (args.length() >= 8) r = static_cast<float>(args.arg(7).toFloat64());
if (args.length() >= 9) sx = static_cast<float>(args.arg(8).toFloat64());
if (args.length() >= 10) sy = static_cast<float>(args.arg(9).toFloat64());
if (args.length() >= 11) ox = static_cast<float>(args.arg(10).toFloat64());
if (args.length() >= 12) oy = static_cast<float>(args.arg(11).toFloat64());
graphics->drawQuad(tex, qx, qy, qw, qh, x, y, r, sx, sy, ox, oy);
args.returnUndefined();
}
// joy.graphics.newFont(size) or joy.graphics.newFont(filename, size)
static void js_graphics_newFont(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnValue(js::Value::null());
return;
}
Font *font = nullptr;
if (args.length() == 0) {
// Default font with default size (12)
font = graphics->newFont(12.0f);
} else if (args.length() == 1) {
js::Value arg0 = args.arg(0);
if (arg0.isNumber()) {
// newFont(size)
double size = arg0.toFloat64();
font = graphics->newFont(static_cast<float>(size));
} else if (arg0.isString()) {
// newFont(filename) - default size 12
std::string filename = arg0.toString(args.context());
font = graphics->newFont(filename.c_str(), 12.0f);
}
} else {
// newFont(filename, size)
std::string filename = args.arg(0).toString(args.context());
double size = args.arg(1).toFloat64();
font = graphics->newFont(filename.c_str(), static_cast<float>(size));
}
if (!font) {
args.returnValue(js::Value::null());
return;
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), font_class_id);
js::ClassBuilder::setOpaque(obj, font);
args.returnValue(std::move(obj));
}
static void js_graphics_setFont(js::FunctionArgs &args) {
if (args.length() < 1) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
js::Value fontVal = args.arg(0);
Font *font = static_cast<Font *>(js::ClassBuilder::getOpaque(fontVal, font_class_id));
if (!font) {
args.returnUndefined();
return;
}
graphics->setCurrentFont(font->getFontHandle());
graphics->setFontSize(font->getSize());
args.returnUndefined();
}
// ============================================================================
// Font prototype methods
// ============================================================================
// font:getHeight()
static void js_font_getHeight(js::FunctionArgs &args) {
Font *font = getFont(args);
args.returnValue(js::Value::number(font ? font->getHeight() : 0));
}
// font:getWidth(text)
static void js_font_getWidth(js::FunctionArgs &args) {
Font *font = getFont(args);
if (!font || args.length() < 1) {
args.returnValue(js::Value::number(0));
return;
}
std::string text = args.arg(0).toString(args.context());
args.returnValue(js::Value::number(font->getWidth(text.c_str())));
}
// font:getAscent()
static void js_font_getAscent(js::FunctionArgs &args) {
Font *font = getFont(args);
args.returnValue(js::Value::number(font ? font->getAscent() : 0));
}
// font:getDescent()
static void js_font_getDescent(js::FunctionArgs &args) {
Font *font = getFont(args);
args.returnValue(js::Value::number(font ? font->getDescent() : 0));
}
// font:getBaseline()
static void js_font_getBaseline(js::FunctionArgs &args) {
Font *font = getFont(args);
args.returnValue(js::Value::number(font ? font->getBaseline() : 0));
}
// font:getLineHeight()
static void js_font_getLineHeight(js::FunctionArgs &args) {
Font *font = getFont(args);
args.returnValue(js::Value::number(font ? font->getLineHeight() : 1.0));
}
// font:setLineHeight(height)
static void js_font_setLineHeight(js::FunctionArgs &args) {
Font *font = getFont(args);
if (font && args.length() >= 1) {
font->setLineHeight(static_cast<float>(args.arg(0).toFloat64()));
}
args.returnUndefined();
}
// font:getDPIScale()
static void js_font_getDPIScale(js::FunctionArgs &args) {
Font *font = getFont(args);
args.returnValue(js::Value::number(font ? font->getDPIScale() : 1.0));
}
// font:getWrap(text, wraplimit) - returns [width, lines]
static void js_font_getWrap(js::FunctionArgs &args) {
Font *font = getFont(args);
if (!font || args.length() < 2) {
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(0));
arr.setProperty(args.context(), 1u, js::Value::array(args.context()));
args.returnValue(std::move(arr));
return;
}
std::string text = args.arg(0).toString(args.context());
float wrap_limit = static_cast<float>(args.arg(1).toFloat64());
std::vector<std::string> wrapped_lines;
float max_width = font->getWrap(text.c_str(), wrap_limit, wrapped_lines);
js::Value lines_arr = js::Value::array(args.context());
for (size_t i = 0; i < wrapped_lines.size(); i++) {
lines_arr.setProperty(args.context(), static_cast<uint32_t>(i),
js::Value::string(args.context(), wrapped_lines[i].c_str()));
}
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(max_width));
result.setProperty(args.context(), 1u, std::move(lines_arr));
args.returnValue(std::move(result));
}
// font:hasGlyphs(text) or font:hasGlyphs(codepoint1, codepoint2, ...)
static void js_font_hasGlyphs(js::FunctionArgs &args) {
Font *font = getFont(args);
if (!font || args.length() < 1) {
args.returnValue(js::Value::boolean(true));
return;
}
js::Value arg0 = args.arg(0);
if (arg0.isString()) {
std::string text = arg0.toString(args.context());
args.returnValue(js::Value::boolean(font->hasGlyphs(text.c_str())));
} else {
// Check all codepoint arguments
for (int i = 0; i < args.length(); i++) {
int codepoint = args.arg(i).toInt32();
if (!font->hasGlyph(codepoint)) {
args.returnValue(js::Value::boolean(false));
return;
}
}
args.returnValue(js::Value::boolean(true));
}
}
// font:getKerning(leftchar, rightchar) or font:getKerning(leftglyph, rightglyph)
static void js_font_getKerning(js::FunctionArgs &args) {
Font *font = getFont(args);
if (!font || args.length() < 2) {
args.returnValue(js::Value::number(0));
return;
}
js::Value arg0 = args.arg(0);
js::Value arg1 = args.arg(1);
if (arg0.isString() && arg1.isString()) {
std::string left = arg0.toString(args.context());
std::string right = arg1.toString(args.context());
args.returnValue(js::Value::number(font->getKerning(left.c_str(), right.c_str())));
} else {
int left_glyph = arg0.toInt32();
int right_glyph = arg1.toInt32();
args.returnValue(js::Value::number(font->getKerning(left_glyph, right_glyph)));
}
}
// font:setFilter(min, mag)
static void js_font_setFilter(js::FunctionArgs &args) {
Font *font = getFont(args);
if (font && args.length() >= 2) {
std::string min = args.arg(0).toString(args.context());
std::string mag = args.arg(1).toString(args.context());
font->setFilter(min.c_str(), mag.c_str());
}
args.returnUndefined();
}
// font:getFilter() - returns [min, mag, anisotropy]
static void js_font_getFilter(js::FunctionArgs &args) {
Font *font = getFont(args);
if (!font) {
args.returnUndefined();
return;
}
const char *min, *mag;
font->getFilter(&min, &mag);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::string(args.context(), min));
arr.setProperty(args.context(), 1u, js::Value::string(args.context(), mag));
arr.setProperty(args.context(), 2u, js::Value::number(1)); // anisotropy default
args.returnValue(std::move(arr));
}
// font:setFallbacks(font1, font2, ...)
static void js_font_setFallbacks(js::FunctionArgs &args) {
Font *font = getFont(args);
if (!font) {
args.returnUndefined();
return;
}
std::vector<Font*> fallbacks;
for (int i = 0; i < args.length(); i++) {
js::Value fontVal = args.arg(i);
Font *fallback = static_cast<Font *>(js::ClassBuilder::getOpaque(fontVal, font_class_id));
if (fallback) {
fallbacks.push_back(fallback);
}
}
font->setFallbacks(fallbacks);
args.returnUndefined();
}
// joy.graphics.getFont() - get current font (returns null if using default)
static void js_graphics_getFont(js::FunctionArgs &args) {
// Note: Love2D returns the current font object, but we don't track the JS object
// For now, return undefined - a proper implementation would store the current Font
args.returnUndefined();
}
// joy.graphics.setNewFont(size) or joy.graphics.setNewFont(filename, size)
// Creates a new font and sets it as current, returns the new font
static void js_graphics_setNewFont(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnValue(js::Value::null());
return;
}
Font *font = nullptr;
if (args.length() == 0) {
font = graphics->newFont(12.0f);
} else if (args.length() == 1) {
js::Value arg0 = args.arg(0);
if (arg0.isNumber()) {
font = graphics->newFont(static_cast<float>(arg0.toFloat64()));
} else if (arg0.isString()) {
std::string filename = arg0.toString(args.context());
font = graphics->newFont(filename.c_str(), 12.0f);
}
} else {
std::string filename = args.arg(0).toString(args.context());
double size = args.arg(1).toFloat64();
font = graphics->newFont(filename.c_str(), static_cast<float>(size));
}
if (!font) {
args.returnValue(js::Value::null());
return;
}
// Set as current font
graphics->setCurrentFont(font->getFontHandle());
graphics->setFontSize(font->getSize());
js::Value obj = js::ClassBuilder::newInstance(args.context(), font_class_id);
js::ClassBuilder::setOpaque(obj, font);
args.returnValue(std::move(obj));
}
static void js_graphics_setColor(js::FunctionArgs &args) {
if (args.length() < 3) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
double r = args.arg(0).toFloat64();
double g = args.arg(1).toFloat64();
double b = args.arg(2).toFloat64();
double a = 1.0;
if (args.length() >= 4) {
a = args.arg(3).toFloat64();
}
graphics->setColor(static_cast<float>(r), static_cast<float>(g),
static_cast<float>(b), static_cast<float>(a));
args.returnUndefined();
}
static void js_graphics_getColor(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
float r, g, b, a;
graphics->getColor(&r, &g, &b, &a);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number((double)r));
arr.setProperty(args.context(), 1u, js::Value::number((double)g));
arr.setProperty(args.context(), 2u, js::Value::number((double)b));
arr.setProperty(args.context(), 3u, js::Value::number((double)a));
args.returnValue(std::move(arr));
}
static void js_graphics_setBackgroundColor(js::FunctionArgs &args) {
if (args.length() < 3) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
double r = args.arg(0).toFloat64();
double g = args.arg(1).toFloat64();
double b = args.arg(2).toFloat64();
double a = 1.0;
if (args.length() >= 4) {
a = args.arg(3).toFloat64();
}
graphics->setBackgroundColor(static_cast<float>(r), static_cast<float>(g),
static_cast<float>(b), static_cast<float>(a));
args.returnUndefined();
}
static void js_graphics_getBackgroundColor(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
float r, g, b, a;
graphics->getBackgroundColor(&r, &g, &b, &a);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number((double)r));
arr.setProperty(args.context(), 1u, js::Value::number((double)g));
arr.setProperty(args.context(), 2u, js::Value::number((double)b));
arr.setProperty(args.context(), 3u, js::Value::number((double)a));
args.returnValue(std::move(arr));
}
static void js_graphics_rectangle(js::FunctionArgs &args) {
if (args.length() < 5) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
std::string mode = args.arg(0).toString(args.context());
double x = args.arg(1).toFloat64();
double y = args.arg(2).toFloat64();
double w = args.arg(3).toFloat64();
double h = args.arg(4).toFloat64();
graphics->rectangle(mode.c_str(), static_cast<float>(x), static_cast<float>(y),
static_cast<float>(w), static_cast<float>(h));
args.returnUndefined();
}
static void js_graphics_circle(js::FunctionArgs &args) {
if (args.length() < 4) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
std::string mode = args.arg(0).toString(args.context());
double x = args.arg(1).toFloat64();
double y = args.arg(2).toFloat64();
double radius = args.arg(3).toFloat64();
graphics->circle(mode.c_str(), static_cast<float>(x), static_cast<float>(y),
static_cast<float>(radius));
args.returnUndefined();
}
static void js_graphics_line(js::FunctionArgs &args) {
if (args.length() < 4) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
// Check if we have a polyline (more than 4 args)
if (args.length() > 4) {
// Polyline: draw connected line segments
for (int i = 0; i < args.length() - 2; i += 2) {
if (i + 3 < args.length()) {
double x1 = args.arg(i).toFloat64();
double y1 = args.arg(i + 1).toFloat64();
double x2 = args.arg(i + 2).toFloat64();
double y2 = args.arg(i + 3).toFloat64();
graphics->line(static_cast<float>(x1), static_cast<float>(y1),
static_cast<float>(x2), static_cast<float>(y2));
}
}
} else {
// Single line segment
double x1 = args.arg(0).toFloat64();
double y1 = args.arg(1).toFloat64();
double x2 = args.arg(2).toFloat64();
double y2 = args.arg(3).toFloat64();
graphics->line(static_cast<float>(x1), static_cast<float>(y1),
static_cast<float>(x2), static_cast<float>(y2));
}
args.returnUndefined();
}
// joy.graphics.point(x, y) or joy.graphics.points(x1, y1, x2, y2, ...)
static void js_graphics_point(js::FunctionArgs &args) {
if (args.length() < 2) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
// Support multiple points
for (int i = 0; i < args.length() - 1; i += 2) {
double x = args.arg(i).toFloat64();
double y = args.arg(i + 1).toFloat64();
graphics->point(static_cast<float>(x), static_cast<float>(y));
}
args.returnUndefined();
}
// joy.graphics.polygon(mode, x1, y1, x2, y2, ...)
static void js_graphics_polygon(js::FunctionArgs &args) {
if (args.length() < 7) { // mode + at least 3 points (6 coords)
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
std::string mode = args.arg(0).toString(args.context());
// Collect points
int point_count = (args.length() - 1) / 2;
std::vector<float> points(point_count * 2);
for (int i = 0; i < point_count * 2; i++) {
points[i] = static_cast<float>(args.arg(1 + i).toFloat64());
}
graphics->polygon(mode.c_str(), points.data(), point_count);
args.returnUndefined();
}
static void js_graphics_print(js::FunctionArgs &args) {
if (args.length() < 3) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
std::string text = args.arg(0).toString(args.context());
double x = args.arg(1).toFloat64();
double y = args.arg(2).toFloat64();
graphics->print(text.c_str(), static_cast<float>(x), static_cast<float>(y));
args.returnUndefined();
}
static void js_graphics_getWidth(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
args.returnValue(js::Value::number(graphics ? graphics->getWidth() : 0));
}
static void js_graphics_getHeight(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
args.returnValue(js::Value::number(graphics ? graphics->getHeight() : 0));
}
static void js_graphics_getDimensions(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(graphics ? graphics->getWidth() : 0));
arr.setProperty(args.context(), 1u, js::Value::number(graphics ? graphics->getHeight() : 0));
args.returnValue(std::move(arr));
}
static void js_graphics_clear(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
if (args.length() >= 3) {
double r = args.arg(0).toFloat64();
double g = args.arg(1).toFloat64();
double b = args.arg(2).toFloat64();
double a = 1.0;
if (args.length() >= 4) {
a = args.arg(3).toFloat64();
}
graphics->clear(static_cast<float>(r), static_cast<float>(g),
static_cast<float>(b), static_cast<float>(a), true);
} else {
graphics->clear(0, 0, 0, 0, false);
}
args.returnUndefined();
}
// ============================================================================
// Transform functions
// ============================================================================
static void js_graphics_push(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (graphics) graphics->pushTransform();
args.returnUndefined();
}
static void js_graphics_pop(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (graphics) graphics->popTransform();
args.returnUndefined();
}
static void js_graphics_translate(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (graphics && args.length() >= 2) {
float x = static_cast<float>(args.arg(0).toFloat64());
float y = static_cast<float>(args.arg(1).toFloat64());
graphics->translate(x, y);
}
args.returnUndefined();
}
static void js_graphics_rotate(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (graphics && args.length() >= 1) {
float angle = static_cast<float>(args.arg(0).toFloat64());
graphics->rotate(angle);
}
args.returnUndefined();
}
static void js_graphics_scale(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
if (args.length() >= 2) {
float sx = static_cast<float>(args.arg(0).toFloat64());
float sy = static_cast<float>(args.arg(1).toFloat64());
graphics->scale(sx, sy);
} else if (args.length() >= 1) {
float s = static_cast<float>(args.arg(0).toFloat64());
graphics->scale(s, s);
}
args.returnUndefined();
}
static void js_graphics_origin(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (graphics) graphics->resetTransform();
args.returnUndefined();
}
static void js_graphics_getStats(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
js::Value obj = js::Value::object(args.context());
obj.setProperty(args.context(), "flushes", js::Value::number(graphics->getFlushCount()));
obj.setProperty(args.context(), "drawCalls", js::Value::number(graphics->getDrawCallCount()));
args.returnValue(std::move(obj));
}
static void js_graphics_getDPIScale(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
args.returnValue(js::Value::number(graphics ? graphics->getDPIScale() : 1.0));
}
// joy.graphics.setBlendMode(mode)
static void js_graphics_setBlendMode(js::FunctionArgs &args) {
if (args.length() < 1) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
std::string mode = args.arg(0).toString(args.context());
graphics->setBlendMode(mode.c_str());
args.returnUndefined();
}
// joy.graphics.getBlendMode()
static void js_graphics_getBlendMode(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
const char *mode = graphics->getBlendMode();
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::string(args.context(), mode));
arr.setProperty(args.context(), 1u, js::Value::string(args.context(), "alphamultiply"));
args.returnValue(std::move(arr));
}
// joy.graphics.setScissor(x, y, w, h)
static void js_graphics_setScissor(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
if (args.length() >= 4) {
int x = args.arg(0).toInt32();
int y = args.arg(1).toInt32();
int w = args.arg(2).toInt32();
int h = args.arg(3).toInt32();
graphics->setScissor(x, y, w, h);
} else {
// No args - reset scissor
graphics->resetScissor();
}
args.returnUndefined();
}
// joy.graphics.getScissor()
static void js_graphics_getScissor(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
int x, y, w, h;
bool enabled = graphics->getScissor(&x, &y, &w, &h);
if (!enabled) {
args.returnUndefined();
return;
}
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(x));
arr.setProperty(args.context(), 1u, js::Value::number(y));
arr.setProperty(args.context(), 2u, js::Value::number(w));
arr.setProperty(args.context(), 3u, js::Value::number(h));
args.returnValue(std::move(arr));
}
// joy.graphics.arc(mode, arctype, x, y, radius, angle1, angle2, segments)
static void js_graphics_arc(js::FunctionArgs &args) {
if (args.length() < 7) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
std::string mode = args.arg(0).toString(args.context());
// Check if second arg is arctype (string) or x (number)
int arg_offset = 0;
std::string arctype = "pie";
if (args.arg(1).isString()) {
arctype = args.arg(1).toString(args.context());
arg_offset = 1;
}
float x = static_cast<float>(args.arg(1 + arg_offset).toFloat64());
float y = static_cast<float>(args.arg(2 + arg_offset).toFloat64());
float radius = static_cast<float>(args.arg(3 + arg_offset).toFloat64());
float angle1 = static_cast<float>(args.arg(4 + arg_offset).toFloat64());
float angle2 = static_cast<float>(args.arg(5 + arg_offset).toFloat64());
int segments = 10;
if (args.length() > 6 + arg_offset) {
segments = args.arg(6 + arg_offset).toInt32();
}
graphics->arc(mode.c_str(), arctype.c_str(), x, y, radius, angle1, angle2, segments);
args.returnUndefined();
}
// joy.graphics.ellipse(mode, x, y, radiusx, radiusy, segments)
static void js_graphics_ellipse(js::FunctionArgs &args) {
if (args.length() < 5) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
std::string mode = args.arg(0).toString(args.context());
float x = static_cast<float>(args.arg(1).toFloat64());
float y = static_cast<float>(args.arg(2).toFloat64());
float rx = static_cast<float>(args.arg(3).toFloat64());
float ry = static_cast<float>(args.arg(4).toFloat64());
int segments = 32;
if (args.length() > 5) {
segments = args.arg(5).toInt32();
}
graphics->ellipse(mode.c_str(), x, y, rx, ry, segments);
args.returnUndefined();
}
// joy.graphics.setLineWidth(width)
static void js_graphics_setLineWidth(js::FunctionArgs &args) {
if (args.length() < 1) {
args.returnUndefined();
return;
}
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
float width = static_cast<float>(args.arg(0).toFloat64());
graphics->setLineWidth(width);
args.returnUndefined();
}
// joy.graphics.getLineWidth()
static void js_graphics_getLineWidth(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
args.returnValue(js::Value::number(graphics ? graphics->getLineWidth() : 1.0));
}
// ============================================================================
// Canvas functions
// ============================================================================
// joy.graphics.newCanvas(width, height, format)
static void js_graphics_newCanvas(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnValue(js::Value::null());
return;
}
// Default to screen size if no dimensions given
int width = graphics->getWidth();
int height = graphics->getHeight();
const char *format = "normal";
if (args.length() >= 1) {
width = args.arg(0).toInt32();
}
if (args.length() >= 2) {
height = args.arg(1).toInt32();
}
std::string fmt_str;
if (args.length() >= 3) {
fmt_str = args.arg(2).toString(args.context());
format = fmt_str.c_str();
}
Canvas *canvas = graphics->newCanvas(width, height, format);
if (!canvas) {
args.returnValue(js::Value::null());
return;
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), canvas_class_id);
js::ClassBuilder::setOpaque(obj, canvas);
args.returnValue(std::move(obj));
}
// joy.graphics.setCanvas(canvas) or joy.graphics.setCanvas() to reset
static void js_graphics_setCanvas(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
if (args.length() == 0 || args.arg(0).isNull() || args.arg(0).isUndefined()) {
// Reset to screen rendering
graphics->setCanvas(nullptr);
} else {
js::Value canvasVal = args.arg(0);
Canvas *canvas = static_cast<Canvas *>(js::ClassBuilder::getOpaque(canvasVal, canvas_class_id));
if (canvas) {
graphics->setCanvas(canvas);
}
}
args.returnUndefined();
}
// joy.graphics.getCanvas()
static void js_graphics_getCanvas(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnValue(js::Value::null());
return;
}
Canvas *canvas = graphics->getCanvas();
if (!canvas) {
args.returnValue(js::Value::null());
return;
}
// Note: We can't easily return the original JS object, so return null
// A proper implementation would store the JS object reference
args.returnValue(js::Value::null());
}
// canvas:getWidth()
static void js_canvas_getWidth(js::FunctionArgs &args) {
Canvas *canvas = getCanvas(args);
args.returnValue(js::Value::number(canvas ? canvas->getWidth() : 0));
}
// canvas:getHeight()
static void js_canvas_getHeight(js::FunctionArgs &args) {
Canvas *canvas = getCanvas(args);
args.returnValue(js::Value::number(canvas ? canvas->getHeight() : 0));
}
// canvas:getDimensions()
static void js_canvas_getDimensions(js::FunctionArgs &args) {
Canvas *canvas = getCanvas(args);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(canvas ? canvas->getWidth() : 0));
arr.setProperty(args.context(), 1u, js::Value::number(canvas ? canvas->getHeight() : 0));
args.returnValue(std::move(arr));
}
// canvas:setFilter(min, mag)
static void js_canvas_setFilter(js::FunctionArgs &args) {
Canvas *canvas = getCanvas(args);
if (canvas && args.length() >= 2) {
std::string min = args.arg(0).toString(args.context());
std::string mag = args.arg(1).toString(args.context());
canvas->setFilter(min.c_str(), mag.c_str());
}
args.returnUndefined();
}
// canvas:getFilter()
static void js_canvas_getFilter(js::FunctionArgs &args) {
Canvas *canvas = getCanvas(args);
if (!canvas) {
args.returnUndefined();
return;
}
const char *min, *mag;
canvas->getFilter(&min, &mag);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::string(args.context(), min));
arr.setProperty(args.context(), 1u, js::Value::string(args.context(), mag));
args.returnValue(std::move(arr));
}
// canvas:setWrap(horiz, vert)
static void js_canvas_setWrap(js::FunctionArgs &args) {
Canvas *canvas = getCanvas(args);
if (canvas && args.length() >= 2) {
std::string horiz = args.arg(0).toString(args.context());
std::string vert = args.arg(1).toString(args.context());
canvas->setWrap(horiz.c_str(), vert.c_str());
}
args.returnUndefined();
}
// canvas:getWrap()
static void js_canvas_getWrap(js::FunctionArgs &args) {
Canvas *canvas = getCanvas(args);
if (!canvas) {
args.returnUndefined();
return;
}
const char *horiz, *vert;
canvas->getWrap(&horiz, &vert);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::string(args.context(), horiz));
arr.setProperty(args.context(), 1u, js::Value::string(args.context(), vert));
args.returnValue(std::move(arr));
}
// ============================================================================
// Shader functions
// ============================================================================
// joy.graphics.newShader(pixelCode) or joy.graphics.newShader(pixelCode, vertexCode)
static void js_graphics_newShader(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics || args.length() < 1) {
args.returnValue(js::Value::null());
return;
}
std::string pixel_code = args.arg(0).toString(args.context());
std::string vertex_code;
const char *vertex_ptr = nullptr;
if (args.length() >= 2 && !args.arg(1).isNull() && !args.arg(1).isUndefined()) {
vertex_code = args.arg(1).toString(args.context());
vertex_ptr = vertex_code.c_str();
}
Shader *shader = graphics->newShader(pixel_code.c_str(), vertex_ptr);
if (!shader) {
args.returnValue(js::Value::null());
return;
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), shader_class_id);
js::ClassBuilder::setOpaque(obj, shader);
args.returnValue(std::move(obj));
}
// joy.graphics.setShader(shader) or joy.graphics.setShader() to reset
static void js_graphics_setShader(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnUndefined();
return;
}
if (args.length() == 0 || args.arg(0).isNull() || args.arg(0).isUndefined()) {
// Reset to default shader
graphics->setShader(nullptr);
} else {
js::Value shaderVal = args.arg(0);
Shader *shader = static_cast<Shader *>(js::ClassBuilder::getOpaque(shaderVal, shader_class_id));
if (shader) {
graphics->setShader(shader);
}
}
args.returnUndefined();
}
// joy.graphics.getShader()
static void js_graphics_getShader(js::FunctionArgs &args) {
Graphics *graphics = getGraphics(args);
if (!graphics) {
args.returnValue(js::Value::null());
return;
}
Shader *shader = graphics->getShader();
if (!shader) {
args.returnValue(js::Value::null());
return;
}
// Note: We can't easily return the original JS object, so return null
// A proper implementation would store the JS object reference
args.returnValue(js::Value::null());
}
// shader:send(name, value, ...)
// Supports: number, vec2/3/4 (array), bool, Image, Canvas
static void js_shader_send(js::FunctionArgs &args) {
Shader *shader = getShader(args);
if (!shader || args.length() < 2) {
args.returnUndefined();
return;
}
std::string name = args.arg(0).toString(args.context());
js::Value value = args.arg(1);
if (value.isNumber()) {
// Single float
shader->sendFloat(name.c_str(), static_cast<float>(value.toFloat64()));
} else if (value.isBoolean()) {
// Boolean
shader->sendBool(name.c_str(), value.toBool());
} else if (value.isArray()) {
// Array - could be vec2/3/4 or matrix
js::Value lengthVal = value.getProperty(args.context(), "length");
uint32_t len = static_cast<uint32_t>(lengthVal.toInt32());
if (len == 2) {
float x = static_cast<float>(value.getProperty(args.context(), 0u).toFloat64());
float y = static_cast<float>(value.getProperty(args.context(), 1u).toFloat64());
shader->sendVec2(name.c_str(), x, y);
} else if (len == 3) {
float x = static_cast<float>(value.getProperty(args.context(), 0u).toFloat64());
float y = static_cast<float>(value.getProperty(args.context(), 1u).toFloat64());
float z = static_cast<float>(value.getProperty(args.context(), 2u).toFloat64());
shader->sendVec3(name.c_str(), x, y, z);
} else if (len == 4) {
float x = static_cast<float>(value.getProperty(args.context(), 0u).toFloat64());
float y = static_cast<float>(value.getProperty(args.context(), 1u).toFloat64());
float z = static_cast<float>(value.getProperty(args.context(), 2u).toFloat64());
float w = static_cast<float>(value.getProperty(args.context(), 3u).toFloat64());
shader->sendVec4(name.c_str(), x, y, z, w);
} else if (len == 16) {
// mat4
float matrix[16];
for (uint32_t i = 0; i < 16; i++) {
matrix[i] = static_cast<float>(value.getProperty(args.context(), i).toFloat64());
}
shader->sendMat4(name.c_str(), matrix);
}
} else if (value.isObject()) {
// Check if it's a Texture (Image) or Canvas
Texture *tex = static_cast<Texture *>(js::ClassBuilder::getOpaque(value, texture_class_id));
if (tex) {
shader->sendTexture(name.c_str(), tex);
} else {
Canvas *canvas = static_cast<Canvas *>(js::ClassBuilder::getOpaque(value, canvas_class_id));
if (canvas) {
shader->sendCanvas(name.c_str(), canvas);
}
}
}
args.returnUndefined();
}
// shader:hasUniform(name)
static void js_shader_hasUniform(js::FunctionArgs &args) {
Shader *shader = getShader(args);
if (!shader || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string name = args.arg(0).toString(args.context());
args.returnValue(js::Value::boolean(shader->hasUniform(name.c_str())));
}
// shader:getWarnings()
static void js_shader_getWarnings(js::FunctionArgs &args) {
Shader *shader = getShader(args);
if (!shader) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
args.returnValue(js::Value::string(args.context(), shader->getWarnings().c_str()));
}
// shader:getVertexSource() - debug method to get generated vertex shader
static void js_shader_getVertexSource(js::FunctionArgs &args) {
Shader *shader = getShader(args);
if (!shader) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
args.returnValue(js::Value::string(args.context(), shader->getVertexSource().c_str()));
}
// shader:getPixelSource() - debug method to get generated pixel shader
static void js_shader_getPixelSource(js::FunctionArgs &args) {
Shader *shader = getShader(args);
if (!shader) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
args.returnValue(js::Value::string(args.context(), shader->getPixelSource().c_str()));
}
void Graphics::initJS(js::Context &ctx, js::Value &joy) {
// Register Font class
js::ClassDef fontDef;
fontDef.name = "Font";
fontDef.finalizer = font_finalizer;
font_class_id = js::ClassBuilder::registerClass(ctx, fontDef);
// Create Font prototype with all Love2D Font methods
js::Value fontProto = js::ModuleBuilder(ctx, "__font_proto__")
.function("getHeight", js_font_getHeight, 0)
.function("getWidth", js_font_getWidth, 1)
.function("getAscent", js_font_getAscent, 0)
.function("getDescent", js_font_getDescent, 0)
.function("getBaseline", js_font_getBaseline, 0)
.function("getLineHeight", js_font_getLineHeight, 0)
.function("setLineHeight", js_font_setLineHeight, 1)
.function("getDPIScale", js_font_getDPIScale, 0)
.function("getWrap", js_font_getWrap, 2)
.function("hasGlyphs", js_font_hasGlyphs, 1)
.function("getKerning", js_font_getKerning, 2)
.function("setFilter", js_font_setFilter, 2)
.function("getFilter", js_font_getFilter, 0)
.function("setFallbacks", js_font_setFallbacks, 1)
.build();
js::ClassBuilder::setPrototype(ctx, font_class_id, fontProto);
// Register Texture class (exposed as "Image" in JS to match Love2D API)
js::ClassDef textureDef;
textureDef.name = "Image";
textureDef.finalizer = texture_finalizer;
texture_class_id = js::ClassBuilder::registerClass(ctx, textureDef);
// Create Image prototype with methods
js::Value imageProto = js::ModuleBuilder(ctx, "__image_proto__")
.function("getWidth", js_image_getWidth, 0)
.function("getHeight", js_image_getHeight, 0)
.function("getDimensions", js_image_getDimensions, 0)
.function("setFilter", js_image_setFilter, 2)
.function("getFilter", js_image_getFilter, 0)
.function("setWrap", js_image_setWrap, 2)
.function("getWrap", js_image_getWrap, 0)
.build();
js::ClassBuilder::setPrototype(ctx, texture_class_id, imageProto);
// Register Quad class
js::ClassDef quadDef;
quadDef.name = "Quad";
quadDef.finalizer = quad_finalizer;
quad_class_id = js::ClassBuilder::registerClass(ctx, quadDef);
// Create Quad prototype with methods
js::Value quadProto = js::ModuleBuilder(ctx, "__quad_proto__")
.function("getViewport", js_quad_getViewport, 0)
.function("setViewport", js_quad_setViewport, 6)
.function("getTextureDimensions", js_quad_getTextureDimensions, 0)
.build();
js::ClassBuilder::setPrototype(ctx, quad_class_id, quadProto);
// Register Canvas class
js::ClassDef canvasDef;
canvasDef.name = "Canvas";
canvasDef.finalizer = canvas_finalizer;
canvas_class_id = js::ClassBuilder::registerClass(ctx, canvasDef);
// Create Canvas prototype with methods
js::Value canvasProto = js::ModuleBuilder(ctx, "__canvas_proto__")
.function("getWidth", js_canvas_getWidth, 0)
.function("getHeight", js_canvas_getHeight, 0)
.function("getDimensions", js_canvas_getDimensions, 0)
.function("setFilter", js_canvas_setFilter, 2)
.function("getFilter", js_canvas_getFilter, 0)
.function("setWrap", js_canvas_setWrap, 2)
.function("getWrap", js_canvas_getWrap, 0)
.build();
js::ClassBuilder::setPrototype(ctx, canvas_class_id, canvasProto);
// Register Shader class
js::ClassDef shaderDef;
shaderDef.name = "Shader";
shaderDef.finalizer = shader_finalizer;
shader_class_id = js::ClassBuilder::registerClass(ctx, shaderDef);
// Create Shader prototype with methods
js::Value shaderProto = js::ModuleBuilder(ctx, "__shader_proto__")
.function("send", js_shader_send, 2)
.function("hasUniform", js_shader_hasUniform, 1)
.function("getWarnings", js_shader_getWarnings, 0)
.function("getVertexSource", js_shader_getVertexSource, 0)
.function("getPixelSource", js_shader_getPixelSource, 0)
.build();
js::ClassBuilder::setPrototype(ctx, shader_class_id, shaderProto);
js::ModuleBuilder(ctx, "graphics")
.function("setColor", js_graphics_setColor, 4)
.function("getColor", js_graphics_getColor, 0)
.function("setBackgroundColor", js_graphics_setBackgroundColor, 4)
.function("getBackgroundColor", js_graphics_getBackgroundColor, 0)
.function("rectangle", js_graphics_rectangle, 5)
.function("circle", js_graphics_circle, 4)
.function("line", js_graphics_line, 4)
.function("point", js_graphics_point, 2)
.function("points", js_graphics_point, 2)
.function("polygon", js_graphics_polygon, 7)
.function("arc", js_graphics_arc, 7)
.function("ellipse", js_graphics_ellipse, 5)
.function("print", js_graphics_print, 3)
.function("newFont", js_graphics_newFont, 2)
.function("setFont", js_graphics_setFont, 1)
.function("getFont", js_graphics_getFont, 0)
.function("setNewFont", js_graphics_setNewFont, 2)
.function("newImage", js_graphics_newImage, 1)
.function("newQuad", js_graphics_newQuad, 6)
.function("draw", js_graphics_draw, 9)
.function("drawQuad", js_graphics_drawQuad, 12)
.function("getWidth", js_graphics_getWidth, 0)
.function("getHeight", js_graphics_getHeight, 0)
.function("getDimensions", js_graphics_getDimensions, 0)
.function("clear", js_graphics_clear, 4)
.function("push", js_graphics_push, 0)
.function("pop", js_graphics_pop, 0)
.function("translate", js_graphics_translate, 2)
.function("rotate", js_graphics_rotate, 1)
.function("scale", js_graphics_scale, 2)
.function("origin", js_graphics_origin, 0)
.function("getStats", js_graphics_getStats, 0)
.function("getDPIScale", js_graphics_getDPIScale, 0)
.function("setBlendMode", js_graphics_setBlendMode, 1)
.function("getBlendMode", js_graphics_getBlendMode, 0)
.function("setScissor", js_graphics_setScissor, 4)
.function("getScissor", js_graphics_getScissor, 0)
.function("setLineWidth", js_graphics_setLineWidth, 1)
.function("getLineWidth", js_graphics_getLineWidth, 0)
.function("newCanvas", js_graphics_newCanvas, 3)
.function("setCanvas", js_graphics_setCanvas, 1)
.function("getCanvas", js_graphics_getCanvas, 0)
.function("newShader", js_graphics_newShader, 2)
.function("setShader", js_graphics_setShader, 1)
.function("getShader", js_graphics_getShader, 0)
.attachTo(joy);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/pipeline_cache.cc
|
C++
|
#include "pipeline_cache.hh"
#include <cstdio>
#include <cstring>
namespace joy {
namespace modules {
// ============================================================================
// PipelineKey Implementation
// ============================================================================
PipelineKey PipelineKey::make(
uint16_t shader_id,
const BlendState &blend,
PrimitiveType primitive,
ColorMask color_mask,
uint8_t msaa,
RenderPixelFormat format,
const DepthState &depth,
const StencilState &stencil)
{
PipelineKey key;
key.shader_id = shader_id;
key.blend_key = blend.toKey();
key.primitive = static_cast<uint8_t>(primitive);
key.color_mask = color_mask.toKey();
// Encode MSAA: 1->0, 2->1, 4->2, 8->3, 16->4
key.msaa = (msaa <= 1) ? 0 : (msaa <= 2) ? 1 : (msaa <= 4) ? 2 : (msaa <= 8) ? 3 : 4;
key.pixel_format = static_cast<uint8_t>(format);
key.depth_state = depth.toKey();
key.stencil_mode = stencil.toKey();
return key;
}
bool PipelineKey::operator==(const PipelineKey &other) const {
return shader_id == other.shader_id &&
blend_key == other.blend_key &&
primitive == other.primitive &&
color_mask == other.color_mask &&
msaa == other.msaa &&
pixel_format == other.pixel_format &&
depth_state == other.depth_state &&
stencil_mode == other.stencil_mode;
}
uint64_t PipelineKey::pack() const {
uint64_t result = 0;
result |= static_cast<uint64_t>(shader_id);
result |= static_cast<uint64_t>(blend_key) << 16;
result |= static_cast<uint64_t>(primitive) << 40;
result |= static_cast<uint64_t>(color_mask) << 42;
result |= static_cast<uint64_t>(msaa) << 46;
result |= static_cast<uint64_t>(pixel_format) << 49;
result |= static_cast<uint64_t>(depth_state) << 53;
result |= static_cast<uint64_t>(stencil_mode) << 57;
return result;
}
// ============================================================================
// PipelineCache Implementation
// ============================================================================
PipelineCache::PipelineCache() {
// Reserve slot 0 for default shader
shaders_.push_back({SG_INVALID_ID});
}
PipelineCache::~PipelineCache() {
shutdown();
}
bool PipelineCache::init(sg_shader default_shader, const sg_vertex_layout_state &vertex_layout) {
if (initialized_) {
return true;
}
shaders_[0] = default_shader;
vertex_layout_ = vertex_layout;
initialized_ = true;
return true;
}
void PipelineCache::shutdown() {
if (!initialized_) {
return;
}
// Destroy all cached pipelines
for (auto &pair : cache_) {
if (pair.second.id != SG_INVALID_ID) {
sg_destroy_pipeline(pair.second);
}
}
cache_.clear();
// Note: We don't destroy shaders here - they're owned by caller
shaders_.clear();
shaders_.push_back({SG_INVALID_ID}); // Re-add slot 0
cache_hits_ = 0;
cache_misses_ = 0;
initialized_ = false;
}
sg_pipeline PipelineCache::get(const PipelineKey &key) {
auto it = cache_.find(key);
if (it != cache_.end()) {
cache_hits_++;
return it->second;
}
cache_misses_++;
sg_pipeline pip = createPipeline(key);
if (pip.id != SG_INVALID_ID) {
cache_[key] = pip;
}
return pip;
}
sg_pipeline PipelineCache::createPipeline(const PipelineKey &key) {
if (key.shader_id >= shaders_.size() || shaders_[key.shader_id].id == SG_INVALID_ID) {
fprintf(stderr, "PipelineCache: Invalid shader ID %u\n", key.shader_id);
return {SG_INVALID_ID};
}
sg_pipeline_desc desc = {};
desc.shader = shaders_[key.shader_id];
desc.layout = vertex_layout_;
desc.index_type = SG_INDEXTYPE_UINT16;
desc.label = "dynamic_pipeline";
// Primitive type
desc.primitive_type = toSokolPrimitive(key.primitive);
// Blend state
BlendState blend = BlendState::fromKey(key.blend_key);
desc.colors[0].blend.enabled = blend.enabled;
if (blend.enabled) {
desc.colors[0].blend.src_factor_rgb = toSokolBlendFactor(blend.src_rgb);
desc.colors[0].blend.dst_factor_rgb = toSokolBlendFactor(blend.dst_rgb);
desc.colors[0].blend.op_rgb = toSokolBlendOp(blend.op_rgb);
desc.colors[0].blend.src_factor_alpha = toSokolBlendFactor(blend.src_alpha);
desc.colors[0].blend.dst_factor_alpha = toSokolBlendFactor(blend.dst_alpha);
desc.colors[0].blend.op_alpha = toSokolBlendOp(blend.op_alpha);
}
// Color mask
uint32_t color_mask = 0;
if (key.color_mask & 1) color_mask |= SG_COLORMASK_R;
if (key.color_mask & 2) color_mask |= SG_COLORMASK_G;
if (key.color_mask & 4) color_mask |= SG_COLORMASK_B;
if (key.color_mask & 8) color_mask |= SG_COLORMASK_A;
desc.colors[0].write_mask = static_cast<sg_color_mask>(color_mask);
// Pixel format (for render targets) - only set if not default
RenderPixelFormat format = static_cast<RenderPixelFormat>(key.pixel_format);
if (format != RenderPixelFormat::Default) {
desc.colors[0].pixel_format = toSokolPixelFormat(format);
}
// MSAA
static const int msaa_samples[] = {1, 2, 4, 8, 16};
desc.sample_count = msaa_samples[key.msaa];
// Depth state
DepthState depth = DepthState::fromKey(key.depth_state);
desc.depth.write_enabled = depth.write;
desc.depth.compare = toSokolCompareFunc(depth.compare);
// Stencil state
StencilState stencil = StencilState::fromKey(key.stencil_mode);
desc.stencil.enabled = stencil.enabled;
if (stencil.enabled) {
desc.stencil.front.compare = toSokolCompareFunc(stencil.compare);
desc.stencil.front.fail_op = toSokolStencilOp(stencil.fail);
desc.stencil.front.depth_fail_op = toSokolStencilOp(stencil.depth_fail);
desc.stencil.front.pass_op = toSokolStencilOp(stencil.pass);
desc.stencil.back = desc.stencil.front; // Same for back faces
desc.stencil.read_mask = stencil.read_mask;
desc.stencil.write_mask = stencil.write_mask;
desc.stencil.ref = stencil.ref;
}
return sg_make_pipeline(&desc);
}
uint16_t PipelineCache::registerShader(sg_shader shader) {
uint16_t id = static_cast<uint16_t>(shaders_.size());
shaders_.push_back(shader);
return id;
}
void PipelineCache::invalidateShader(uint16_t shader_id) {
// Remove all pipelines using this shader
for (auto it = cache_.begin(); it != cache_.end(); ) {
if (it->first.shader_id == shader_id) {
sg_destroy_pipeline(it->second);
it = cache_.erase(it);
} else {
++it;
}
}
}
void PipelineCache::clear() {
for (auto &pair : cache_) {
if (pair.second.id != SG_INVALID_ID) {
sg_destroy_pipeline(pair.second);
}
}
cache_.clear();
}
void PipelineCache::warmup() {
// Pre-create common pipeline combinations
BlendMode modes[] = {BlendMode::Alpha, BlendMode::Add, BlendMode::None};
PrimitiveType prims[] = {PrimitiveType::Triangles, PrimitiveType::Lines};
for (auto mode : modes) {
for (auto prim : prims) {
PipelineKey key = PipelineKey::make(0, blendModeToState(mode), prim);
get(key); // Creates and caches pipeline
}
}
}
// ============================================================================
// Sokol Type Conversions
// ============================================================================
sg_primitive_type PipelineCache::toSokolPrimitive(uint8_t primitive) {
switch (primitive) {
case 0: return SG_PRIMITIVETYPE_TRIANGLES;
case 1: return SG_PRIMITIVETYPE_LINES;
case 2: return SG_PRIMITIVETYPE_POINTS;
default: return SG_PRIMITIVETYPE_TRIANGLES;
}
}
sg_blend_factor PipelineCache::toSokolBlendFactor(BlendFactor factor) {
switch (factor) {
case BlendFactor::Zero: return SG_BLENDFACTOR_ZERO;
case BlendFactor::One: return SG_BLENDFACTOR_ONE;
case BlendFactor::SrcColor: return SG_BLENDFACTOR_SRC_COLOR;
case BlendFactor::OneMinusSrcColor: return SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR;
case BlendFactor::SrcAlpha: return SG_BLENDFACTOR_SRC_ALPHA;
case BlendFactor::OneMinusSrcAlpha: return SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
case BlendFactor::DstColor: return SG_BLENDFACTOR_DST_COLOR;
case BlendFactor::OneMinusDstColor: return SG_BLENDFACTOR_ONE_MINUS_DST_COLOR;
case BlendFactor::DstAlpha: return SG_BLENDFACTOR_DST_ALPHA;
case BlendFactor::OneMinusDstAlpha: return SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA;
case BlendFactor::SrcAlphaSaturated: return SG_BLENDFACTOR_SRC_ALPHA_SATURATED;
default: return SG_BLENDFACTOR_ONE;
}
}
sg_blend_op PipelineCache::toSokolBlendOp(BlendOp op) {
switch (op) {
case BlendOp::Add: return SG_BLENDOP_ADD;
case BlendOp::Subtract: return SG_BLENDOP_SUBTRACT;
case BlendOp::ReverseSubtract: return SG_BLENDOP_REVERSE_SUBTRACT;
case BlendOp::Min: return SG_BLENDOP_MIN;
case BlendOp::Max: return SG_BLENDOP_MAX;
default: return SG_BLENDOP_ADD;
}
}
sg_pixel_format PipelineCache::toSokolPixelFormat(RenderPixelFormat format) {
switch (format) {
case RenderPixelFormat::RGBA8: return SG_PIXELFORMAT_RGBA8;
case RenderPixelFormat::BGRA8: return SG_PIXELFORMAT_BGRA8;
case RenderPixelFormat::RGBA16F: return SG_PIXELFORMAT_RGBA16F;
case RenderPixelFormat::RGBA32F: return SG_PIXELFORMAT_RGBA32F;
case RenderPixelFormat::R8: return SG_PIXELFORMAT_R8;
case RenderPixelFormat::RG8: return SG_PIXELFORMAT_RG8;
case RenderPixelFormat::Depth: return SG_PIXELFORMAT_DEPTH;
case RenderPixelFormat::DepthStencil: return SG_PIXELFORMAT_DEPTH_STENCIL;
default: return SG_PIXELFORMAT_RGBA8;
}
}
sg_compare_func PipelineCache::toSokolCompareFunc(CompareMode mode) {
switch (mode) {
case CompareMode::Less: return SG_COMPAREFUNC_LESS;
case CompareMode::LessEqual: return SG_COMPAREFUNC_LESS_EQUAL;
case CompareMode::Equal: return SG_COMPAREFUNC_EQUAL;
case CompareMode::GreaterEqual: return SG_COMPAREFUNC_GREATER_EQUAL;
case CompareMode::Greater: return SG_COMPAREFUNC_GREATER;
case CompareMode::NotEqual: return SG_COMPAREFUNC_NOT_EQUAL;
case CompareMode::Always: return SG_COMPAREFUNC_ALWAYS;
case CompareMode::Never: return SG_COMPAREFUNC_NEVER;
default: return SG_COMPAREFUNC_ALWAYS;
}
}
sg_stencil_op PipelineCache::toSokolStencilOp(StencilAction action) {
switch (action) {
case StencilAction::Keep: return SG_STENCILOP_KEEP;
case StencilAction::Zero: return SG_STENCILOP_ZERO;
case StencilAction::Replace: return SG_STENCILOP_REPLACE;
case StencilAction::Increment: return SG_STENCILOP_INCR_CLAMP;
case StencilAction::Decrement: return SG_STENCILOP_DECR_CLAMP;
case StencilAction::IncrementWrap: return SG_STENCILOP_INCR_WRAP;
case StencilAction::DecrementWrap: return SG_STENCILOP_DECR_WRAP;
case StencilAction::Invert: return SG_STENCILOP_INVERT;
default: return SG_STENCILOP_KEEP;
}
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/pipeline_cache.hh
|
C++ Header
|
#pragma once
#include "sokol_gfx.h"
#include "renderstate.hh"
#include <cstdint>
#include <unordered_map>
#include <vector>
namespace joy {
namespace modules {
// ============================================================================
// Primitive Type (shared with BatchRenderer)
// ============================================================================
enum class PrimitiveType : uint8_t {
Triangles = 0,
Lines,
Points,
Count
};
// ============================================================================
// Render Target Pixel Format
// ============================================================================
enum class RenderPixelFormat : uint8_t {
RGBA8 = 0,
BGRA8,
RGBA16F,
RGBA32F,
R8,
RG8,
Depth,
DepthStencil,
Default, // Use default framebuffer format
Count
};
// ============================================================================
// Pipeline Key - Compact identifier for pipeline configuration
// ============================================================================
struct PipelineKey {
// Shader ID (0 = default batch shader, or custom shader handle)
uint16_t shader_id = 0;
// Blend state packed into 24 bits (see BlendState::toKey())
uint32_t blend_key = 0;
// Primitive type (2 bits: 0=triangles, 1=lines, 2=points)
uint8_t primitive = 0;
// Color mask (4 bits: RGBA enable flags)
uint8_t color_mask = 0xF;
// MSAA sample count encoded (3 bits: 0=1x, 1=2x, 2=4x, 3=8x, 4=16x)
uint8_t msaa = 0;
// Render target pixel format (4 bits)
uint8_t pixel_format = 0;
// Depth state (4 bits: [write:1][compare:3])
uint8_t depth_state = 0;
// Stencil mode (4 bits: simplified stencil config)
uint8_t stencil_mode = 0;
PipelineKey() = default;
// Construct from current state
static PipelineKey make(
uint16_t shader_id,
const BlendState &blend,
PrimitiveType primitive,
ColorMask color_mask = ColorMask::All(),
uint8_t msaa = 1,
RenderPixelFormat format = RenderPixelFormat::Default,
const DepthState &depth = DepthState::Disabled(),
const StencilState &stencil = StencilState::Disabled()
);
bool operator==(const PipelineKey &other) const;
bool operator!=(const PipelineKey &other) const { return !(*this == other); }
// Pack into 64-bit integer for hashing
uint64_t pack() const;
};
// Hash function for PipelineKey
struct PipelineKeyHash {
size_t operator()(const PipelineKey &key) const {
return static_cast<size_t>(key.pack());
}
};
// ============================================================================
// Pipeline Cache
// ============================================================================
class PipelineCache {
public:
PipelineCache();
~PipelineCache();
// Initialize with default shader and vertex layout
bool init(sg_shader default_shader, const sg_vertex_layout_state &vertex_layout);
void shutdown();
// Get or create pipeline for given key
// Returns SG_INVALID_ID if creation fails
sg_pipeline get(const PipelineKey &key);
// Register a custom shader (returns shader_id for use in PipelineKey)
uint16_t registerShader(sg_shader shader);
// Invalidate all pipelines using a specific shader (for shader hot-reload)
void invalidateShader(uint16_t shader_id);
// Clear all cached pipelines
void clear();
// Pre-create common pipeline combinations to avoid first-frame hitches
void warmup();
// Stats
size_t getCacheSize() const { return cache_.size(); }
size_t getCacheHits() const { return cache_hits_; }
size_t getCacheMisses() const { return cache_misses_; }
void resetStats() { cache_hits_ = 0; cache_misses_ = 0; }
private:
sg_pipeline createPipeline(const PipelineKey &key);
// Convert enums to sokol types
sg_primitive_type toSokolPrimitive(uint8_t primitive);
sg_blend_factor toSokolBlendFactor(BlendFactor factor);
sg_blend_op toSokolBlendOp(BlendOp op);
sg_pixel_format toSokolPixelFormat(RenderPixelFormat format);
sg_compare_func toSokolCompareFunc(CompareMode mode);
sg_stencil_op toSokolStencilOp(StencilAction action);
std::unordered_map<PipelineKey, sg_pipeline, PipelineKeyHash> cache_;
std::vector<sg_shader> shaders_; // Index 0 = default shader
// Vertex layout (shared by all pipelines)
sg_vertex_layout_state vertex_layout_;
// Stats
mutable size_t cache_hits_ = 0;
mutable size_t cache_misses_ = 0;
bool initialized_ = false;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/renderstate.cc
|
C++
|
#include "renderstate.hh"
namespace joy {
namespace modules {
// ============================================================================
// BlendState Implementation
// ============================================================================
uint32_t BlendState::toKey() const {
return (static_cast<uint32_t>(dst_alpha) << 0)
| (static_cast<uint32_t>(dst_rgb) << 4)
| (static_cast<uint32_t>(src_alpha) << 8)
| (static_cast<uint32_t>(src_rgb) << 12)
| (static_cast<uint32_t>(op_alpha) << 16)
| (static_cast<uint32_t>(op_rgb) << 19)
| (static_cast<uint32_t>(enabled ? 1 : 0) << 22);
}
BlendState BlendState::fromKey(uint32_t key) {
BlendState b;
b.dst_alpha = static_cast<BlendFactor>((key >> 0) & 0xF);
b.dst_rgb = static_cast<BlendFactor>((key >> 4) & 0xF);
b.src_alpha = static_cast<BlendFactor>((key >> 8) & 0xF);
b.src_rgb = static_cast<BlendFactor>((key >> 12) & 0xF);
b.op_alpha = static_cast<BlendOp>((key >> 16) & 0x7);
b.op_rgb = static_cast<BlendOp>((key >> 19) & 0x7);
b.enabled = ((key >> 22) & 1) != 0;
return b;
}
bool BlendState::operator==(const BlendState &other) const {
return enabled == other.enabled
&& op_rgb == other.op_rgb && op_alpha == other.op_alpha
&& src_rgb == other.src_rgb && src_alpha == other.src_alpha
&& dst_rgb == other.dst_rgb && dst_alpha == other.dst_alpha;
}
// Standard alpha blend: srcAlpha, 1-srcAlpha
BlendState BlendState::Alpha() {
BlendState b;
b.enabled = true;
b.op_rgb = b.op_alpha = BlendOp::Add;
b.src_rgb = BlendFactor::SrcAlpha;
b.src_alpha = BlendFactor::One;
b.dst_rgb = BlendFactor::OneMinusSrcAlpha;
b.dst_alpha = BlendFactor::OneMinusSrcAlpha;
return b;
}
// Premultiplied alpha: 1, 1-srcAlpha
BlendState BlendState::AlphaPremultiplied() {
BlendState b;
b.enabled = true;
b.op_rgb = b.op_alpha = BlendOp::Add;
b.src_rgb = BlendFactor::One;
b.src_alpha = BlendFactor::One;
b.dst_rgb = BlendFactor::OneMinusSrcAlpha;
b.dst_alpha = BlendFactor::OneMinusSrcAlpha;
return b;
}
// Additive: srcAlpha, 1
BlendState BlendState::Add() {
BlendState b;
b.enabled = true;
b.op_rgb = b.op_alpha = BlendOp::Add;
b.src_rgb = BlendFactor::SrcAlpha;
b.src_alpha = BlendFactor::One;
b.dst_rgb = BlendFactor::One;
b.dst_alpha = BlendFactor::One;
return b;
}
// Multiply: dstColor, 1-srcAlpha
BlendState BlendState::Multiply() {
BlendState b;
b.enabled = true;
b.op_rgb = b.op_alpha = BlendOp::Add;
b.src_rgb = BlendFactor::DstColor;
b.src_alpha = BlendFactor::One;
b.dst_rgb = BlendFactor::OneMinusSrcAlpha;
b.dst_alpha = BlendFactor::OneMinusSrcAlpha;
return b;
}
// Screen: 1, 1-srcColor
BlendState BlendState::Screen() {
BlendState b;
b.enabled = true;
b.op_rgb = b.op_alpha = BlendOp::Add;
b.src_rgb = BlendFactor::One;
b.src_alpha = BlendFactor::One;
b.dst_rgb = BlendFactor::OneMinusSrcColor;
b.dst_alpha = BlendFactor::OneMinusSrcAlpha;
return b;
}
// Replace (no blending)
BlendState BlendState::Replace() {
BlendState b;
b.enabled = false;
return b;
}
BlendState BlendState::None() {
return Replace();
}
// ============================================================================
// BlendMode Conversion
// ============================================================================
BlendState blendModeToState(BlendMode mode) {
switch (mode) {
case BlendMode::None: return BlendState::None();
case BlendMode::Alpha: return BlendState::Alpha();
case BlendMode::AlphaPremultiplied:return BlendState::AlphaPremultiplied();
case BlendMode::Add: return BlendState::Add();
case BlendMode::Multiply: return BlendState::Multiply();
case BlendMode::Screen: return BlendState::Screen();
default: return BlendState::Alpha();
}
}
BlendMode stateToBlendMode(const BlendState &state) {
// Compare against known presets
if (!state.enabled) return BlendMode::None;
if (state == BlendState::Alpha()) return BlendMode::Alpha;
if (state == BlendState::AlphaPremultiplied()) return BlendMode::AlphaPremultiplied;
if (state == BlendState::Add()) return BlendMode::Add;
if (state == BlendState::Multiply()) return BlendMode::Multiply;
if (state == BlendState::Screen()) return BlendMode::Screen;
return BlendMode::Custom;
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/renderstate.hh
|
C++ Header
|
#pragma once
#include <cstdint>
namespace joy {
namespace modules {
// ============================================================================
// Blend Factor and Operation Enums
// ============================================================================
enum class BlendFactor : uint8_t {
Zero = 0,
One,
SrcColor,
OneMinusSrcColor,
SrcAlpha,
OneMinusSrcAlpha,
DstColor,
OneMinusDstColor,
DstAlpha,
OneMinusDstAlpha,
SrcAlphaSaturated,
Count
};
enum class BlendOp : uint8_t {
Add = 0,
Subtract,
ReverseSubtract,
Min,
Max,
Count
};
// ============================================================================
// BlendState - Low-level blend configuration
// ============================================================================
struct BlendState {
BlendOp op_rgb = BlendOp::Add;
BlendOp op_alpha = BlendOp::Add;
BlendFactor src_rgb = BlendFactor::One;
BlendFactor src_alpha = BlendFactor::One;
BlendFactor dst_rgb = BlendFactor::Zero;
BlendFactor dst_alpha = BlendFactor::Zero;
bool enabled = false;
// Pack into 24-bit key for efficient comparison/hashing
// Layout: [enabled:1][op_rgb:3][op_alpha:3][src_rgb:4][src_alpha:4][dst_rgb:4][dst_alpha:4] = 23 bits
uint32_t toKey() const;
static BlendState fromKey(uint32_t key);
bool operator==(const BlendState &other) const;
bool operator!=(const BlendState &other) const { return !(*this == other); }
// Pre-defined blend states
static BlendState Alpha(); // Standard alpha blending
static BlendState AlphaPremultiplied();
static BlendState Add();
static BlendState Multiply();
static BlendState Screen();
static BlendState Replace();
static BlendState None();
};
// ============================================================================
// High-level BlendMode enum (backward compatibility)
// ============================================================================
enum class BlendMode : uint8_t {
None = 0, // No blending (dstRGBA = srcRGBA)
Alpha, // Standard alpha blending
AlphaPremultiplied, // Premultiplied alpha
Add, // Additive blending
Multiply, // Multiplicative blending
Screen, // Screen blending
Custom, // Custom BlendState (not a preset)
Count
};
// Convert between high-level and low-level
BlendState blendModeToState(BlendMode mode);
BlendMode stateToBlendMode(const BlendState &state);
// ============================================================================
// ColorMask
// ============================================================================
struct ColorMask {
bool r = true;
bool g = true;
bool b = true;
bool a = true;
uint8_t toKey() const {
return (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0);
}
static ColorMask fromKey(uint8_t key) {
return {(key & 1) != 0, (key & 2) != 0, (key & 4) != 0, (key & 8) != 0};
}
bool operator==(const ColorMask &other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
bool operator!=(const ColorMask &other) const { return !(*this == other); }
static ColorMask All() { return {true, true, true, true}; }
static ColorMask None() { return {false, false, false, false}; }
};
// ============================================================================
// Depth/Stencil State
// ============================================================================
enum class CompareMode : uint8_t {
Less = 0,
LessEqual,
Equal,
GreaterEqual,
Greater,
NotEqual,
Always,
Never,
Count
};
struct DepthState {
bool write = false;
CompareMode compare = CompareMode::Always;
// Pack into 4 bits: [write:1][compare:3]
uint8_t toKey() const {
return (write ? 1 : 0) | (static_cast<uint8_t>(compare) << 1);
}
static DepthState fromKey(uint8_t key) {
DepthState s;
s.write = (key & 1) != 0;
s.compare = static_cast<CompareMode>((key >> 1) & 0x7);
return s;
}
bool operator==(const DepthState &other) const {
return write == other.write && compare == other.compare;
}
bool operator!=(const DepthState &other) const { return !(*this == other); }
static DepthState Disabled() { return {false, CompareMode::Always}; }
static DepthState ReadWrite() { return {true, CompareMode::Less}; }
static DepthState ReadOnly() { return {false, CompareMode::Less}; }
};
enum class StencilAction : uint8_t {
Keep = 0,
Zero,
Replace,
Increment,
Decrement,
IncrementWrap,
DecrementWrap,
Invert,
Count
};
struct StencilState {
bool enabled = false;
CompareMode compare = CompareMode::Always;
StencilAction fail = StencilAction::Keep;
StencilAction depth_fail = StencilAction::Keep;
StencilAction pass = StencilAction::Keep;
uint8_t read_mask = 0xFF;
uint8_t write_mask = 0xFF;
uint8_t ref = 0;
// Pack into 4 bits for pipeline key (simplified - just enabled + compare mode)
// Full stencil params set via dynamic state
uint8_t toKey() const {
return (enabled ? 1 : 0) | (static_cast<uint8_t>(compare) << 1);
}
static StencilState fromKey(uint8_t key) {
StencilState s;
s.enabled = (key & 1) != 0;
s.compare = static_cast<CompareMode>((key >> 1) & 0x7);
return s;
}
bool operator==(const StencilState &other) const {
return enabled == other.enabled && compare == other.compare &&
fail == other.fail && depth_fail == other.depth_fail &&
pass == other.pass && read_mask == other.read_mask &&
write_mask == other.write_mask && ref == other.ref;
}
bool operator!=(const StencilState &other) const { return !(*this == other); }
static StencilState Disabled() { return {}; }
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/shader.cc
|
C++
|
#include "shader.hh"
#include "shader_compiler.hh"
#include "graphics.hh"
#include "batch_renderer.hh"
#include "canvas.hh"
#include <cstdio>
#include <cstring>
#include <regex>
// Backend selection
#if !defined(SOKOL_GLCORE) && !defined(SOKOL_GLES3) && !defined(SOKOL_METAL)
#if defined(RENDER_METAL)
#define SOKOL_METAL
#elif defined(__EMSCRIPTEN__)
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE
#endif
#endif
namespace joy {
namespace modules {
// ============================================================================
// Common GLSL Syntax Helpers (shared across backends)
// ============================================================================
static const char *glsl_syntax = R"(
#define extern uniform
#define Image sampler2D
#define ArrayImage sampler2DArray
#define VolumeImage sampler3D
#define CubeImage samplerCube
#define number float
#define vec2f vec2
#define vec3f vec3
#define vec4f vec4
)";
// ============================================================================
// OpenGL Backend Headers (GLSL 330 / GLES 300)
// ============================================================================
#if defined(SOKOL_GLCORE) || defined(SOKOL_GLES3)
#if defined(SOKOL_GLCORE)
static const char *glsl_uniforms = R"(
// Built-in uniforms as vec4 array (matches batch_renderer layout)
uniform vec4 builtins[10];
// Matrix reconstruction from vec4 columns
#define TransformMatrix mat4(builtins[0], builtins[1], builtins[2], builtins[3])
#define ProjectionMatrix mat4(builtins[4], builtins[5], builtins[6], builtins[7])
#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
#define love_ScreenSize builtins[8]
#define joy_ScreenSize builtins[8]
#define ConstantColor builtins[9]
// Texture sampler for the main texture
uniform sampler2D MainTex;
)";
static const char *vertex_header = R"(
layout(location = 0) in vec2 VertexPosition;
layout(location = 1) in vec2 VertexTexCoord;
layout(location = 2) in vec4 VertexColor;
out vec2 VaryingTexCoord;
out vec4 VaryingColor;
#define love_Position gl_Position
)";
static const char *pixel_header = R"(
in vec2 VaryingTexCoord;
in vec4 VaryingColor;
out vec4 love_PixelColor;
// Pixel coordinate (adjusted for DPI and Y-flip)
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * joy_ScreenSize.z) + joy_ScreenSize.w))
)";
#elif defined(SOKOL_GLES3)
static const char *glsl_uniforms = R"(
// Built-in uniforms as vec4 array (matches batch_renderer layout)
uniform highp vec4 builtins[10];
// Matrix reconstruction from vec4 columns
#define TransformMatrix mat4(builtins[0], builtins[1], builtins[2], builtins[3])
#define ProjectionMatrix mat4(builtins[4], builtins[5], builtins[6], builtins[7])
#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
#define love_ScreenSize builtins[8]
#define joy_ScreenSize builtins[8]
#define ConstantColor builtins[9]
// Texture sampler for the main texture
uniform sampler2D MainTex;
)";
static const char *vertex_header = R"(
layout(location = 0) in highp vec2 VertexPosition;
layout(location = 1) in highp vec2 VertexTexCoord;
layout(location = 2) in mediump vec4 VertexColor;
out highp vec2 VaryingTexCoord;
out mediump vec4 VaryingColor;
#define love_Position gl_Position
)";
static const char *pixel_header = R"(
in highp vec2 VaryingTexCoord;
in mediump vec4 VaryingColor;
out mediump vec4 love_PixelColor;
// Pixel coordinate (adjusted for DPI and Y-flip)
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * joy_ScreenSize.z) + joy_ScreenSize.w))
)";
#endif // SOKOL_GLCORE vs SOKOL_GLES3
#endif // SOKOL_GLCORE || SOKOL_GLES3
// ============================================================================
// Metal Backend Headers (GLSL 450 for SPIR-V compilation)
// ============================================================================
#if defined(SOKOL_METAL)
// GLSL 450 vertex header for SPIR-V compilation
static const char *vertex_header_450 = R"(
#version 450
// Built-in uniforms in a uniform block (required for SPIR-V)
layout(std140, binding = 0) uniform BuiltinUniforms {
mat4 _TransformMatrix;
mat4 _ProjectionMatrix;
vec4 _ScreenSize;
vec4 _ConstantColor;
};
#define TransformMatrix _TransformMatrix
#define ProjectionMatrix _ProjectionMatrix
#define TransformProjectionMatrix (ProjectionMatrix * TransformMatrix)
#define love_ScreenSize _ScreenSize
#define joy_ScreenSize _ScreenSize
#define ConstantColor _ConstantColor
// Vertex attributes (match BatchVertex layout)
layout(location = 0) in vec2 _VertexPosition;
layout(location = 1) in vec2 _VertexTexCoord;
layout(location = 2) in vec4 VertexColor;
// Expand vec2 to vec4 for Love2D API compatibility
#define VertexPosition vec4(_VertexPosition, 0.0, 1.0)
#define VertexTexCoord vec4(_VertexTexCoord, 0.0, 0.0)
// Varyings output to fragment shader
layout(location = 0) out vec4 VaryingTexCoord;
layout(location = 1) out vec4 VaryingColor;
#define love_Position gl_Position
// Texture sampling helper
#define Image sampler2D
vec4 Texel(sampler2D s, vec2 c) { return texture(s, c); }
)";
// GLSL 450 fragment header for SPIR-V compilation
static const char *pixel_header_450 = R"(
#version 450
// Built-in uniforms in a uniform block
layout(std140, binding = 0) uniform BuiltinUniforms {
mat4 _TransformMatrix;
mat4 _ProjectionMatrix;
vec4 _ScreenSize;
vec4 _ConstantColor;
};
#define TransformMatrix _TransformMatrix
#define ProjectionMatrix _ProjectionMatrix
#define love_ScreenSize _ScreenSize
#define joy_ScreenSize _ScreenSize
#define ConstantColor _ConstantColor
// Main texture sampler
layout(binding = 0) uniform sampler2D MainTex;
// Varyings input from vertex shader
layout(location = 0) in vec4 VaryingTexCoord;
layout(location = 1) in vec4 VaryingColor;
// Output color
layout(location = 0) out vec4 love_PixelColor;
// Texture sampling helpers
#define Image sampler2D
vec4 Texel(sampler2D s, vec2 c) { return texture(s, c); }
// Pixel coordinate (screen-space)
#define love_PixelCoord gl_FragCoord.xy
)";
#endif // SOKOL_METAL
// ============================================================================
// Common Shader Code (vertex/pixel functions and main wrappers)
// ============================================================================
// Built-in functions for vertex shaders
static const char *glsl_vertex_functions = R"(
// Texture sampling function (matches Love2D Texel)
vec4 Texel(sampler2D tex, vec2 coords) {
return texture(tex, coords);
}
// Gamma correction functions
vec4 gammaToLinear(vec4 c) {
return vec4(pow(c.rgb, vec3(2.2)), c.a);
}
vec4 linearToGamma(vec4 c) {
return vec4(pow(c.rgb, vec3(1.0/2.2)), c.a);
}
)";
// Built-in functions for pixel/fragment shaders
static const char *glsl_pixel_functions = R"(
// Texture sampling function (matches Love2D Texel)
vec4 Texel(sampler2D tex, vec2 coords) {
return texture(tex, coords);
}
// LOD bias version - only valid in fragment shaders
vec4 Texel(sampler2D tex, vec2 coords, float bias) {
return texture(tex, coords, bias);
}
// Gamma correction functions
vec4 gammaToLinear(vec4 c) {
return vec4(pow(c.rgb, vec3(2.2)), c.a);
}
vec4 linearToGamma(vec4 c) {
return vec4(pow(c.rgb, vec3(1.0/2.2)), c.a);
}
)";
// Default vertex shader main (when user provides position() function)
static const char *vertex_main_wrapper = R"(
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = VertexColor;
love_Position = position(TransformProjectionMatrix, vec4(VertexPosition, 0.0, 1.0));
}
)";
// Metal version - VertexPosition is already vec4
static const char *vertex_main_wrapper_metal = R"(
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = VertexColor;
love_Position = position(TransformProjectionMatrix, VertexPosition);
}
)";
// Default vertex shader main (when user provides no vertex shader)
static const char *vertex_main_default = R"(
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
return clipSpaceFromLocal * localPosition;
}
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = VertexColor;
love_Position = position(TransformProjectionMatrix, vec4(VertexPosition, 0.0, 1.0));
}
)";
// Metal version
static const char *vertex_main_default_metal = R"(
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
return clipSpaceFromLocal * localPosition;
}
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = VertexColor;
love_Position = position(TransformProjectionMatrix, VertexPosition);
}
)";
// Default pixel shader main (when user provides effect() function)
static const char *pixel_main_wrapper = R"(
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord, love_PixelCoord);
}
)";
// Metal version - VaryingTexCoord is vec4
static const char *pixel_main_wrapper_metal = R"(
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}
)";
// Default pixel shader main (when user provides no pixel shader)
static const char *pixel_main_default = R"(
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord, love_PixelCoord);
}
)";
// Metal version
static const char *pixel_main_default_metal = R"(
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}
)";
// ============================================================================
// Shader Implementation
// ============================================================================
Shader::Shader(Graphics *graphics)
: graphics_(graphics)
, shader_({SG_INVALID_ID})
, shader_id_(0)
, next_texture_unit_(1) // 0 is reserved for MainTex
, uniform_buffer_size_(0)
{
}
Shader::~Shader() {
destroyPipelines();
if (shader_.id != SG_INVALID_ID) {
sg_destroy_shader(shader_);
shader_.id = SG_INVALID_ID;
}
}
bool Shader::hasPositionFunction(const char *code) {
if (code == nullptr) return false;
std::regex pattern(R"(\bvec4\s+position\s*\()");
return std::regex_search(code, pattern);
}
bool Shader::hasEffectFunction(const char *code) {
if (code == nullptr) return false;
std::regex pattern(R"(\bvec4\s+effect\s*\()");
return std::regex_search(code, pattern);
}
std::string Shader::wrapVertexShader(const char *user_code) {
std::string result;
#if defined(SOKOL_METAL)
// Metal: Use GLSL 450 for SPIR-V compilation
result += vertex_header_450;
result += glsl_syntax;
if (user_code != nullptr && strlen(user_code) > 0) {
result += "\n// === User Vertex Shader ===\n";
result += "#line 1\n";
result += user_code;
result += "\n";
if (hasPositionFunction(user_code)) {
result += vertex_main_wrapper_metal;
}
} else {
result += vertex_main_default_metal;
}
#else
// OpenGL: Use GLSL 330 / GLES 300
#if defined(SOKOL_GLCORE)
result += "#version 330\n";
#elif defined(SOKOL_GLES3)
result += "#version 300 es\n";
result += "precision highp float;\n";
#endif
result += glsl_syntax;
result += glsl_uniforms;
result += vertex_header;
result += glsl_vertex_functions;
if (user_code != nullptr && strlen(user_code) > 0) {
result += "\n// === User Vertex Shader ===\n";
result += "#line 1\n";
result += user_code;
result += "\n";
if (hasPositionFunction(user_code)) {
result += vertex_main_wrapper;
}
} else {
result += vertex_main_default;
}
#endif
return result;
}
std::string Shader::wrapPixelShader(const char *user_code) {
std::string result;
#if defined(SOKOL_METAL)
// Metal: Use GLSL 450 for SPIR-V compilation
result += pixel_header_450;
result += glsl_syntax;
if (user_code != nullptr && strlen(user_code) > 0) {
result += "\n// === User Pixel Shader ===\n";
result += "#line 1\n";
result += user_code;
result += "\n";
if (hasEffectFunction(user_code)) {
result += pixel_main_wrapper_metal;
}
} else {
result += pixel_main_default_metal;
}
#else
// OpenGL: Use GLSL 330 / GLES 300
#if defined(SOKOL_GLCORE)
result += "#version 330\n";
#elif defined(SOKOL_GLES3)
result += "#version 300 es\n";
result += "precision mediump float;\n";
#endif
result += glsl_syntax;
result += glsl_uniforms;
result += pixel_header;
result += glsl_pixel_functions;
if (user_code != nullptr && strlen(user_code) > 0) {
result += "\n// === User Pixel Shader ===\n";
result += "#line 1\n";
result += user_code;
result += "\n";
if (hasEffectFunction(user_code)) {
result += pixel_main_wrapper;
}
} else {
result += pixel_main_default;
}
#endif
return result;
}
// Get size in bytes for a uniform type
static size_t getUniformTypeSize(UniformType type, int count) {
size_t base_size = 0;
switch (type) {
case UniformType::Float: base_size = 4; break;
case UniformType::Vec2: base_size = 8; break;
case UniformType::Vec3: base_size = 12; break;
case UniformType::Vec4: base_size = 16; break;
case UniformType::Int: base_size = 4; break;
case UniformType::IVec2: base_size = 8; break;
case UniformType::IVec3: base_size = 12; break;
case UniformType::IVec4: base_size = 16; break;
case UniformType::Bool: base_size = 4; break;
case UniformType::Mat2: base_size = 16; break;
case UniformType::Mat3: base_size = 36; break;
case UniformType::Mat4: base_size = 64; break;
default: base_size = 0; break;
}
return base_size * count;
}
void Shader::parseUniforms(const char *code) {
if (code == nullptr) return;
std::regex uniform_pattern(
R"(\b(?:uniform|extern)\s+(\w+)\s+(\w+)(?:\s*\[\s*(\d+)\s*\])?\s*;)"
);
std::string source(code);
std::sregex_iterator it(source.begin(), source.end(), uniform_pattern);
std::sregex_iterator end;
while (it != end) {
std::smatch match = *it;
std::string type_str = match[1].str();
std::string name = match[2].str();
std::string array_size_str = match[3].str();
// Skip built-in uniforms
if (name == "TransformProjectionMatrix" ||
name == "TransformMatrix" ||
name == "ProjectionMatrix" ||
name == "joy_ScreenSize" ||
name == "love_ScreenSize" ||
name == "joy_DPIScale" ||
name == "ConstantColor" ||
name == "MainTex" ||
name == "builtins" ||
name == "BuiltinUniforms") {
++it;
continue;
}
UniformInfo info;
info.name = name;
info.location = -1;
info.count = array_size_str.empty() ? 1 : std::stoi(array_size_str);
info.texture_unit = -1;
info.texture_view = {SG_INVALID_ID};
info.texture_sampler = {SG_INVALID_ID};
info.dirty = false;
info.size = 0;
info.offset = 0;
// Map type string to UniformType
if (type_str == "float" || type_str == "number") {
info.type = UniformType::Float;
} else if (type_str == "vec2") {
info.type = UniformType::Vec2;
} else if (type_str == "vec3") {
info.type = UniformType::Vec3;
} else if (type_str == "vec4") {
info.type = UniformType::Vec4;
} else if (type_str == "int") {
info.type = UniformType::Int;
} else if (type_str == "ivec2") {
info.type = UniformType::IVec2;
} else if (type_str == "ivec3") {
info.type = UniformType::IVec3;
} else if (type_str == "ivec4") {
info.type = UniformType::IVec4;
} else if (type_str == "bool") {
info.type = UniformType::Bool;
} else if (type_str == "mat2") {
info.type = UniformType::Mat2;
} else if (type_str == "mat3") {
info.type = UniformType::Mat3;
} else if (type_str == "mat4") {
info.type = UniformType::Mat4;
} else if (type_str == "sampler2D" || type_str == "Image") {
info.type = UniformType::Sampler2D;
info.texture_unit = next_texture_unit_++;
} else {
info.type = UniformType::Unknown;
}
info.size = getUniformTypeSize(info.type, info.count);
uniforms_[name] = info;
++it;
}
}
#if defined(SOKOL_METAL)
// Metal shader creation using SPIR-V cross-compilation
bool Shader::createShader(const std::string &vertex_src, const std::string &pixel_src) {
// Initialize shader compiler if needed
if (!ShaderCompiler::isInitialized()) {
if (!ShaderCompiler::init()) {
error_ = "Failed to initialize shader compiler";
return false;
}
}
// Compile GLSL to MSL via SPIR-V
ShaderCompileResult compile_result = ShaderCompiler::compile(vertex_src, pixel_src);
if (!compile_result.success) {
error_ = compile_result.errorMessage;
return false;
}
// Copy uniform info from compiler
for (const auto &pair : compile_result.uniforms) {
const ShaderUniformInfo &src = pair.second;
UniformInfo &dst = uniforms_[pair.first];
dst.name = src.name;
dst.offset = src.offset;
dst.size = src.size;
dst.count = src.arraySize;
// Map ShaderUniformType to UniformType
switch (src.type) {
case ShaderUniformType::Float: dst.type = UniformType::Float; break;
case ShaderUniformType::Vec2: dst.type = UniformType::Vec2; break;
case ShaderUniformType::Vec3: dst.type = UniformType::Vec3; break;
case ShaderUniformType::Vec4: dst.type = UniformType::Vec4; break;
case ShaderUniformType::Mat2: dst.type = UniformType::Mat2; break;
case ShaderUniformType::Mat3: dst.type = UniformType::Mat3; break;
case ShaderUniformType::Mat4: dst.type = UniformType::Mat4; break;
case ShaderUniformType::Int: dst.type = UniformType::Int; break;
case ShaderUniformType::IVec2: dst.type = UniformType::IVec2; break;
case ShaderUniformType::IVec3: dst.type = UniformType::IVec3; break;
case ShaderUniformType::IVec4: dst.type = UniformType::IVec4; break;
case ShaderUniformType::Sampler2D:
dst.type = UniformType::Sampler2D;
dst.texture_unit = src.binding;
break;
default: dst.type = UniformType::Unknown; break;
}
}
uniform_buffer_size_ = compile_result.userUniformBlockSize;
if (uniform_buffer_size_ > 0) {
// Align to 16 bytes for Metal
uniform_buffer_size_ = (uniform_buffer_size_ + 15) & ~15;
uniform_buffer_.resize(uniform_buffer_size_, 0);
}
// Create Sokol shader descriptor for Metal
sg_shader_desc desc = {};
desc.label = "custom_shader";
desc.vertex_func.source = compile_result.vertexSource.c_str();
desc.vertex_func.entry = "main0";
desc.fragment_func.source = compile_result.fragmentSource.c_str();
desc.fragment_func.entry = "main0";
// Built-in uniform block for vertex stage (slot 0) -> buffer(0)
desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX;
desc.uniform_blocks[0].size = sizeof(BuiltinUniforms);
desc.uniform_blocks[0].msl_buffer_n = 0;
// Built-in uniform block for fragment stage (slot 1) -> buffer(0)
desc.uniform_blocks[1].stage = SG_SHADERSTAGE_FRAGMENT;
desc.uniform_blocks[1].size = sizeof(BuiltinUniforms);
desc.uniform_blocks[1].msl_buffer_n = 0;
// User uniform block (slot 2) -> buffer(1) for fragment stage
if (uniform_buffer_size_ > 0) {
desc.uniform_blocks[2].stage = SG_SHADERSTAGE_FRAGMENT;
desc.uniform_blocks[2].size = uniform_buffer_size_;
desc.uniform_blocks[2].msl_buffer_n = 1;
}
// Main texture (always slot 0)
desc.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
desc.views[0].texture.image_type = SG_IMAGETYPE_2D;
desc.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
desc.views[0].texture.multisampled = false;
desc.views[0].texture.msl_texture_n = 0;
desc.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
desc.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
desc.samplers[0].msl_sampler_n = 0;
desc.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
desc.texture_sampler_pairs[0].view_slot = 0;
desc.texture_sampler_pairs[0].sampler_slot = 0;
// Additional texture slots for user textures
int tex_slot = 1;
for (auto &pair : uniforms_) {
UniformInfo &info = pair.second;
if (info.type == UniformType::Sampler2D && tex_slot < SG_MAX_TEXTURE_SAMPLER_PAIRS) {
desc.views[tex_slot].texture.stage = SG_SHADERSTAGE_FRAGMENT;
desc.views[tex_slot].texture.image_type = SG_IMAGETYPE_2D;
desc.views[tex_slot].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
desc.views[tex_slot].texture.msl_texture_n = tex_slot;
desc.samplers[tex_slot].stage = SG_SHADERSTAGE_FRAGMENT;
desc.samplers[tex_slot].sampler_type = SG_SAMPLERTYPE_FILTERING;
desc.samplers[tex_slot].msl_sampler_n = tex_slot;
desc.texture_sampler_pairs[tex_slot].stage = SG_SHADERSTAGE_FRAGMENT;
desc.texture_sampler_pairs[tex_slot].view_slot = tex_slot;
desc.texture_sampler_pairs[tex_slot].sampler_slot = tex_slot;
info.texture_unit = tex_slot;
tex_slot++;
}
}
shader_ = sg_make_shader(&desc);
if (shader_.id == SG_INVALID_ID || sg_query_shader_state(shader_) != SG_RESOURCESTATE_VALID) {
error_ = "Failed to create Metal shader";
return false;
}
// Register with pipeline cache
BatchRenderer *batch = graphics_->getBatchRenderer();
if (batch) {
shader_id_ = batch->getPipelineCache().registerShader(shader_);
}
// Initialize builtins
memset(&builtins_, 0, sizeof(builtins_));
builtins_.transformMatrix[0] = 1.0f;
builtins_.transformMatrix[5] = 1.0f;
builtins_.transformMatrix[10] = 1.0f;
builtins_.transformMatrix[15] = 1.0f;
builtins_.projectionMatrix[0] = 1.0f;
builtins_.projectionMatrix[5] = 1.0f;
builtins_.projectionMatrix[10] = 1.0f;
builtins_.projectionMatrix[15] = 1.0f;
builtins_.constantColor[0] = 1.0f;
builtins_.constantColor[1] = 1.0f;
builtins_.constantColor[2] = 1.0f;
builtins_.constantColor[3] = 1.0f;
return true;
}
#else
// OpenGL shader creation (direct GLSL)
bool Shader::createShader(const std::string &vertex_src, const std::string &pixel_src) {
sg_shader_desc desc = {};
desc.label = "custom_shader";
desc.vertex_func.source = vertex_src.c_str();
desc.vertex_func.entry = "main";
desc.fragment_func.source = pixel_src.c_str();
desc.fragment_func.entry = "main";
// Built-in uniform block (slot 0): 10 vec4s = 160 bytes
desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX;
desc.uniform_blocks[0].size = sizeof(BuiltinUniforms);
desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "builtins";
desc.uniform_blocks[0].glsl_uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
desc.uniform_blocks[0].glsl_uniforms[0].array_count = 10;
// User uniform block (slot 1)
size_t current_offset = 0;
int uniform_idx = 0;
uniform_buffer_size_ = 0;
for (auto &pair : uniforms_) {
UniformInfo &info = pair.second;
if (info.type == UniformType::Sampler2D) {
continue;
}
if (info.size == 0 || uniform_idx >= SG_MAX_UNIFORMBLOCK_MEMBERS) {
continue;
}
info.offset = current_offset;
current_offset += info.size;
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].glsl_name = info.name.c_str();
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].array_count = info.count;
switch (info.type) {
case UniformType::Float:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_FLOAT;
break;
case UniformType::Vec2:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_FLOAT2;
break;
case UniformType::Vec3:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_FLOAT3;
break;
case UniformType::Vec4:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_FLOAT4;
break;
case UniformType::Int:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_INT;
break;
case UniformType::IVec2:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_INT2;
break;
case UniformType::IVec3:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_INT3;
break;
case UniformType::IVec4:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_INT4;
break;
case UniformType::Mat4:
desc.uniform_blocks[1].glsl_uniforms[uniform_idx].type = SG_UNIFORMTYPE_MAT4;
break;
default:
continue;
}
uniform_idx++;
}
if (current_offset > 0) {
desc.uniform_blocks[1].stage = SG_SHADERSTAGE_FRAGMENT;
desc.uniform_blocks[1].size = current_offset;
uniform_buffer_size_ = current_offset;
uniform_buffer_.resize(current_offset, 0);
}
// Texture/sampler setup - slot 0 is MainTex
desc.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
desc.views[0].texture.multisampled = false;
desc.views[0].texture.image_type = SG_IMAGETYPE_2D;
desc.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
desc.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
desc.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
desc.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
desc.texture_sampler_pairs[0].view_slot = 0;
desc.texture_sampler_pairs[0].sampler_slot = 0;
desc.texture_sampler_pairs[0].glsl_name = "MainTex";
// Additional texture slots for user textures
int tex_slot = 1;
for (auto &pair : uniforms_) {
UniformInfo &info = pair.second;
if (info.type == UniformType::Sampler2D && tex_slot < SG_MAX_TEXTURE_SAMPLER_PAIRS) {
desc.views[tex_slot].texture.stage = SG_SHADERSTAGE_FRAGMENT;
desc.views[tex_slot].texture.multisampled = false;
desc.views[tex_slot].texture.image_type = SG_IMAGETYPE_2D;
desc.views[tex_slot].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
desc.samplers[tex_slot].stage = SG_SHADERSTAGE_FRAGMENT;
desc.samplers[tex_slot].sampler_type = SG_SAMPLERTYPE_FILTERING;
desc.texture_sampler_pairs[tex_slot].stage = SG_SHADERSTAGE_FRAGMENT;
desc.texture_sampler_pairs[tex_slot].view_slot = tex_slot;
desc.texture_sampler_pairs[tex_slot].sampler_slot = tex_slot;
desc.texture_sampler_pairs[tex_slot].glsl_name = info.name.c_str();
info.texture_unit = tex_slot;
tex_slot++;
}
}
shader_ = sg_make_shader(&desc);
if (shader_.id == SG_INVALID_ID) {
error_ = "Failed to create shader - check console for GLSL errors";
return false;
}
// Register with pipeline cache
BatchRenderer *batch = graphics_->getBatchRenderer();
if (batch) {
shader_id_ = batch->getPipelineCache().registerShader(shader_);
}
// Initialize builtins
memset(&builtins_, 0, sizeof(builtins_));
builtins_.transformMatrix[0] = 1.0f;
builtins_.transformMatrix[5] = 1.0f;
builtins_.transformMatrix[10] = 1.0f;
builtins_.transformMatrix[15] = 1.0f;
builtins_.projectionMatrix[0] = 1.0f;
builtins_.projectionMatrix[5] = 1.0f;
builtins_.projectionMatrix[10] = 1.0f;
builtins_.projectionMatrix[15] = 1.0f;
builtins_.constantColor[0] = 1.0f;
builtins_.constantColor[1] = 1.0f;
builtins_.constantColor[2] = 1.0f;
builtins_.constantColor[3] = 1.0f;
return true;
}
#endif // SOKOL_METAL
bool Shader::compile(const char *pixel_code, const char *vertex_code) {
error_.clear();
warnings_.clear();
uniforms_.clear();
next_texture_unit_ = 1;
// Parse uniforms from user code
parseUniforms(pixel_code);
parseUniforms(vertex_code);
// Wrap shaders with Joy-specific code
vertex_source_ = wrapVertexShader(vertex_code);
pixel_source_ = wrapPixelShader(pixel_code);
// Create the shader
if (!createShader(vertex_source_, pixel_source_)) {
return false;
}
return true;
}
UniformInfo *Shader::findUniform(const char *name) {
auto it = uniforms_.find(name);
if (it != uniforms_.end()) {
return &it->second;
}
return nullptr;
}
const UniformInfo *Shader::findUniform(const char *name) const {
auto it = uniforms_.find(name);
if (it != uniforms_.end()) {
return &it->second;
}
return nullptr;
}
bool Shader::hasUniform(const char *name) const {
return findUniform(name) != nullptr;
}
bool Shader::sendFloat(const char *name, float value) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Float) {
return false;
}
info->float_values.resize(1);
info->float_values[0] = value;
info->dirty = true;
if (info->offset + sizeof(float) <= uniform_buffer_.size()) {
memcpy(&uniform_buffer_[info->offset], &value, sizeof(float));
}
return true;
}
bool Shader::sendFloats(const char *name, const float *values, int count) {
UniformInfo *info = findUniform(name);
if (!info) return false;
info->float_values.assign(values, values + count);
info->dirty = true;
size_t byte_count = count * sizeof(float);
if (info->offset + byte_count <= uniform_buffer_.size()) {
memcpy(&uniform_buffer_[info->offset], values, byte_count);
}
return true;
}
bool Shader::sendVec2(const char *name, float x, float y) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Vec2) {
return false;
}
info->float_values.resize(2);
info->float_values[0] = x;
info->float_values[1] = y;
info->dirty = true;
if (info->offset + 2 * sizeof(float) <= uniform_buffer_.size()) {
float data[2] = {x, y};
memcpy(&uniform_buffer_[info->offset], data, sizeof(data));
}
return true;
}
bool Shader::sendVec3(const char *name, float x, float y, float z) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Vec3) {
return false;
}
info->float_values.resize(3);
info->float_values[0] = x;
info->float_values[1] = y;
info->float_values[2] = z;
info->dirty = true;
if (info->offset + 3 * sizeof(float) <= uniform_buffer_.size()) {
float data[3] = {x, y, z};
memcpy(&uniform_buffer_[info->offset], data, sizeof(data));
}
return true;
}
bool Shader::sendVec4(const char *name, float x, float y, float z, float w) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Vec4) {
return false;
}
info->float_values.resize(4);
info->float_values[0] = x;
info->float_values[1] = y;
info->float_values[2] = z;
info->float_values[3] = w;
info->dirty = true;
if (info->offset + 4 * sizeof(float) <= uniform_buffer_.size()) {
float data[4] = {x, y, z, w};
memcpy(&uniform_buffer_[info->offset], data, sizeof(data));
}
return true;
}
bool Shader::sendInt(const char *name, int value) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Int) {
return false;
}
info->int_values.resize(1);
info->int_values[0] = value;
info->dirty = true;
if (info->offset + sizeof(int) <= uniform_buffer_.size()) {
memcpy(&uniform_buffer_[info->offset], &value, sizeof(int));
}
return true;
}
bool Shader::sendBool(const char *name, bool value) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Bool) {
return false;
}
info->int_values.resize(1);
info->int_values[0] = value ? 1 : 0;
info->dirty = true;
if (info->offset + sizeof(int) <= uniform_buffer_.size()) {
int v = value ? 1 : 0;
memcpy(&uniform_buffer_[info->offset], &v, sizeof(int));
}
return true;
}
bool Shader::sendMat4(const char *name, const float *matrix) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Mat4) {
return false;
}
info->float_values.assign(matrix, matrix + 16);
info->dirty = true;
if (info->offset + 16 * sizeof(float) <= uniform_buffer_.size()) {
memcpy(&uniform_buffer_[info->offset], matrix, 16 * sizeof(float));
}
return true;
}
bool Shader::sendTexture(const char *name, Texture *texture) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Sampler2D) {
return false;
}
if (texture && texture->isValid()) {
info->texture_view = texture->getView();
info->texture_sampler = texture->getSampler();
} else {
info->texture_view = {SG_INVALID_ID};
info->texture_sampler = {SG_INVALID_ID};
}
info->dirty = true;
return true;
}
bool Shader::sendCanvas(const char *name, Canvas *canvas) {
UniformInfo *info = findUniform(name);
if (!info || info->type != UniformType::Sampler2D) {
return false;
}
if (canvas) {
info->texture_view = canvas->getTextureView();
info->texture_sampler = canvas->getSampler();
} else {
info->texture_view = {SG_INVALID_ID};
info->texture_sampler = {SG_INVALID_ID};
}
info->dirty = true;
return true;
}
void Shader::applyUniforms() {
sg_range builtin_range = {&builtins_, sizeof(builtins_)};
#if defined(SOKOL_METAL)
// Metal: built-ins at slot 0 (vertex) and slot 1 (fragment)
sg_apply_uniforms(0, &builtin_range);
sg_apply_uniforms(1, &builtin_range);
// User uniforms at slot 2 for Metal
if (uniform_buffer_size_ > 0 && !uniform_buffer_.empty()) {
sg_range user_range = {uniform_buffer_.data(), uniform_buffer_size_};
sg_apply_uniforms(2, &user_range);
}
#else
// OpenGL: built-ins at slot 0, user uniforms at slot 1
sg_apply_uniforms(0, &builtin_range);
if (uniform_buffer_size_ > 0 && !uniform_buffer_.empty()) {
sg_range user_range = {uniform_buffer_.data(), uniform_buffer_size_};
sg_apply_uniforms(1, &user_range);
}
#endif
for (auto &pair : uniforms_) {
pair.second.dirty = false;
}
}
void Shader::setBuiltinUniforms(const float *transform, const float *projection,
const float *screenSize, const float *constantColor) {
memcpy(builtins_.transformMatrix, transform, 16 * sizeof(float));
memcpy(builtins_.projectionMatrix, projection, 16 * sizeof(float));
memcpy(builtins_.screenSize, screenSize, 4 * sizeof(float));
memcpy(builtins_.constantColor, constantColor, 4 * sizeof(float));
}
sg_pipeline Shader::getPipeline(PrimitiveType prim, const BlendState &blend) {
return getOrCreatePipeline(prim, blend);
}
sg_pipeline Shader::getOrCreatePipeline(PrimitiveType prim, const BlendState &blend) {
uint64_t key = (static_cast<uint64_t>(prim) << 32) | blend.toKey();
auto it = pipelines_.find(key);
if (it != pipelines_.end()) {
return it->second;
}
sg_pipeline_desc desc = {};
desc.shader = shader_;
desc.label = "custom_shader_pipeline";
// Vertex layout (must match BatchVertex)
desc.layout.attrs[0].format = SG_VERTEXFORMAT_FLOAT2; // position
desc.layout.attrs[1].format = SG_VERTEXFORMAT_FLOAT2; // texcoord
desc.layout.attrs[2].format = SG_VERTEXFORMAT_UBYTE4N; // color (normalized)
switch (prim) {
case PrimitiveType::Triangles:
desc.primitive_type = SG_PRIMITIVETYPE_TRIANGLES;
break;
case PrimitiveType::Lines:
desc.primitive_type = SG_PRIMITIVETYPE_LINES;
break;
case PrimitiveType::Points:
desc.primitive_type = SG_PRIMITIVETYPE_POINTS;
break;
default:
desc.primitive_type = SG_PRIMITIVETYPE_TRIANGLES;
break;
}
desc.index_type = SG_INDEXTYPE_UINT16;
if (blend.enabled) {
desc.colors[0].blend.enabled = true;
auto convertFactor = [](BlendFactor f) -> sg_blend_factor {
switch (f) {
case BlendFactor::Zero: return SG_BLENDFACTOR_ZERO;
case BlendFactor::One: return SG_BLENDFACTOR_ONE;
case BlendFactor::SrcColor: return SG_BLENDFACTOR_SRC_COLOR;
case BlendFactor::OneMinusSrcColor: return SG_BLENDFACTOR_ONE_MINUS_SRC_COLOR;
case BlendFactor::SrcAlpha: return SG_BLENDFACTOR_SRC_ALPHA;
case BlendFactor::OneMinusSrcAlpha: return SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
case BlendFactor::DstColor: return SG_BLENDFACTOR_DST_COLOR;
case BlendFactor::OneMinusDstColor: return SG_BLENDFACTOR_ONE_MINUS_DST_COLOR;
case BlendFactor::DstAlpha: return SG_BLENDFACTOR_DST_ALPHA;
case BlendFactor::OneMinusDstAlpha: return SG_BLENDFACTOR_ONE_MINUS_DST_ALPHA;
case BlendFactor::SrcAlphaSaturated: return SG_BLENDFACTOR_SRC_ALPHA_SATURATED;
default: return SG_BLENDFACTOR_ONE;
}
};
auto convertOp = [](BlendOp op) -> sg_blend_op {
switch (op) {
case BlendOp::Add: return SG_BLENDOP_ADD;
case BlendOp::Subtract: return SG_BLENDOP_SUBTRACT;
case BlendOp::ReverseSubtract: return SG_BLENDOP_REVERSE_SUBTRACT;
case BlendOp::Min: return SG_BLENDOP_MIN;
case BlendOp::Max: return SG_BLENDOP_MAX;
default: return SG_BLENDOP_ADD;
}
};
desc.colors[0].blend.src_factor_rgb = convertFactor(blend.src_rgb);
desc.colors[0].blend.dst_factor_rgb = convertFactor(blend.dst_rgb);
desc.colors[0].blend.op_rgb = convertOp(blend.op_rgb);
desc.colors[0].blend.src_factor_alpha = convertFactor(blend.src_alpha);
desc.colors[0].blend.dst_factor_alpha = convertFactor(blend.dst_alpha);
desc.colors[0].blend.op_alpha = convertOp(blend.op_alpha);
}
sg_pipeline pip = sg_make_pipeline(&desc);
pipelines_[key] = pip;
return pip;
}
void Shader::destroyPipelines() {
for (auto &pair : pipelines_) {
if (pair.second.id != SG_INVALID_ID) {
sg_destroy_pipeline(pair.second);
}
}
pipelines_.clear();
}
bool Shader::createPipelines() {
return true;
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/shader.hh
|
C++ Header
|
#pragma once
#include "sokol_gfx.h"
#include "renderstate.hh"
#include "pipeline_cache.hh"
#include <string>
#include <map>
#include <unordered_map>
#include <vector>
#include <cstdint>
namespace joy {
namespace modules {
class Graphics;
class Texture;
class Canvas;
class BatchRenderer;
// Uniform types supported by shader:send()
enum class UniformType {
Float,
Vec2,
Vec3,
Vec4,
Int,
IVec2,
IVec3,
IVec4,
Bool,
Mat2,
Mat3,
Mat4,
Sampler2D,
Unknown
};
// Information about a uniform variable
struct UniformInfo {
std::string name;
UniformType type;
int location; // GL uniform location (for OpenGL)
int count; // Array size (1 for non-arrays)
int texture_unit; // For sampler types, which texture unit to use
size_t size; // Size in bytes
size_t offset; // Offset in uniform buffer
// Current values (stored for batched updates)
std::vector<float> float_values;
std::vector<int> int_values;
sg_view texture_view;
sg_sampler texture_sampler;
bool dirty; // Needs to be sent to GPU
};
// Built-in uniforms sent to GPU per-draw
// Layout: 10 vec4s = 160 bytes (matches batch_renderer default shader)
struct BuiltinUniforms {
float transformMatrix[16]; // mat4 (vec4 x 4) - indices 0-3
float projectionMatrix[16]; // mat4 (vec4 x 4) - indices 4-7
float screenSize[4]; // vec4: width, height, y_flip_scale, y_flip_offset - index 8
float constantColor[4]; // vec4: current draw color (RGBA) - index 9
};
// Shader class - custom GLSL shaders for visual effects
class Shader {
public:
Shader(Graphics *graphics);
~Shader();
// Compile shader from source code
// If vertex_code is empty/null, uses default vertex shader
bool compile(const char *pixel_code, const char *vertex_code = nullptr);
// Check if shader is valid
bool isValid() const { return shader_.id != SG_INVALID_ID; }
// Get error message if compilation failed
const std::string &getError() const { return error_; }
// Get warnings from compilation
const std::string &getWarnings() const { return warnings_; }
// Send uniform values
bool sendFloat(const char *name, float value);
bool sendFloats(const char *name, const float *values, int count);
bool sendVec2(const char *name, float x, float y);
bool sendVec3(const char *name, float x, float y, float z);
bool sendVec4(const char *name, float x, float y, float z, float w);
bool sendInt(const char *name, int value);
bool sendBool(const char *name, bool value);
bool sendMat4(const char *name, const float *matrix); // Column-major 4x4
bool sendTexture(const char *name, Texture *texture);
bool sendCanvas(const char *name, Canvas *canvas);
// Check if uniform exists
bool hasUniform(const char *name) const;
// Get shader ID for pipeline cache
uint16_t getShaderID() const { return shader_id_; }
// Get sokol shader handle
sg_shader getHandle() const { return shader_; }
// Get pipeline for specific primitive/blend mode combination
sg_pipeline getPipeline(PrimitiveType prim, const BlendState &blend);
// Set built-in uniform data (called by BatchRenderer before draw)
void setBuiltinUniforms(const float *transform, const float *projection,
const float *screenSize, const float *constantColor);
// Apply pending uniform updates (called before draw)
void applyUniforms();
// Get the number of texture units used
int getTextureUnitCount() const { return next_texture_unit_; }
// Debug: get generated shader source
const std::string &getVertexSource() const { return vertex_source_; }
const std::string &getPixelSource() const { return pixel_source_; }
private:
// Wrap user code with Joy-specific prefix/suffix
std::string wrapVertexShader(const char *user_code);
std::string wrapPixelShader(const char *user_code);
// Detect entry point type from user code
bool hasPositionFunction(const char *code);
bool hasEffectFunction(const char *code);
// Parse uniforms from shader source (extract extern/uniform declarations)
void parseUniforms(const char *code);
// Create sokol shader from wrapped GLSL
bool createShader(const std::string &vertex_src, const std::string &pixel_src);
// Find uniform by name
UniformInfo *findUniform(const char *name);
const UniformInfo *findUniform(const char *name) const;
// Create pipelines for this shader
bool createPipelines();
void destroyPipelines();
// Get or create pipeline for primitive/blend combo
sg_pipeline getOrCreatePipeline(PrimitiveType prim, const BlendState &blend);
Graphics *graphics_;
sg_shader shader_;
uint16_t shader_id_; // ID in pipeline cache
std::string error_;
std::string warnings_;
// Uniform storage (std::map for alphabetical order, matching GLSL compiler)
std::map<std::string, UniformInfo> uniforms_;
int next_texture_unit_; // Next available texture unit (0 is MainTex)
// Cached wrapped shader sources (for debugging)
std::string vertex_source_;
std::string pixel_source_;
// Pipeline cache for this shader (indexed by primitive type and blend key)
std::unordered_map<uint64_t, sg_pipeline> pipelines_;
// Built-in uniform data (updated each frame by BatchRenderer)
BuiltinUniforms builtins_;
// User uniform buffer (for extern/uniform variables)
std::vector<uint8_t> uniform_buffer_;
size_t uniform_buffer_size_;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/shader_compiler.cc
|
C++
|
#include "shader_compiler.hh"
#include <cstdio>
// Backend selection
#if !defined(SOKOL_GLCORE) && !defined(SOKOL_GLES3) && !defined(SOKOL_METAL)
#if defined(RENDER_METAL)
#define SOKOL_METAL
#elif defined(__EMSCRIPTEN__)
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE
#endif
#endif
// GLSlang and SPIRV-Cross only used for Metal backend
#if defined(SOKOL_METAL)
#include <glslang/Public/ShaderLang.h>
#include <glslang/Public/ResourceLimits.h>
#include <SPIRV/GlslangToSpv.h>
#include <spirv_cross.hpp>
#include <spirv_msl.hpp>
#endif
namespace joy {
namespace modules {
bool ShaderCompiler::initialized_ = false;
size_t ShaderCompiler::getUniformTypeSize(ShaderUniformType type) {
switch (type) {
case ShaderUniformType::Float: return 4;
case ShaderUniformType::Vec2: return 8;
case ShaderUniformType::Vec3: return 12;
case ShaderUniformType::Vec4: return 16;
case ShaderUniformType::Mat2: return 16;
case ShaderUniformType::Mat3: return 36;
case ShaderUniformType::Mat4: return 64;
case ShaderUniformType::Int: return 4;
case ShaderUniformType::IVec2: return 8;
case ShaderUniformType::IVec3: return 12;
case ShaderUniformType::IVec4: return 16;
case ShaderUniformType::Sampler2D:
case ShaderUniformType::SamplerCube:
return 0; // Samplers don't occupy uniform buffer space
default:
return 0;
}
}
#if defined(SOKOL_METAL)
// ============================================================================
// Metal backend: Full SPIR-V compilation support
// ============================================================================
bool ShaderCompiler::init() {
if (initialized_) return true;
if (!glslang::InitializeProcess()) {
fprintf(stderr, "ShaderCompiler: Failed to initialize glslang\n");
return false;
}
initialized_ = true;
return true;
}
void ShaderCompiler::shutdown() {
if (!initialized_) return;
glslang::FinalizeProcess();
initialized_ = false;
}
bool ShaderCompiler::isInitialized() {
return initialized_;
}
bool ShaderCompiler::compileToSpirv(
const std::string& source,
bool isVertex,
std::vector<uint32_t>& spirvOut,
std::string& errorOut
) {
EShLanguage stage = isVertex ? EShLangVertex : EShLangFragment;
glslang::TShader shader(stage);
const char* sourcePtr = source.c_str();
shader.setStrings(&sourcePtr, 1);
// Configure for Vulkan SPIR-V output
shader.setEnvInput(glslang::EShSourceGlsl, stage, glslang::EShClientVulkan, 450);
shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_0);
shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_0);
// Relax Vulkan rules to allow loose uniforms (Love2D style)
// This wraps them in gl_DefaultUniformBlock automatically
shader.setEnvInputVulkanRulesRelaxed();
shader.setAutoMapLocations(true);
shader.setAutoMapBindings(true);
shader.setGlobalUniformBinding(1); // binding 0 is for built-in uniforms
shader.setGlobalUniformSet(0);
const TBuiltInResource* resources = GetDefaultResources();
if (!shader.parse(resources, 100, false, EShMsgDefault)) {
errorOut = "Shader parsing failed:\n";
errorOut += shader.getInfoLog();
errorOut += shader.getInfoDebugLog();
return false;
}
glslang::TProgram program;
program.addShader(&shader);
if (!program.link(EShMsgDefault)) {
errorOut = "Shader linking failed:\n";
errorOut += program.getInfoLog();
errorOut += program.getInfoDebugLog();
return false;
}
glslang::SpvOptions spvOptions;
spvOptions.generateDebugInfo = false;
spvOptions.stripDebugInfo = true;
spvOptions.disableOptimizer = false;
spvOptions.optimizeSize = true;
glslang::GlslangToSpv(*program.getIntermediate(stage), spirvOut, &spvOptions);
return true;
}
bool ShaderCompiler::translateToMSL(
const std::vector<uint32_t>& spirv,
bool isVertex,
std::string& mslOut,
std::string& errorOut
) {
try {
spirv_cross::CompilerMSL msl(spirv);
spirv_cross::CompilerMSL::Options mslOpts;
mslOpts.set_msl_version(2, 0);
mslOpts.platform = spirv_cross::CompilerMSL::Options::macOS;
mslOpts.argument_buffers = false;
mslOpts.force_active_argument_buffer_resources = false;
msl.set_msl_options(mslOpts);
// Remap resources for Sokol compatibility
spirv_cross::ShaderResources resources = msl.get_shader_resources();
// Remap uniform buffers: binding N -> msl_buffer N
for (auto& ub : resources.uniform_buffers) {
spirv_cross::MSLResourceBinding binding;
binding.stage = isVertex ? spv::ExecutionModelVertex : spv::ExecutionModelFragment;
binding.desc_set = msl.get_decoration(ub.id, spv::DecorationDescriptorSet);
binding.binding = msl.get_decoration(ub.id, spv::DecorationBinding);
binding.msl_buffer = binding.binding;
msl.add_msl_resource_binding(binding);
}
// Remap textures starting at texture(0)
uint32_t textureIndex = 0;
for (auto& img : resources.sampled_images) {
spirv_cross::MSLResourceBinding binding;
binding.stage = isVertex ? spv::ExecutionModelVertex : spv::ExecutionModelFragment;
binding.desc_set = msl.get_decoration(img.id, spv::DecorationDescriptorSet);
binding.binding = msl.get_decoration(img.id, spv::DecorationBinding);
binding.msl_texture = textureIndex;
binding.msl_sampler = textureIndex;
textureIndex++;
msl.add_msl_resource_binding(binding);
}
mslOut = msl.compile();
return true;
} catch (const spirv_cross::CompilerError& e) {
errorOut = "SPIRV-Cross error: ";
errorOut += e.what();
return false;
}
}
static ShaderUniformType spirvTypeToUniformType(const spirv_cross::SPIRType& type) {
if (type.basetype == spirv_cross::SPIRType::Float) {
if (type.columns == 1) {
switch (type.vecsize) {
case 1: return ShaderUniformType::Float;
case 2: return ShaderUniformType::Vec2;
case 3: return ShaderUniformType::Vec3;
case 4: return ShaderUniformType::Vec4;
}
} else {
if (type.columns == 2 && type.vecsize == 2) return ShaderUniformType::Mat2;
if (type.columns == 3 && type.vecsize == 3) return ShaderUniformType::Mat3;
if (type.columns == 4 && type.vecsize == 4) return ShaderUniformType::Mat4;
}
} else if (type.basetype == spirv_cross::SPIRType::Int) {
switch (type.vecsize) {
case 1: return ShaderUniformType::Int;
case 2: return ShaderUniformType::IVec2;
case 3: return ShaderUniformType::IVec3;
case 4: return ShaderUniformType::IVec4;
}
} else if (type.basetype == spirv_cross::SPIRType::SampledImage) {
if (type.image.dim == spv::DimCube) {
return ShaderUniformType::SamplerCube;
}
return ShaderUniformType::Sampler2D;
}
return ShaderUniformType::Unknown;
}
void ShaderCompiler::extractUniforms(
const std::vector<uint32_t>& vertexSpirv,
const std::vector<uint32_t>& fragmentSpirv,
std::map<std::string, ShaderUniformInfo>& uniforms,
size_t& userUniformBlockSize
) {
userUniformBlockSize = 0;
auto processSpirv = [&uniforms, &userUniformBlockSize](const std::vector<uint32_t>& spirv) {
if (spirv.empty()) return;
spirv_cross::Compiler compiler(spirv);
spirv_cross::ShaderResources resources = compiler.get_shader_resources();
// Extract uniforms from gl_DefaultUniformBlock (user uniforms)
for (const auto& ub : resources.uniform_buffers) {
if (ub.name != "gl_DefaultUniformBlock") {
continue;
}
const spirv_cross::SPIRType& ubType = compiler.get_type(ub.base_type_id);
size_t blockSize = compiler.get_declared_struct_size(ubType);
if (blockSize > userUniformBlockSize) {
userUniformBlockSize = blockSize;
}
for (uint32_t i = 0; i < ubType.member_types.size(); ++i) {
std::string memberName = compiler.get_member_name(ub.base_type_id, i);
const spirv_cross::SPIRType& memberType = compiler.get_type(ubType.member_types[i]);
if (uniforms.find(memberName) == uniforms.end()) {
ShaderUniformInfo info;
info.name = memberName;
info.type = spirvTypeToUniformType(memberType);
info.binding = -1;
info.arraySize = memberType.array.empty() ? 1 : memberType.array[0];
info.offset = compiler.type_struct_member_offset(ubType, i);
info.size = getUniformTypeSize(info.type) * info.arraySize;
uniforms[memberName] = info;
}
}
}
// Extract sampler uniforms
for (const auto& img : resources.sampled_images) {
std::string name = compiler.get_name(img.id);
if (name.empty()) {
name = img.name;
}
// Skip main texture
if (name == "MainTex") {
continue;
}
if (uniforms.find(name) == uniforms.end()) {
ShaderUniformInfo info;
info.name = name;
const spirv_cross::SPIRType& type = compiler.get_type(img.type_id);
info.type = spirvTypeToUniformType(type);
info.binding = compiler.get_decoration(img.id, spv::DecorationBinding);
info.arraySize = 1;
info.offset = 0;
info.size = 0;
uniforms[name] = info;
}
}
};
processSpirv(vertexSpirv);
processSpirv(fragmentSpirv);
}
ShaderCompileResult ShaderCompiler::compile(
const std::string& vertexGLSL,
const std::string& fragmentGLSL
) {
ShaderCompileResult result;
result.success = false;
result.userUniformBlockSize = 0;
if (!initialized_) {
result.errorMessage = "ShaderCompiler not initialized";
return result;
}
std::vector<uint32_t> vertexSpirv, fragmentSpirv;
// Compile to SPIR-V
if (!compileToSpirv(vertexGLSL, true, vertexSpirv, result.errorMessage)) {
result.errorMessage = "Vertex shader: " + result.errorMessage;
return result;
}
if (!compileToSpirv(fragmentGLSL, false, fragmentSpirv, result.errorMessage)) {
result.errorMessage = "Fragment shader: " + result.errorMessage;
return result;
}
// Translate to MSL
if (!translateToMSL(vertexSpirv, true, result.vertexSource, result.errorMessage)) {
result.errorMessage = "Vertex MSL translation: " + result.errorMessage;
return result;
}
if (!translateToMSL(fragmentSpirv, false, result.fragmentSource, result.errorMessage)) {
result.errorMessage = "Fragment MSL translation: " + result.errorMessage;
return result;
}
// Extract uniforms
extractUniforms(vertexSpirv, fragmentSpirv, result.uniforms, result.userUniformBlockSize);
result.success = true;
return result;
}
#else
// ============================================================================
// Non-Metal backends: Stub implementations
// ============================================================================
bool ShaderCompiler::init() {
return true;
}
void ShaderCompiler::shutdown() {
}
bool ShaderCompiler::isInitialized() {
return true;
}
ShaderCompileResult ShaderCompiler::compile(
const std::string& vertexGLSL,
const std::string& fragmentGLSL
) {
ShaderCompileResult result;
result.success = false;
result.errorMessage = "SPIR-V compilation not available on this platform";
return result;
}
#endif // SOKOL_METAL
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/shader_compiler.hh
|
C++ Header
|
#pragma once
#include <string>
#include <vector>
#include <map>
#include <cstdint>
namespace joy {
namespace modules {
// Uniform types for shader reflection
enum class ShaderUniformType : uint8_t {
Float,
Vec2,
Vec3,
Vec4,
Mat2,
Mat3,
Mat4,
Int,
IVec2,
IVec3,
IVec4,
Sampler2D,
SamplerCube,
Unknown
};
// Information about a uniform extracted via SPIR-V reflection
struct ShaderUniformInfo {
std::string name;
ShaderUniformType type;
int binding; // For samplers (texture unit)
int arraySize; // 1 for non-arrays
size_t offset; // Offset in uniform buffer
size_t size; // Size in bytes
};
// Shader compilation result
struct ShaderCompileResult {
bool success;
std::string vertexSource; // Compiled vertex shader (MSL for Metal)
std::string fragmentSource; // Compiled fragment shader (MSL for Metal)
std::string errorMessage;
std::map<std::string, ShaderUniformInfo> uniforms;
size_t userUniformBlockSize; // Size of user uniform block
};
// Backend-agnostic shader compiler
// Compiles Love2D-style GLSL to platform-native shaders
class ShaderCompiler {
public:
// Initialize the compiler (call once at startup for Metal)
static bool init();
// Shutdown the compiler
static void shutdown();
// Check if compiler is initialized
static bool isInitialized();
// Compile wrapped GLSL 450 shaders to MSL
// Input should already have Joy headers prepended
static ShaderCompileResult compile(
const std::string& vertexGLSL,
const std::string& fragmentGLSL
);
// Get uniform type size in bytes
static size_t getUniformTypeSize(ShaderUniformType type);
private:
static bool initialized_;
#if defined(SOKOL_METAL) || defined(RENDER_METAL)
// Compile GLSL to SPIR-V using glslang
static bool compileToSpirv(
const std::string& source,
bool isVertex,
std::vector<uint32_t>& spirvOut,
std::string& errorOut
);
// Translate SPIR-V to MSL using spirv-cross
static bool translateToMSL(
const std::vector<uint32_t>& spirv,
bool isVertex,
std::string& mslOut,
std::string& errorOut
);
// Extract uniform information from SPIR-V
static void extractUniforms(
const std::vector<uint32_t>& vertexSpirv,
const std::vector<uint32_t>& fragmentSpirv,
std::map<std::string, ShaderUniformInfo>& uniforms,
size_t& userUniformBlockSize
);
#endif
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/text_renderer.cc
|
C++
|
#include "text_renderer.hh"
#include "batch_renderer.hh"
#include <cstdio>
#include <cstring>
// Windows headers needed for fontstash.h (MAX_PATH, CP_UTF8)
#ifdef _WIN32
#include <windows.h>
#endif
// FontStash implementation
#define FONTSTASH_IMPLEMENTATION
#include "fontstash.h"
// Backend selection (matches batch_renderer.cc pattern)
#if !defined(SOKOL_GLCORE) && !defined(SOKOL_GLES3) && !defined(SOKOL_METAL)
#if defined(RENDER_METAL)
#define SOKOL_METAL
#elif defined(__EMSCRIPTEN__)
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE
#endif
#endif
namespace joy {
namespace modules {
// ============================================================================
// Embedded Font Shaders (R8 texture as alpha)
// ============================================================================
#if defined(SOKOL_GLCORE)
static const char *font_vs_source = R"(
#version 330
layout(location = 0) in vec2 position;
layout(location = 1) in vec2 texcoord;
layout(location = 2) in vec4 color0;
// Built-in uniforms as vec4 array (matches batch_renderer layout)
uniform vec4 builtins[10];
#define TransformMatrix mat4(builtins[0], builtins[1], builtins[2], builtins[3])
#define ProjectionMatrix mat4(builtins[4], builtins[5], builtins[6], builtins[7])
out vec2 uv;
out vec4 color;
void main() {
vec4 worldPos = TransformMatrix * vec4(position, 0.0, 1.0);
gl_Position = ProjectionMatrix * worldPos;
uv = texcoord;
color = color0;
}
)";
static const char *font_fs_source = R"(
#version 330
uniform sampler2D tex;
in vec2 uv;
in vec4 color;
out vec4 frag_color;
void main() {
float alpha = texture(tex, uv).r;
frag_color = vec4(color.rgb, color.a * alpha);
}
)";
#elif defined(SOKOL_GLES3)
static const char *font_vs_source = R"(#version 300 es
layout(location = 0) in highp vec2 position;
layout(location = 1) in highp vec2 texcoord;
layout(location = 2) in mediump vec4 color0;
// Built-in uniforms as vec4 array (matches batch_renderer layout)
uniform highp vec4 builtins[10];
#define TransformMatrix mat4(builtins[0], builtins[1], builtins[2], builtins[3])
#define ProjectionMatrix mat4(builtins[4], builtins[5], builtins[6], builtins[7])
out highp vec2 uv;
out mediump vec4 color;
void main() {
highp vec4 worldPos = TransformMatrix * vec4(position, 0.0, 1.0);
gl_Position = ProjectionMatrix * worldPos;
uv = texcoord;
color = color0;
}
)";
static const char *font_fs_source = R"(#version 300 es
precision mediump float;
uniform sampler2D tex;
in vec2 uv;
in vec4 color;
out vec4 frag_color;
void main() {
float alpha = texture(tex, uv).r;
frag_color = vec4(color.rgb, color.a * alpha);
}
)";
#elif defined(SOKOL_METAL)
static const char *font_shader_source = R"(
#include <metal_stdlib>
using namespace metal;
struct builtins_t {
float4 data[10];
};
struct vs_in {
float2 position [[attribute(0)]];
float2 texcoord [[attribute(1)]];
float4 color [[attribute(2)]];
};
struct vs_out {
float4 position [[position]];
float2 uv;
float4 color;
};
vertex vs_out vs_main(vs_in in [[stage_in]],
constant builtins_t& builtins [[buffer(0)]]) {
float4x4 transformMatrix = float4x4(builtins.data[0], builtins.data[1], builtins.data[2], builtins.data[3]);
float4x4 projectionMatrix = float4x4(builtins.data[4], builtins.data[5], builtins.data[6], builtins.data[7]);
vs_out out;
float4 worldPos = transformMatrix * float4(in.position, 0.0, 1.0);
out.position = projectionMatrix * worldPos;
out.uv = in.texcoord;
out.color = in.color;
return out;
}
fragment float4 fs_main(vs_out in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler smp [[sampler(0)]]) {
float alpha = tex.sample(smp, in.uv).r;
return float4(in.color.rgb, in.color.a * alpha);
}
)";
#endif
// ============================================================================
// TextRenderer Implementation
// ============================================================================
TextRenderer::TextRenderer()
: fons_(nullptr)
, batch_(nullptr)
, atlas_image_({SG_INVALID_ID})
, atlas_view_({SG_INVALID_ID})
, atlas_sampler_({SG_INVALID_ID})
, atlas_width_(0)
, atlas_height_(0)
, atlas_dirty_(false)
, font_shader_({SG_INVALID_ID})
, font_shader_id_(0)
, dpi_scale_(1.0f)
{
}
TextRenderer::~TextRenderer() {
shutdown();
}
bool TextRenderer::init(BatchRenderer* batch, float dpi_scale) {
if (fons_ != nullptr) {
return true; // Already initialized
}
batch_ = batch;
dpi_scale_ = dpi_scale;
// Create font shader first
if (!createFontShader()) {
fprintf(stderr, "TextRenderer: Failed to create font shader\n");
return false;
}
// Register font shader with pipeline cache
font_shader_id_ = batch_->getPipelineCache().registerShader(font_shader_);
// Set up FontStash parameters
FONSparams params;
memset(¶ms, 0, sizeof(params));
// Initial atlas size (scaled for DPI)
int atlas_size = static_cast<int>(512 * dpi_scale_);
params.width = atlas_size;
params.height = atlas_size;
params.flags = FONS_ZERO_TOPLEFT;
params.userPtr = this;
// Set up callbacks
params.renderCreate = renderCreate;
params.renderResize = renderResize;
params.renderUpdate = renderUpdate;
params.renderDraw = renderDraw;
params.renderDelete = renderDelete;
// Create FontStash context
fons_ = fonsCreateInternal(¶ms);
if (fons_ == nullptr) {
fprintf(stderr, "TextRenderer: Failed to create FontStash context\n");
shutdown();
return false;
}
return true;
}
void TextRenderer::shutdown() {
if (fons_ != nullptr) {
fonsDeleteInternal(fons_);
fons_ = nullptr;
}
// Note: GPU resources are cleaned up in renderDelete callback
if (font_shader_.id != SG_INVALID_ID) {
sg_destroy_shader(font_shader_);
font_shader_.id = SG_INVALID_ID;
}
batch_ = nullptr;
}
bool TextRenderer::createFontShader() {
sg_shader_desc shader_desc = {};
shader_desc.label = "font_shader";
#if defined(SOKOL_GLCORE) || defined(SOKOL_GLES3)
shader_desc.vertex_func.source = font_vs_source;
shader_desc.vertex_func.entry = "main";
shader_desc.fragment_func.source = font_fs_source;
shader_desc.fragment_func.entry = "main";
// Uniform block: 10 vec4s = 160 bytes (matches batch_renderer)
shader_desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX;
shader_desc.uniform_blocks[0].size = 160; // 10 vec4s
shader_desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "builtins";
shader_desc.uniform_blocks[0].glsl_uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
shader_desc.uniform_blocks[0].glsl_uniforms[0].array_count = 10;
// Texture view and sampler for OpenGL
shader_desc.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.views[0].texture.multisampled = false;
shader_desc.views[0].texture.image_type = SG_IMAGETYPE_2D;
shader_desc.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
shader_desc.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
shader_desc.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.texture_sampler_pairs[0].view_slot = 0;
shader_desc.texture_sampler_pairs[0].sampler_slot = 0;
shader_desc.texture_sampler_pairs[0].glsl_name = "tex";
#elif defined(SOKOL_METAL)
shader_desc.vertex_func.source = font_shader_source;
shader_desc.vertex_func.entry = "vs_main";
shader_desc.fragment_func.source = font_shader_source;
shader_desc.fragment_func.entry = "fs_main";
// Uniform block: 10 vec4s = 160 bytes (matches batch_renderer)
shader_desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX;
shader_desc.uniform_blocks[0].size = 160; // 10 vec4s
shader_desc.uniform_blocks[0].msl_buffer_n = 0;
// Texture view and sampler for Metal
shader_desc.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.views[0].texture.multisampled = false;
shader_desc.views[0].texture.image_type = SG_IMAGETYPE_2D;
shader_desc.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
shader_desc.views[0].texture.msl_texture_n = 0;
shader_desc.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
shader_desc.samplers[0].msl_sampler_n = 0;
shader_desc.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
shader_desc.texture_sampler_pairs[0].view_slot = 0;
shader_desc.texture_sampler_pairs[0].sampler_slot = 0;
#endif
font_shader_ = sg_make_shader(&shader_desc);
return font_shader_.id != SG_INVALID_ID;
}
// ============================================================================
// Font Management (wraps FontStash)
// ============================================================================
int TextRenderer::addFont(const char* name, const unsigned char* data, int size, bool free_data) {
if (fons_ == nullptr) return FONS_INVALID;
return fonsAddFontMem(fons_, name, const_cast<unsigned char*>(data), size, free_data ? 1 : 0);
}
int TextRenderer::addFallbackFont(int base_font, int fallback_font) {
if (fons_ == nullptr) return 0;
return fonsAddFallbackFont(fons_, base_font, fallback_font);
}
void TextRenderer::setFont(int font) {
if (fons_ == nullptr) return;
fonsSetFont(fons_, font);
}
void TextRenderer::setSize(float size) {
if (fons_ == nullptr) return;
fonsSetSize(fons_, size);
}
void TextRenderer::setColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
if (fons_ == nullptr) return;
fonsSetColor(fons_, textRendererRGBA(r, g, b, a));
}
void TextRenderer::setAlign(int align) {
if (fons_ == nullptr) return;
fonsSetAlign(fons_, align);
}
// ============================================================================
// Text Measurement
// ============================================================================
float TextRenderer::textBounds(float x, float y, const char* text, float* bounds) {
if (fons_ == nullptr) return 0;
return fonsTextBounds(fons_, x, y, text, nullptr, bounds);
}
void TextRenderer::vertMetrics(float* ascender, float* descender, float* lineh) {
if (fons_ == nullptr) {
if (ascender) *ascender = 0;
if (descender) *descender = 0;
if (lineh) *lineh = 0;
return;
}
fonsVertMetrics(fons_, ascender, descender, lineh);
}
// ============================================================================
// Drawing
// ============================================================================
float TextRenderer::drawText(float x, float y, const char* text) {
if (fons_ == nullptr || batch_ == nullptr) return x;
// Upload atlas if dirty before drawing
flush();
// Draw text (triggers renderDraw callback)
return fonsDrawText(fons_, x, y, text, nullptr);
}
// ============================================================================
// Atlas Management
// ============================================================================
void TextRenderer::flush() {
if (fons_ == nullptr || !atlas_dirty_) return;
atlas_dirty_ = false;
// Get texture data from FontStash
int width, height;
const unsigned char* data = fonsGetTextureData(fons_, &width, &height);
if (data == nullptr) return;
// Upload to GPU
sg_image_data img_data = {};
img_data.mip_levels[0].ptr = data;
img_data.mip_levels[0].size = static_cast<size_t>(width * height);
sg_update_image(atlas_image_, &img_data);
}
// ============================================================================
// FontStash Callbacks
// ============================================================================
int TextRenderer::renderCreate(void* uptr, int width, int height) {
TextRenderer* self = static_cast<TextRenderer*>(uptr);
// Store dimensions
self->atlas_width_ = width;
self->atlas_height_ = height;
// Destroy old resources if they exist
if (self->atlas_view_.id != SG_INVALID_ID) {
sg_destroy_view(self->atlas_view_);
self->atlas_view_.id = SG_INVALID_ID;
}
if (self->atlas_image_.id != SG_INVALID_ID) {
sg_destroy_image(self->atlas_image_);
self->atlas_image_.id = SG_INVALID_ID;
}
// Create R8 format texture for font atlas
sg_image_desc img_desc = {};
img_desc.width = width;
img_desc.height = height;
img_desc.pixel_format = SG_PIXELFORMAT_R8;
img_desc.usage.dynamic_update = true;
img_desc.label = "font_atlas";
self->atlas_image_ = sg_make_image(&img_desc);
if (self->atlas_image_.id == SG_INVALID_ID) {
fprintf(stderr, "TextRenderer: Failed to create font atlas image\n");
return 0;
}
// Create texture view
sg_view_desc view_desc = {};
view_desc.texture.image = self->atlas_image_;
view_desc.label = "font_atlas_view";
self->atlas_view_ = sg_make_view(&view_desc);
if (self->atlas_view_.id == SG_INVALID_ID) {
fprintf(stderr, "TextRenderer: Failed to create font atlas view\n");
return 0;
}
// Create sampler (linear filtering for smooth text)
if (self->atlas_sampler_.id == SG_INVALID_ID) {
sg_sampler_desc smp_desc = {};
smp_desc.min_filter = SG_FILTER_LINEAR;
smp_desc.mag_filter = SG_FILTER_LINEAR;
smp_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
smp_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
smp_desc.label = "font_sampler";
self->atlas_sampler_ = sg_make_sampler(&smp_desc);
}
return 1;
}
int TextRenderer::renderResize(void* uptr, int width, int height) {
// Just recreate the texture with new size
return renderCreate(uptr, width, height);
}
void TextRenderer::renderUpdate(void* uptr, int* rect, const unsigned char* data) {
(void)rect;
(void)data;
TextRenderer* self = static_cast<TextRenderer*>(uptr);
self->atlas_dirty_ = true;
}
void TextRenderer::renderDraw(void* uptr, const float* verts, const float* tcoords,
const unsigned int* colors, int nverts) {
TextRenderer* self = static_cast<TextRenderer*>(uptr);
if (self->batch_ == nullptr || nverts <= 0) return;
// Flush atlas if dirty before submitting draw
if (self->atlas_dirty_) {
self->flush();
}
// Submit triangles through BatchRenderer
self->batch_->submitFontTriangles(
self->atlas_view_,
self->atlas_sampler_,
verts,
tcoords,
colors,
nverts,
self->font_shader_id_
);
}
void TextRenderer::renderDelete(void* uptr) {
TextRenderer* self = static_cast<TextRenderer*>(uptr);
if (self->atlas_view_.id != SG_INVALID_ID) {
sg_destroy_view(self->atlas_view_);
self->atlas_view_.id = SG_INVALID_ID;
}
if (self->atlas_image_.id != SG_INVALID_ID) {
sg_destroy_image(self->atlas_image_);
self->atlas_image_.id = SG_INVALID_ID;
}
if (self->atlas_sampler_.id != SG_INVALID_ID) {
sg_destroy_sampler(self->atlas_sampler_);
self->atlas_sampler_.id = SG_INVALID_ID;
}
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/graphics/text_renderer.hh
|
C++ Header
|
#pragma once
#include "sokol_gfx.h"
#include "fontstash.h"
#include <cstdint>
namespace joy {
namespace modules {
class BatchRenderer;
// TextRenderer - manages FontStash rendering through BatchRenderer
// Replaces sokol_fontstash by implementing custom FontStash callbacks
class TextRenderer {
public:
TextRenderer();
~TextRenderer();
// Lifecycle
bool init(BatchRenderer* batch, float dpi_scale);
void shutdown();
// Font management (wraps FontStash)
int addFont(const char* name, const unsigned char* data, int size, bool free_data);
int addFallbackFont(int base_font, int fallback_font);
void setFont(int font);
void setSize(float size);
void setColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
void setAlign(int align);
// Text measurement
float textBounds(float x, float y, const char* text, float* bounds);
void vertMetrics(float* ascender, float* descender, float* lineh);
// Drawing
float drawText(float x, float y, const char* text);
// Atlas management
void flush(); // Upload atlas texture if dirty
// Access to FONScontext for Font class compatibility
FONScontext* getFonsContext() { return fons_; }
// Font shader ID for pipeline cache
sg_shader getFontShader() const { return font_shader_; }
// Get atlas texture for debugging
sg_view getAtlasView() const { return atlas_view_; }
int getAtlasWidth() const { return atlas_width_; }
int getAtlasHeight() const { return atlas_height_; }
private:
// FontStash callbacks (static, called via userPtr)
static int renderCreate(void* uptr, int width, int height);
static int renderResize(void* uptr, int width, int height);
static void renderUpdate(void* uptr, int* rect, const unsigned char* data);
static void renderDraw(void* uptr, const float* verts, const float* tcoords,
const unsigned int* colors, int nverts);
static void renderDelete(void* uptr);
// Create the font shader (R8 texture as alpha)
bool createFontShader();
FONScontext* fons_;
BatchRenderer* batch_;
// Font atlas GPU resources
sg_image atlas_image_;
sg_view atlas_view_;
sg_sampler atlas_sampler_;
int atlas_width_;
int atlas_height_;
bool atlas_dirty_;
// Font shader (treats R8 as alpha)
sg_shader font_shader_;
uint16_t font_shader_id_; // Shader ID in pipeline cache
// DPI scale for atlas sizing
float dpi_scale_;
};
// Helper to pack RGBA color (matches sfons_rgba)
inline uint32_t textRendererRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
return ((uint32_t)r) | ((uint32_t)g << 8) | ((uint32_t)b << 16) | ((uint32_t)a << 24);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/gui/gui.cc
|
C++
|
#include "gui.hh"
#include "gui_shaders.h"
#include "sokol_gfx.h"
#include "stb_image.h"
#include "physfs.h"
#include <cstring>
#include <cstdlib>
#include <cstdio>
namespace joy {
namespace modules {
Gui::Gui(Engine *engine)
: engine_(engine)
, window_(nullptr)
, nk_ctx_(nullptr)
, atlas_(nullptr)
, scale_(1.0f)
, base_font_size_(13.0f)
, font_img_{}
, font_view_{}
, font_sampler_{}
, shader_{}
, pipeline_{}
, vertex_buffer_{}
, index_buffer_{}
, vertex_buffer_size_(0)
, index_buffer_size_(0)
, skin_img_{}
, skin_view_{}
, skin_sampler_{}
{
}
Gui::~Gui() {
// Clean up GPU resources
if (sg_isvalid()) {
if (vertex_buffer_.id != 0) sg_destroy_buffer(vertex_buffer_);
if (index_buffer_.id != 0) sg_destroy_buffer(index_buffer_);
if (pipeline_.id != 0) sg_destroy_pipeline(pipeline_);
if (shader_.id != 0) sg_destroy_shader(shader_);
if (font_sampler_.id != 0) sg_destroy_sampler(font_sampler_);
if (font_view_.id != 0) sg_destroy_view(font_view_);
if (font_img_.id != 0) sg_destroy_image(font_img_);
if (skin_sampler_.id != 0) sg_destroy_sampler(skin_sampler_);
if (skin_view_.id != 0) sg_destroy_view(skin_view_);
if (skin_img_.id != 0) sg_destroy_image(skin_img_);
}
// Clean up Nuklear resources
if (atlas_) {
nk_font_atlas_clear(atlas_);
free(atlas_);
}
if (nk_ctx_) {
nk_free(nk_ctx_);
free(nk_ctx_);
}
}
bool Gui::init() {
// Allocate Nuklear context
nk_ctx_ = (nk_context*)malloc(sizeof(nk_context));
if (!nk_ctx_) {
return false;
}
// Allocate and initialize font atlas
atlas_ = (nk_font_atlas*)malloc(sizeof(nk_font_atlas));
if (!atlas_) {
free(nk_ctx_);
nk_ctx_ = nullptr;
return false;
}
nk_font_atlas_init_default(atlas_);
nk_font_atlas_begin(atlas_);
// Add default font (ProggyClean)
nk_font *font = nk_font_atlas_add_default(atlas_, 13.0f, nullptr);
// Bake font atlas (texture will be uploaded in initRendering())
int atlas_width, atlas_height;
const void *image = nk_font_atlas_bake(atlas_, &atlas_width, &atlas_height, NK_FONT_ATLAS_RGBA32);
// Note: Font texture will be uploaded to GPU in initRendering()
// For now, just end the atlas with a temporary null handle
// This will be updated in initRendering() after sokol_gfx is ready
nk_font_atlas_end(atlas_, nk_handle_ptr(nullptr), nullptr);
// Initialize context with the default font
if (!nk_init_default(nk_ctx_, &font->handle)) {
nk_font_atlas_clear(atlas_);
free(atlas_);
free(nk_ctx_);
atlas_ = nullptr;
nk_ctx_ = nullptr;
return false;
}
// Begin input collection for first frame
// (endFrame will begin it for subsequent frames)
nk_input_begin(nk_ctx_);
return true;
}
bool Gui::initRendering(SDL_Window* window) {
if (!nk_ctx_ || !atlas_) {
fprintf(stderr, "[GUI] Cannot initialize rendering: context not initialized\n");
return false;
}
window_ = window;
// Rebake font atlas and upload to GPU
int atlas_width, atlas_height;
const void *image = nk_font_atlas_bake(atlas_, &atlas_width, &atlas_height, NK_FONT_ATLAS_RGBA32);
if (!image) {
fprintf(stderr, "[GUI] Failed to bake font atlas\n");
return false;
}
// Create font texture
sg_image_desc img_desc = {};
img_desc.width = atlas_width;
img_desc.height = atlas_height;
img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
img_desc.data.mip_levels[0].ptr = image;
img_desc.data.mip_levels[0].size = (size_t)(atlas_width * atlas_height * 4);
img_desc.label = "nuklear-font";
font_img_ = sg_make_image(&img_desc);
if (font_img_.id == 0) {
fprintf(stderr, "[GUI] Failed to create font texture\n");
return false;
}
// Update atlas with GPU texture handle
nk_handle font_handle = nk_handle_id((int)font_img_.id);
nk_font_atlas_end(atlas_, font_handle, nullptr);
// Create view for font texture
sg_view_desc view_desc = {};
view_desc.texture.image = font_img_;
font_view_ = sg_make_view(&view_desc);
if (font_view_.id == 0) {
fprintf(stderr, "[GUI] Failed to create font view\n");
return false;
}
// Create sampler for font texture
sg_sampler_desc smp_desc = {};
smp_desc.min_filter = SG_FILTER_LINEAR;
smp_desc.mag_filter = SG_FILTER_LINEAR;
smp_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
smp_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
font_sampler_ = sg_make_sampler(&smp_desc);
if (font_sampler_.id == 0) {
fprintf(stderr, "[GUI] Failed to create font sampler\n");
return false;
}
// Create shader
sg_shader_desc shd_desc = {};
shd_desc.attrs[0].glsl_name = "position";
shd_desc.attrs[0].hlsl_sem_name = "POSITION";
shd_desc.attrs[1].glsl_name = "texcoord0";
shd_desc.attrs[1].hlsl_sem_name = "TEXCOORD";
shd_desc.attrs[2].glsl_name = "color0";
shd_desc.attrs[2].hlsl_sem_name = "COLOR";
// Select Metal shader variant based on backend
#if defined(SOKOL_METAL)
sg_backend backend = sg_query_backend();
if (backend == SG_BACKEND_METAL_MACOS) {
// macOS uses pre-compiled bytecode
shd_desc.vertex_func.bytecode.ptr = nk_vs_bytecode_metal_macos;
shd_desc.vertex_func.bytecode.size = sizeof(nk_vs_bytecode_metal_macos);
shd_desc.fragment_func.bytecode.ptr = nk_fs_bytecode_metal_macos;
shd_desc.fragment_func.bytecode.size = sizeof(nk_fs_bytecode_metal_macos);
} else if (backend == SG_BACKEND_METAL_IOS) {
// iOS uses pre-compiled bytecode
shd_desc.vertex_func.bytecode.ptr = nk_vs_bytecode_metal_ios;
shd_desc.vertex_func.bytecode.size = sizeof(nk_vs_bytecode_metal_ios);
shd_desc.fragment_func.bytecode.ptr = nk_fs_bytecode_metal_ios;
shd_desc.fragment_func.bytecode.size = sizeof(nk_fs_bytecode_metal_ios);
} else {
// iOS Simulator uses source code
shd_desc.vertex_func.source = (const char*)nk_vs_source_metal_sim;
shd_desc.fragment_func.source = (const char*)nk_fs_source_metal_sim;
}
#else
shd_desc.vertex_func.source = (const char*)nk_vs_bytecode;
shd_desc.fragment_func.source = (const char*)nk_fs_bytecode;
#endif
shd_desc.vertex_func.entry = NK_VS_ENTRY;
shd_desc.uniform_blocks[0].stage = SG_SHADERSTAGE_VERTEX;
shd_desc.uniform_blocks[0].size = 16;
shd_desc.uniform_blocks[0].glsl_uniforms[0].glsl_name = "vs_params";
shd_desc.uniform_blocks[0].glsl_uniforms[0].type = SG_UNIFORMTYPE_FLOAT4;
shd_desc.uniform_blocks[0].glsl_uniforms[0].array_count = 1;
shd_desc.fragment_func.entry = NK_FS_ENTRY;
shd_desc.views[0].texture.stage = SG_SHADERSTAGE_FRAGMENT;
shd_desc.views[0].texture.sample_type = SG_IMAGESAMPLETYPE_FLOAT;
shd_desc.samplers[0].stage = SG_SHADERSTAGE_FRAGMENT;
shd_desc.samplers[0].sampler_type = SG_SAMPLERTYPE_FILTERING;
shd_desc.texture_sampler_pairs[0].stage = SG_SHADERSTAGE_FRAGMENT;
shd_desc.texture_sampler_pairs[0].view_slot = 0;
shd_desc.texture_sampler_pairs[0].sampler_slot = 0;
shd_desc.texture_sampler_pairs[0].glsl_name = "tex_smp";
shd_desc.label = "nuklear-shader";
shader_ = sg_make_shader(&shd_desc);
if (shader_.id == 0) {
fprintf(stderr, "[GUI] Failed to create shader\n");
return false;
}
// Create pipeline
sg_pipeline_desc pip_desc = {};
pip_desc.layout.attrs[0].offset = 0;
pip_desc.layout.attrs[0].format = SG_VERTEXFORMAT_FLOAT2;
pip_desc.layout.attrs[1].offset = 8;
pip_desc.layout.attrs[1].format = SG_VERTEXFORMAT_FLOAT2;
pip_desc.layout.attrs[2].offset = 16;
pip_desc.layout.attrs[2].format = SG_VERTEXFORMAT_UBYTE4N;
pip_desc.shader = shader_;
pip_desc.index_type = SG_INDEXTYPE_UINT16;
pip_desc.colors[0].pixel_format = NK_SHADER_COLOR_FORMAT;
pip_desc.colors[0].write_mask = SG_COLORMASK_RGB;
pip_desc.colors[0].blend.enabled = true;
pip_desc.colors[0].blend.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA;
pip_desc.colors[0].blend.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
pip_desc.label = "nuklear-pipeline";
pipeline_ = sg_make_pipeline(&pip_desc);
if (pipeline_.id == 0) {
fprintf(stderr, "[GUI] Failed to create pipeline\n");
return false;
}
// Create vertex buffer (65536 vertices * 20 bytes)
const int MAX_VERTICES = 65536;
vertex_buffer_size_ = MAX_VERTICES * sizeof(NkVertex);
sg_buffer_desc vbuf_desc = {};
vbuf_desc.size = vertex_buffer_size_;
vbuf_desc.usage.vertex_buffer = true;
vbuf_desc.usage.stream_update = true;
vbuf_desc.label = "nuklear-vertices";
vertex_buffer_ = sg_make_buffer(&vbuf_desc);
if (vertex_buffer_.id == 0) {
fprintf(stderr, "[GUI] Failed to create vertex buffer\n");
return false;
}
// Create index buffer (65536 * 3 * 2 bytes)
index_buffer_size_ = MAX_VERTICES * 3 * sizeof(uint16_t);
sg_buffer_desc ibuf_desc = {};
ibuf_desc.size = index_buffer_size_;
ibuf_desc.usage.index_buffer = true;
ibuf_desc.usage.stream_update = true;
ibuf_desc.label = "nuklear-indices";
index_buffer_ = sg_make_buffer(&ibuf_desc);
if (index_buffer_.id == 0) {
fprintf(stderr, "[GUI] Failed to create index buffer\n");
return false;
}
return true;
}
void Gui::handleEvent(const SDL_Event *event) {
if (!nk_ctx_ || !window_) return;
// SDL3 already provides coordinates in logical (window) space
// We work in logical coordinates for consistency with the rest of the engine
switch (event->type) {
case SDL_EVENT_MOUSE_MOTION:
nk_input_motion(nk_ctx_, (int)event->motion.x, (int)event->motion.y);
break;
case SDL_EVENT_MOUSE_BUTTON_DOWN:
case SDL_EVENT_MOUSE_BUTTON_UP: {
int down = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN);
int x = (int)event->button.x;
int y = (int)event->button.y;
if (event->button.button == SDL_BUTTON_LEFT) {
nk_input_button(nk_ctx_, NK_BUTTON_LEFT, x, y, down);
} else if (event->button.button == SDL_BUTTON_MIDDLE) {
nk_input_button(nk_ctx_, NK_BUTTON_MIDDLE, x, y, down);
} else if (event->button.button == SDL_BUTTON_RIGHT) {
nk_input_button(nk_ctx_, NK_BUTTON_RIGHT, x, y, down);
}
break;
}
case SDL_EVENT_MOUSE_WHEEL:
nk_input_scroll(nk_ctx_, nk_vec2(event->wheel.x, event->wheel.y));
break;
case SDL_EVENT_KEY_DOWN:
case SDL_EVENT_KEY_UP: {
int down = (event->type == SDL_EVENT_KEY_DOWN);
SDL_Keycode key = event->key.key;
if (key == SDLK_RSHIFT || key == SDLK_LSHIFT)
nk_input_key(nk_ctx_, NK_KEY_SHIFT, down);
else if (key == SDLK_DELETE)
nk_input_key(nk_ctx_, NK_KEY_DEL, down);
else if (key == SDLK_RETURN)
nk_input_key(nk_ctx_, NK_KEY_ENTER, down);
else if (key == SDLK_TAB)
nk_input_key(nk_ctx_, NK_KEY_TAB, down);
else if (key == SDLK_BACKSPACE)
nk_input_key(nk_ctx_, NK_KEY_BACKSPACE, down);
else if (key == SDLK_HOME)
nk_input_key(nk_ctx_, NK_KEY_TEXT_START, down);
else if (key == SDLK_END)
nk_input_key(nk_ctx_, NK_KEY_TEXT_END, down);
else if (key == SDLK_LEFT)
nk_input_key(nk_ctx_, NK_KEY_LEFT, down);
else if (key == SDLK_RIGHT)
nk_input_key(nk_ctx_, NK_KEY_RIGHT, down);
else if (key == SDLK_UP)
nk_input_key(nk_ctx_, NK_KEY_UP, down);
else if (key == SDLK_DOWN)
nk_input_key(nk_ctx_, NK_KEY_DOWN, down);
break;
}
case SDL_EVENT_TEXT_INPUT:
nk_input_glyph(nk_ctx_, event->text.text);
break;
}
}
static unsigned char *physfs_readfile(const char *path, size_t *size) {
// Read file via PhysFS
PHYSFS_File *file = PHYSFS_openRead(path);
if (!file) {
return nullptr;
}
PHYSFS_sint64 file_size = PHYSFS_fileLength(file);
if (file_size < 0) {
PHYSFS_close(file);
return nullptr;
}
unsigned char *file_data = (unsigned char*)malloc(file_size);
if (!file_data) {
PHYSFS_close(file);
return nullptr;
}
PHYSFS_sint64 bytes_read = PHYSFS_readBytes(file, file_data, file_size);
PHYSFS_close(file);
if (bytes_read != file_size) {
free(file_data);
return nullptr;
}
*size = bytes_read;
return file_data;
}
bool Gui::setFont(const char *path, float size) {
if (!nk_ctx_ || !atlas_) {
fprintf(stderr, "[GUI] Cannot set font: GUI not initialized\n");
return false;
}
size_t font_size;
unsigned char *font_data = physfs_readfile(path, &font_size);
if (!font_data) {
fprintf(stderr, "[GUI] Failed to open font file: %s\n", path);
return false;
}
// Clear existing atlas
nk_font_atlas_clear(atlas_);
// Reinitialize atlas
nk_font_atlas_init_default(atlas_);
nk_font_atlas_begin(atlas_);
// Configure font to be owned by atlas (so it will be freed on atlas_clear)
struct nk_font_config cfg = nk_font_config(size);
cfg.ttf_blob = font_data;
cfg.ttf_size = font_size;
cfg.ttf_data_owned_by_atlas = 1;
// Add new font
nk_font *font = nk_font_atlas_add(atlas_, &cfg);
if (!font) {
fprintf(stderr, "[GUI] Failed to add font to atlas\n");
free(font_data);
return false;
}
// Bake atlas
int atlas_width, atlas_height;
const void *image = nk_font_atlas_bake(atlas_, &atlas_width, &atlas_height, NK_FONT_ATLAS_RGBA32);
if (!image) {
fprintf(stderr, "[GUI] Failed to bake font atlas\n");
// font_data is now owned by atlas, will be freed on atlas_clear
return false;
}
// Destroy old GPU texture if it exists
if (font_img_.id != 0) {
sg_destroy_image(font_img_);
}
if (font_view_.id != 0) {
sg_destroy_view(font_view_);
}
// Create new font texture
sg_image_desc img_desc = {};
img_desc.width = atlas_width;
img_desc.height = atlas_height;
img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
img_desc.data.mip_levels[0].ptr = image;
img_desc.data.mip_levels[0].size = (size_t)(atlas_width * atlas_height * 4);
img_desc.label = "nuklear-font";
font_img_ = sg_make_image(&img_desc);
if (font_img_.id == 0) {
fprintf(stderr, "[GUI] Failed to create font texture\n");
// font_data is now owned by atlas, will be freed on atlas_clear
return false;
}
// Update atlas with GPU texture handle
nk_handle font_handle = nk_handle_id((int)font_img_.id);
nk_font_atlas_end(atlas_, font_handle, nullptr);
// Create new view for font texture
sg_view_desc view_desc = {};
view_desc.texture.image = font_img_;
font_view_ = sg_make_view(&view_desc);
if (font_view_.id == 0) {
fprintf(stderr, "[GUI] Failed to create font view\n");
// font_data is now owned by atlas, will be freed on atlas_clear
return false;
}
// Update Nuklear context to use new font
nk_style_set_font(nk_ctx_, &font->handle);
// font_data is now owned by the atlas and will be freed when atlas is cleared
return true;
}
void Gui::setScale(float scale) {
if (!nk_ctx_ || !atlas_ || !window_ || scale <= 0.0f) {
return;
}
scale_ = scale;
// Recreate font atlas with scaled font
nk_font_atlas_clear(atlas_);
nk_font_atlas_init_default(atlas_);
nk_font_atlas_begin(atlas_);
// Add font at scaled size
float scaled_size = base_font_size_ * scale_;
nk_font *font = nk_font_atlas_add_default(atlas_, scaled_size, nullptr);
// Bake and upload atlas
int atlas_width, atlas_height;
const void *image = nk_font_atlas_bake(atlas_, &atlas_width, &atlas_height, NK_FONT_ATLAS_RGBA32);
if (!image) {
return;
}
// Destroy old texture
if (font_view_.id != 0) sg_destroy_view(font_view_);
if (font_img_.id != 0) sg_destroy_image(font_img_);
// Create new texture
sg_image_desc img_desc = {};
img_desc.width = atlas_width;
img_desc.height = atlas_height;
img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
img_desc.data.mip_levels[0].ptr = image;
img_desc.data.mip_levels[0].size = (size_t)(atlas_width * atlas_height * 4);
img_desc.label = "nuklear-font-scaled";
font_img_ = sg_make_image(&img_desc);
nk_handle font_handle = nk_handle_id((int)font_img_.id);
nk_font_atlas_end(atlas_, font_handle, nullptr);
// Create view
sg_view_desc view_desc = {};
view_desc.texture.image = font_img_;
font_view_ = sg_make_view(&view_desc);
// Set font
nk_style_set_font(nk_ctx_, &font->handle);
// Scale style properties
nk_style *style = &nk_ctx_->style;
// Window
style->window.spacing = nk_vec2(4 * scale_, 4 * scale_);
style->window.padding = nk_vec2(8 * scale_, 4 * scale_);
style->window.scrollbar_size = nk_vec2(16 * scale_, 16 * scale_);
style->window.min_size = nk_vec2(64 * scale_, 64 * scale_);
style->window.header.padding = nk_vec2(4 * scale_, 4 * scale_);
style->window.header.spacing = nk_vec2(4 * scale_, 4 * scale_);
style->window.header.label_padding = nk_vec2(4 * scale_, 4 * scale_);
// Button
style->button.padding = nk_vec2(4 * scale_, 4 * scale_);
style->button.rounding = 4 * scale_;
// Checkbox/option
style->checkbox.padding = nk_vec2(3 * scale_, 3 * scale_);
style->option.padding = nk_vec2(3 * scale_, 3 * scale_);
// Slider
style->slider.cursor_size = nk_vec2(16 * scale_, 16 * scale_);
style->slider.padding = nk_vec2(2 * scale_, 2 * scale_);
// Progress
style->progress.padding = nk_vec2(4 * scale_, 4 * scale_);
// Property
style->property.padding = nk_vec2(4 * scale_, 4 * scale_);
// Edit
style->edit.padding = nk_vec2(4 * scale_, 4 * scale_);
style->edit.row_padding = 2 * scale_;
// Scrollbar
style->scrollv.padding = nk_vec2(0, 0);
style->scrollh.padding = nk_vec2(0, 0);
}
bool Gui::applySkin(const char *path) {
if (!nk_ctx_) {
fprintf(stderr, "[GUI] Cannot apply skin: GUI not initialized\n");
return false;
}
size_t file_size;
unsigned char *file_data = physfs_readfile(path, &file_size);
if (!file_data) {
fprintf(stderr, "[GUI] Failed to open skin file: %s\n", path);
return false;
}
// Load image from memory with stb_image
int width, height, channels;
unsigned char *data = stbi_load_from_memory(file_data, (int)file_size, &width, &height, &channels, 4); // Force RGBA
free(file_data);
if (!data) {
fprintf(stderr, "[GUI] Failed to decode skin image: %s\n", path);
return false;
}
// Destroy old skin resources if they exist
if (skin_sampler_.id != 0) {
sg_destroy_sampler(skin_sampler_);
}
if (skin_view_.id != 0) {
sg_destroy_view(skin_view_);
}
if (skin_img_.id != 0) {
sg_destroy_image(skin_img_);
}
// Create GPU texture
sg_image_desc img_desc = {};
img_desc.width = width;
img_desc.height = height;
img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
img_desc.data.mip_levels[0].ptr = data;
img_desc.data.mip_levels[0].size = (size_t)(width * height * 4);
img_desc.label = "nuklear-skin";
skin_img_ = sg_make_image(&img_desc);
stbi_image_free(data);
if (skin_img_.id == 0) {
fprintf(stderr, "[GUI] Failed to create skin texture\n");
return false;
}
// Create view for skin texture
sg_view_desc view_desc = {};
view_desc.texture.image = skin_img_;
skin_view_ = sg_make_view(&view_desc);
if (skin_view_.id == 0) {
fprintf(stderr, "[GUI] Failed to create skin view\n");
return false;
}
// Create sampler for skin texture
sg_sampler_desc sampler_desc = {};
sampler_desc.min_filter = SG_FILTER_LINEAR;
sampler_desc.mag_filter = SG_FILTER_LINEAR;
sampler_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
sampler_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
skin_sampler_ = sg_make_sampler(&sampler_desc);
if (skin_sampler_.id == 0) {
fprintf(stderr, "[GUI] Failed to create skin sampler\n");
return false;
}
// Create subimages for all UI elements (hardcoded for gwen.png layout)
int skin_id = (int)skin_img_.id;
struct nk_image check = nk_subimage_id(skin_id, 512, 512, nk_rect(464, 32, 15, 15));
struct nk_image check_cursor = nk_subimage_id(skin_id, 512, 512, nk_rect(450, 34, 11, 11));
struct nk_image option = nk_subimage_id(skin_id, 512, 512, nk_rect(464, 64, 15, 15));
struct nk_image option_cursor = nk_subimage_id(skin_id, 512, 512, nk_rect(451, 67, 9, 9));
struct nk_image header = nk_subimage_id(skin_id, 512, 512, nk_rect(128, 0, 127, 24));
struct nk_image window = nk_subimage_id(skin_id, 512, 512, nk_rect(128, 23, 127, 104));
struct nk_image scrollbar_inc_button = nk_subimage_id(skin_id, 512, 512, nk_rect(464, 256, 15, 15));
struct nk_image scrollbar_inc_button_hover = nk_subimage_id(skin_id, 512, 512, nk_rect(464, 320, 15, 15));
struct nk_image scrollbar_dec_button = nk_subimage_id(skin_id, 512, 512, nk_rect(464, 224, 15, 15));
struct nk_image scrollbar_dec_button_hover = nk_subimage_id(skin_id, 512, 512, nk_rect(464, 288, 15, 15));
struct nk_image button = nk_subimage_id(skin_id, 512, 512, nk_rect(384, 336, 127, 31));
struct nk_image button_hover = nk_subimage_id(skin_id, 512, 512, nk_rect(384, 368, 127, 31));
struct nk_image button_active = nk_subimage_id(skin_id, 512, 512, nk_rect(384, 400, 127, 31));
struct nk_image tab_minimize = nk_subimage_id(skin_id, 512, 512, nk_rect(451, 99, 9, 9));
struct nk_image tab_maximize = nk_subimage_id(skin_id, 512, 512, nk_rect(467, 99, 9, 9));
struct nk_image slider = nk_subimage_id(skin_id, 512, 512, nk_rect(418, 33, 11, 14));
struct nk_image slider_hover = nk_subimage_id(skin_id, 512, 512, nk_rect(418, 49, 11, 14));
struct nk_image slider_active = nk_subimage_id(skin_id, 512, 512, nk_rect(418, 64, 11, 14));
// Apply skin to style properties
// Window
nk_ctx_->style.window.background = nk_rgb(204, 204, 204);
nk_ctx_->style.window.fixed_background = nk_style_item_image(window);
nk_ctx_->style.window.border_color = nk_rgb(67, 67, 67);
nk_ctx_->style.window.combo_border_color = nk_rgb(67, 67, 67);
nk_ctx_->style.window.contextual_border_color = nk_rgb(67, 67, 67);
nk_ctx_->style.window.menu_border_color = nk_rgb(67, 67, 67);
nk_ctx_->style.window.group_border_color = nk_rgb(67, 67, 67);
nk_ctx_->style.window.tooltip_border_color = nk_rgb(67, 67, 67);
nk_ctx_->style.window.scrollbar_size = nk_vec2(16, 16);
nk_ctx_->style.window.border_color = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.window.padding = nk_vec2(8, 4);
nk_ctx_->style.window.border = 3;
// Window header
nk_ctx_->style.window.header.normal = nk_style_item_image(header);
nk_ctx_->style.window.header.hover = nk_style_item_image(header);
nk_ctx_->style.window.header.active = nk_style_item_image(header);
nk_ctx_->style.window.header.label_normal = nk_rgb(95, 95, 95);
nk_ctx_->style.window.header.label_hover = nk_rgb(95, 95, 95);
nk_ctx_->style.window.header.label_active = nk_rgb(95, 95, 95);
// Scrollbar
nk_ctx_->style.scrollv.normal = nk_style_item_color(nk_rgb(184, 184, 184));
nk_ctx_->style.scrollv.hover = nk_style_item_color(nk_rgb(184, 184, 184));
nk_ctx_->style.scrollv.active = nk_style_item_color(nk_rgb(184, 184, 184));
nk_ctx_->style.scrollv.cursor_normal = nk_style_item_color(nk_rgb(220, 220, 220));
nk_ctx_->style.scrollv.cursor_hover = nk_style_item_color(nk_rgb(235, 235, 235));
nk_ctx_->style.scrollv.cursor_active = nk_style_item_color(nk_rgb(99, 202, 255));
nk_ctx_->style.scrollv.dec_symbol = NK_SYMBOL_NONE;
nk_ctx_->style.scrollv.inc_symbol = NK_SYMBOL_NONE;
nk_ctx_->style.scrollv.show_buttons = nk_true;
nk_ctx_->style.scrollv.border_color = nk_rgb(81, 81, 81);
nk_ctx_->style.scrollv.cursor_border_color = nk_rgb(81, 81, 81);
nk_ctx_->style.scrollv.border = 1;
nk_ctx_->style.scrollv.rounding = 0;
nk_ctx_->style.scrollv.border_cursor = 1;
nk_ctx_->style.scrollv.rounding_cursor = 2;
// Scrollbar buttons
nk_ctx_->style.scrollv.inc_button.normal = nk_style_item_image(scrollbar_inc_button);
nk_ctx_->style.scrollv.inc_button.hover = nk_style_item_image(scrollbar_inc_button_hover);
nk_ctx_->style.scrollv.inc_button.active = nk_style_item_image(scrollbar_inc_button_hover);
nk_ctx_->style.scrollv.inc_button.border_color = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.inc_button.text_background = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.inc_button.text_normal = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.inc_button.text_hover = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.inc_button.text_active = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.inc_button.border = 0.0f;
nk_ctx_->style.scrollv.dec_button.normal = nk_style_item_image(scrollbar_dec_button);
nk_ctx_->style.scrollv.dec_button.hover = nk_style_item_image(scrollbar_dec_button_hover);
nk_ctx_->style.scrollv.dec_button.active = nk_style_item_image(scrollbar_dec_button_hover);
nk_ctx_->style.scrollv.dec_button.border_color = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.dec_button.text_background = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.dec_button.text_normal = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.dec_button.text_hover = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.dec_button.text_active = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.scrollv.dec_button.border = 0.0f;
// Checkbox
nk_ctx_->style.checkbox.normal = nk_style_item_image(check);
nk_ctx_->style.checkbox.hover = nk_style_item_image(check);
nk_ctx_->style.checkbox.active = nk_style_item_image(check);
nk_ctx_->style.checkbox.cursor_normal = nk_style_item_image(check_cursor);
nk_ctx_->style.checkbox.cursor_hover = nk_style_item_image(check_cursor);
nk_ctx_->style.checkbox.text_normal = nk_rgb(95, 95, 95);
nk_ctx_->style.checkbox.text_hover = nk_rgb(95, 95, 95);
nk_ctx_->style.checkbox.text_active = nk_rgb(95, 95, 95);
// Option (radio button)
nk_ctx_->style.option.normal = nk_style_item_image(option);
nk_ctx_->style.option.hover = nk_style_item_image(option);
nk_ctx_->style.option.active = nk_style_item_image(option);
nk_ctx_->style.option.cursor_normal = nk_style_item_image(option_cursor);
nk_ctx_->style.option.cursor_hover = nk_style_item_image(option_cursor);
nk_ctx_->style.option.text_normal = nk_rgb(95, 95, 95);
nk_ctx_->style.option.text_hover = nk_rgb(95, 95, 95);
nk_ctx_->style.option.text_active = nk_rgb(95, 95, 95);
// Button
nk_ctx_->style.button.normal = nk_style_item_image(button);
nk_ctx_->style.button.hover = nk_style_item_image(button_hover);
nk_ctx_->style.button.active = nk_style_item_image(button_active);
nk_ctx_->style.button.border_color = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.button.text_background = nk_rgba(0, 0, 0, 0);
nk_ctx_->style.button.text_normal = nk_rgb(95, 95, 95);
nk_ctx_->style.button.text_hover = nk_rgb(95, 95, 95);
nk_ctx_->style.button.text_active = nk_rgb(95, 95, 95);
// Slider
nk_ctx_->style.slider.cursor_normal = nk_style_item_image(slider);
nk_ctx_->style.slider.cursor_hover = nk_style_item_image(slider_hover);
nk_ctx_->style.slider.cursor_active = nk_style_item_image(slider_active);
// Window close/minimize buttons
nk_ctx_->style.window.header.close_button.normal = nk_style_item_image(tab_minimize);
nk_ctx_->style.window.header.close_button.hover = nk_style_item_image(tab_minimize);
nk_ctx_->style.window.header.close_button.active = nk_style_item_image(tab_minimize);
nk_ctx_->style.window.header.minimize_button.normal = nk_style_item_image(tab_maximize);
nk_ctx_->style.window.header.minimize_button.hover = nk_style_item_image(tab_maximize);
nk_ctx_->style.window.header.minimize_button.active = nk_style_item_image(tab_maximize);
return true;
}
void Gui::beginFrame() {
if (!nk_ctx_) return;
// End input collection from previous frame (events are processed before beginFrame)
// and immediately begin collection for next frame
nk_input_end(nk_ctx_);
}
void Gui::endFrame() {
if (!nk_ctx_) return;
// Input collection continues after endFrame for next frame's events
// We start it here for the next frame
nk_input_begin(nk_ctx_);
}
void Gui::render(int width, int height) {
if (!nk_ctx_ || pipeline_.id == 0 || !window_) {
return;
}
// Get DPI scale for scissor rect conversion (logical -> pixel coordinates)
float dpi_scale = SDL_GetWindowDisplayScale(window_);
// Configure vertex layout for nk_convert
static const nk_draw_vertex_layout_element vertex_layout[] = {
{NK_VERTEX_POSITION, NK_FORMAT_FLOAT, 0},
{NK_VERTEX_TEXCOORD, NK_FORMAT_FLOAT, 8},
{NK_VERTEX_COLOR, NK_FORMAT_R8G8B8A8, 16},
{NK_VERTEX_LAYOUT_END}
};
nk_convert_config config = {};
config.shape_AA = NK_ANTI_ALIASING_ON;
config.line_AA = NK_ANTI_ALIASING_ON;
config.vertex_layout = vertex_layout;
config.vertex_size = sizeof(NkVertex);
config.vertex_alignment = 4;
config.circle_segment_count = 22;
config.curve_segment_count = 22;
config.arc_segment_count = 22;
config.global_alpha = 1.0f;
// Convert Nuklear commands to vertex/index buffers
nk_buffer cmds, verts, idx;
nk_buffer_init_default(&cmds);
nk_buffer_init_default(&verts);
nk_buffer_init_default(&idx);
nk_convert(nk_ctx_, &cmds, &verts, &idx, &config);
// Check for buffer overflow
size_t verts_size = nk_buffer_total(&verts);
size_t idx_size = nk_buffer_total(&idx);
if (verts_size > vertex_buffer_size_) {
fprintf(stderr, "[GUI] Vertex buffer overflow: %zu > %zu\n", verts_size, vertex_buffer_size_);
goto cleanup;
}
if (idx_size > index_buffer_size_) {
fprintf(stderr, "[GUI] Index buffer overflow: %zu > %zu\n", idx_size, index_buffer_size_);
goto cleanup;
}
// Upload geometry to GPU using sg_append_buffer (supports multiple calls per frame)
if (verts_size > 0 && idx_size > 0) {
sg_range vb_range;
vb_range.ptr = nk_buffer_memory_const(&verts);
vb_range.size = verts_size;
int vb_offset = sg_append_buffer(vertex_buffer_, &vb_range);
if (vb_offset < 0) {
fprintf(stderr, "[GUI] Vertex buffer append failed\n");
goto cleanup;
}
sg_range ib_range;
ib_range.ptr = nk_buffer_memory_const(&idx);
ib_range.size = idx_size;
int ib_base_offset = sg_append_buffer(index_buffer_, &ib_range);
if (ib_base_offset < 0) {
fprintf(stderr, "[GUI] Index buffer append failed\n");
goto cleanup;
}
// Setup rendering state
sg_apply_pipeline(pipeline_);
// Set uniforms (display size)
float vs_params[4] = { (float)width, (float)height, 0.0f, 0.0f };
sg_range uniform_range;
uniform_range.ptr = &vs_params;
uniform_range.size = sizeof(vs_params);
sg_apply_uniforms(0, &uniform_range);
// Iterate through draw commands
const nk_draw_command *cmd = nullptr;
int offset = 0;
nk_draw_foreach(cmd, nk_ctx_, &cmds) {
if (cmd->elem_count == 0) continue;
// Setup bindings with offsets from sg_append_buffer
sg_bindings bindings = {};
bindings.vertex_buffers[0] = vertex_buffer_;
bindings.vertex_buffer_offsets[0] = vb_offset;
bindings.index_buffer = index_buffer_;
bindings.index_buffer_offset = ib_base_offset + offset;
// Select the correct texture based on Nuklear's draw command
// If it matches the skin texture ID, use skin; otherwise use font
if (skin_img_.id != 0 && cmd->texture.id == (int)skin_img_.id) {
bindings.views[0] = skin_view_;
bindings.samplers[0] = skin_sampler_;
} else {
bindings.views[0] = font_view_;
bindings.samplers[0] = font_sampler_;
}
sg_apply_bindings(&bindings);
// Apply scissor rect for clipping (scale to pixel coordinates)
sg_apply_scissor_rectf(
cmd->clip_rect.x * dpi_scale,
cmd->clip_rect.y * dpi_scale,
cmd->clip_rect.w * dpi_scale,
cmd->clip_rect.h * dpi_scale,
true
);
// Draw indexed triangles
sg_draw(0, (int)cmd->elem_count, 1);
// Advance index offset
offset += (int)cmd->elem_count * sizeof(uint16_t);
}
}
cleanup:
// Free temporary buffers
nk_buffer_free(&cmds);
nk_buffer_free(&verts);
nk_buffer_free(&idx);
// Clear Nuklear command queue
nk_clear(nk_ctx_);
}
// ========== Widget implementations ==========
bool Gui::windowBegin(const char *title, float x, float y, float w, float h, nk_flags flags) {
if (!nk_ctx_) return false;
return nk_begin(nk_ctx_, title, nk_rect(x, y, w, h), flags) != 0;
}
void Gui::windowEnd() {
if (!nk_ctx_) return;
nk_end(nk_ctx_);
}
bool Gui::isWindowHovered() {
if (!nk_ctx_) return false;
return nk_window_is_hovered(nk_ctx_) != 0;
}
bool Gui::isAnyWindowHovered() {
if (!nk_ctx_) return false;
return nk_window_is_any_hovered(nk_ctx_) != 0;
}
bool Gui::isAnyItemActive() {
if (!nk_ctx_) return false;
return nk_item_is_any_active(nk_ctx_) != 0;
}
void Gui::windowGetBounds(float *x, float *y, float *w, float *h) {
if (!nk_ctx_) {
*x = *y = *w = *h = 0;
return;
}
struct nk_rect bounds = nk_window_get_bounds(nk_ctx_);
*x = bounds.x;
*y = bounds.y;
*w = bounds.w;
*h = bounds.h;
}
void Gui::layoutRowStatic(float height, int item_width, int cols) {
if (!nk_ctx_) return;
nk_layout_row_static(nk_ctx_, height, item_width, cols);
}
void Gui::layoutRowDynamic(float height, int cols) {
if (!nk_ctx_) return;
nk_layout_row_dynamic(nk_ctx_, height, cols);
}
bool Gui::button(const char *text) {
if (!nk_ctx_) return false;
return nk_button_label(nk_ctx_, text) != 0;
}
void Gui::label(const char *text, nk_flags align) {
if (!nk_ctx_) return;
nk_label(nk_ctx_, text, align);
}
void Gui::labelColored(const char *text, int r, int g, int b, int a, nk_flags align) {
if (!nk_ctx_) return;
nk_label_colored(nk_ctx_, text, align, nk_rgba(r, g, b, a));
}
bool Gui::checkbox(const char *text, bool *active) {
if (!nk_ctx_) return false;
nk_bool nk_active = *active ? nk_true : nk_false;
nk_bool result = nk_checkbox_label(nk_ctx_, text, &nk_active);
*active = nk_active != 0;
return result != 0;
}
float Gui::slider(float min, float value, float max, float step) {
if (!nk_ctx_) return value;
nk_slider_float(nk_ctx_, min, &value, max, step);
return value;
}
int Gui::sliderInt(int min, int value, int max, int step) {
if (!nk_ctx_) return value;
nk_slider_int(nk_ctx_, min, &value, max, step);
return value;
}
size_t Gui::progress(size_t current, size_t max, bool modifiable) {
if (!nk_ctx_) return current;
nk_size cur = (nk_size)current;
nk_progress(nk_ctx_, &cur, (nk_size)max, modifiable ? nk_true : nk_false);
return (size_t)cur;
}
bool Gui::option(const char *text, bool active) {
if (!nk_ctx_) return active;
return nk_option_label(nk_ctx_, text, active ? 1 : 0) != 0;
}
int Gui::propertyInt(const char *name, int min, int value, int max, int step, float incPerPixel) {
if (!nk_ctx_) return value;
return nk_propertyi(nk_ctx_, name, min, value, max, step, incPerPixel);
}
float Gui::propertyFloat(const char *name, float min, float value, float max, float step, float incPerPixel) {
if (!nk_ctx_) return value;
return nk_propertyf(nk_ctx_, name, min, value, max, step, incPerPixel);
}
bool Gui::selectable(const char *text, bool selected, nk_flags align) {
if (!nk_ctx_) return false;
nk_bool sel = selected ? nk_true : nk_false;
nk_bool clicked = nk_selectable_label(nk_ctx_, text, align, &sel);
return clicked != 0;
}
void Gui::spacing(int cols) {
if (!nk_ctx_) return;
nk_spacing(nk_ctx_, cols);
}
void Gui::separator() {
if (!nk_ctx_) return;
nk_rule_horizontal(nk_ctx_, nk_rgb(100, 100, 100), nk_false);
}
bool Gui::isWidgetHovered() {
if (!nk_ctx_) return false;
return nk_widget_is_hovered(nk_ctx_) != 0;
}
void Gui::editString(char *buffer, int *len, int max, nk_flags flags) {
if (!nk_ctx_) return;
nk_edit_string(nk_ctx_, flags, buffer, len, max, nk_filter_default);
}
int Gui::combo(const char **items, int count, int selected, int itemHeight, float width, float height) {
if (!nk_ctx_) return selected;
return nk_combo(nk_ctx_, items, count, selected, itemHeight, nk_vec2(width, height));
}
void Gui::colorPicker(float *r, float *g, float *b, float *a, bool hasAlpha) {
if (!nk_ctx_) return;
struct nk_colorf color;
color.r = *r;
color.g = *g;
color.b = *b;
color.a = *a;
color = nk_color_picker(nk_ctx_, color, hasAlpha ? NK_RGBA : NK_RGB);
*r = color.r;
*g = color.g;
*b = color.b;
*a = color.a;
}
void Gui::tooltip(const char *text) {
if (!nk_ctx_) return;
nk_tooltip(nk_ctx_, text);
}
bool Gui::groupBegin(const char *title, nk_flags flags) {
if (!nk_ctx_) return false;
return nk_group_begin(nk_ctx_, title, flags) != 0;
}
void Gui::groupEnd() {
if (!nk_ctx_) return;
nk_group_end(nk_ctx_);
}
bool Gui::treePush(nk_tree_type type, const char *title, nk_collapse_states state, int id) {
if (!nk_ctx_) return false;
return nk_tree_push_hashed(nk_ctx_, type, title, state, title, (int)strlen(title), id) != 0;
}
void Gui::treePop() {
if (!nk_ctx_) return;
nk_tree_pop(nk_ctx_);
}
void Gui::menubarBegin() {
if (!nk_ctx_) return;
nk_menubar_begin(nk_ctx_);
}
void Gui::menubarEnd() {
if (!nk_ctx_) return;
nk_menubar_end(nk_ctx_);
}
bool Gui::menuBegin(const char *label, nk_flags align, float width, float height) {
if (!nk_ctx_) return false;
return nk_menu_begin_label(nk_ctx_, label, align, nk_vec2(width, height)) != 0;
}
bool Gui::menuItem(const char *label, nk_flags align) {
if (!nk_ctx_) return false;
return nk_menu_item_label(nk_ctx_, label, align) != 0;
}
void Gui::menuEnd() {
if (!nk_ctx_) return;
nk_menu_end(nk_ctx_);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/gui/gui.hh
|
C++ Header
|
#pragma once
#include "nuklear_config.h"
#include "sokol_gfx.h"
#include "SDL3/SDL.h"
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
class Gui {
public:
Gui(Engine *engine);
~Gui();
// Initialize GUI context and font atlas (call before render backend)
bool init();
// Initialize rendering resources (call after sokol_gfx is ready)
bool initRendering(SDL_Window* window);
// Handle SDL events for input
void handleEvent(const SDL_Event *event);
// Begin frame (call before GUI commands)
void beginFrame();
// End frame and render (call after GUI commands)
void endFrame();
// Render GUI (called from render backend)
void render(int width, int height);
// Get Nuklear context
nk_context *getContext() const { return nk_ctx_; }
// Set GUI font (rebuilds atlas)
bool setFont(const char *path, float size);
// Set GUI scale (affects font and all style properties)
void setScale(float scale);
float getScale() const { return scale_; }
// Apply Gwen skin from image file
bool applySkin(const char *path);
// ========== Widget methods ==========
// Window
bool windowBegin(const char *title, float x, float y, float w, float h, nk_flags flags);
void windowEnd();
bool isWindowHovered();
bool isAnyWindowHovered();
bool isAnyItemActive();
void windowGetBounds(float *x, float *y, float *w, float *h);
// Layout
void layoutRowStatic(float height, int item_width, int cols);
void layoutRowDynamic(float height, int cols);
// Widgets
bool button(const char *text);
void label(const char *text, nk_flags align);
void labelColored(const char *text, int r, int g, int b, int a, nk_flags align);
bool checkbox(const char *text, bool *active);
float slider(float min, float value, float max, float step);
int sliderInt(int min, int value, int max, int step);
size_t progress(size_t current, size_t max, bool modifiable);
bool option(const char *text, bool active);
int propertyInt(const char *name, int min, int value, int max, int step, float incPerPixel);
float propertyFloat(const char *name, float min, float value, float max, float step, float incPerPixel);
bool selectable(const char *text, bool selected, nk_flags align);
void spacing(int cols);
void separator();
bool isWidgetHovered();
// Text input
void editString(char *buffer, int *len, int max, nk_flags flags);
// Combo box
int combo(const char **items, int count, int selected, int itemHeight, float width, float height);
// Color picker
void colorPicker(float *r, float *g, float *b, float *a, bool hasAlpha);
// Tooltip
void tooltip(const char *text);
// Groups
bool groupBegin(const char *title, nk_flags flags);
void groupEnd();
// Trees
bool treePush(nk_tree_type type, const char *title, nk_collapse_states state, int id);
void treePop();
// Menu bar
void menubarBegin();
void menubarEnd();
bool menuBegin(const char *label, nk_flags align, float width, float height);
bool menuItem(const char *label, nk_flags align);
void menuEnd();
// Initialize JS bindings
static void initJS(js::Context &ctx, js::Value &joy);
private:
Engine *engine_;
SDL_Window *window_;
nk_context *nk_ctx_;
struct nk_font_atlas *atlas_;
float scale_;
float base_font_size_;
// Rendering resources
sg_image font_img_;
sg_view font_view_;
sg_sampler font_sampler_;
sg_shader shader_;
sg_pipeline pipeline_;
sg_buffer vertex_buffer_;
sg_buffer index_buffer_;
size_t vertex_buffer_size_;
size_t index_buffer_size_;
// Skin texture
sg_image skin_img_;
sg_view skin_view_;
sg_sampler skin_sampler_;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/gui/gui_js.cc
|
C++
|
#include "js/js.hh"
#include "gui.hh"
#include "engine.hh"
#include <cstring>
#include <vector>
namespace joy {
namespace modules {
// Helper to get Gui module from JS context
static Gui *getGui(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getGuiModule() : nullptr;
}
// Helper to parse text alignment string
static nk_flags parseAlign(const std::string &align) {
if (align == "centered") return NK_TEXT_CENTERED;
if (align == "right") return NK_TEXT_RIGHT;
return NK_TEXT_LEFT;
}
// Helper to parse window flags array
static nk_flags parseWindowFlags(js::FunctionArgs &args, int argIndex) {
nk_flags flags = NK_WINDOW_BORDER | NK_WINDOW_MOVABLE | NK_WINDOW_SCALABLE |
NK_WINDOW_CLOSABLE | NK_WINDOW_MINIMIZABLE | NK_WINDOW_TITLE;
if (args.length() > argIndex) {
js::Value flagsArg = args.arg(argIndex);
if (flagsArg.isArray()) {
flags = 0;
js::Value lengthVal = flagsArg.getProperty(args.context(), "length");
int32_t length = lengthVal.toInt32();
for (int32_t i = 0; i < length; i++) {
js::Value elem = flagsArg.getProperty(args.context(), (uint32_t)i);
std::string flag_str = elem.toString(args.context());
if (flag_str == "border") flags |= NK_WINDOW_BORDER;
else if (flag_str == "movable") flags |= NK_WINDOW_MOVABLE;
else if (flag_str == "scalable") flags |= NK_WINDOW_SCALABLE;
else if (flag_str == "closable") flags |= NK_WINDOW_CLOSABLE;
else if (flag_str == "minimizable") flags |= NK_WINDOW_MINIMIZABLE;
else if (flag_str == "title") flags |= NK_WINDOW_TITLE;
else if (flag_str == "noScrollbar") flags |= NK_WINDOW_NO_SCROLLBAR;
}
}
}
return flags;
}
// joy.gui.begin(title, x, y, width, height, flags)
static void js_gui_begin(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 5) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string title = args.arg(0).toString(args.context());
float x = (float)args.arg(1).toFloat64();
float y = (float)args.arg(2).toFloat64();
float w = (float)args.arg(3).toFloat64();
float h = (float)args.arg(4).toFloat64();
nk_flags flags = parseWindowFlags(args, 5);
bool result = gui->windowBegin(title.c_str(), x, y, w, h, flags);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.end()
static void js_gui_end(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (gui) gui->windowEnd();
args.returnUndefined();
}
// joy.gui.layoutRowStatic(height, item_width, cols)
static void js_gui_layout_row_static(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 3) {
args.returnUndefined();
return;
}
float height = (float)args.arg(0).toFloat64();
int item_width = args.arg(1).toInt32();
int cols = args.arg(2).toInt32();
gui->layoutRowStatic(height, item_width, cols);
args.returnUndefined();
}
// joy.gui.layoutRowDynamic(height, cols)
static void js_gui_layout_row_dynamic(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnUndefined();
return;
}
float height = (float)args.arg(0).toFloat64();
int cols = args.arg(1).toInt32();
gui->layoutRowDynamic(height, cols);
args.returnUndefined();
}
// joy.gui.button(text)
static void js_gui_button(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string text = args.arg(0).toString(args.context());
bool result = gui->button(text.c_str());
args.returnValue(js::Value::boolean(result));
}
// joy.gui.label(text, align)
static void js_gui_label(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnUndefined();
return;
}
std::string text = args.arg(0).toString(args.context());
nk_flags align = NK_TEXT_LEFT;
if (args.length() > 1) {
align = parseAlign(args.arg(1).toString(args.context()));
}
gui->label(text.c_str(), align);
args.returnUndefined();
}
// joy.gui.labelColored(text, r, g, b, a, align)
static void js_gui_label_colored(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 4) {
args.returnUndefined();
return;
}
std::string text = args.arg(0).toString(args.context());
int r = args.arg(1).toInt32();
int g = args.arg(2).toInt32();
int b = args.arg(3).toInt32();
int a = args.length() > 4 ? args.arg(4).toInt32() : 255;
nk_flags align = NK_TEXT_LEFT;
if (args.length() > 5) {
align = parseAlign(args.arg(5).toString(args.context()));
}
gui->labelColored(text.c_str(), r, g, b, a, align);
args.returnUndefined();
}
// joy.gui.checkbox(text, active)
static void js_gui_checkbox(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string text = args.arg(0).toString(args.context());
bool active = args.arg(1).toBool();
gui->checkbox(text.c_str(), &active);
args.returnValue(js::Value::boolean(active));
}
// joy.gui.slider(min, value, max, step)
static void js_gui_slider(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 4) {
args.returnValue(args.length() >= 2 ? args.arg(1) : js::Value::number(0.0));
return;
}
float min = (float)args.arg(0).toFloat64();
float value = (float)args.arg(1).toFloat64();
float max = (float)args.arg(2).toFloat64();
float step = (float)args.arg(3).toFloat64();
float result = gui->slider(min, value, max, step);
args.returnValue(js::Value::number((double)result));
}
// joy.gui.sliderInt(min, value, max, step)
static void js_gui_slider_int(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 4) {
args.returnValue(args.length() >= 2 ? args.arg(1) : js::Value::number(0));
return;
}
int min = args.arg(0).toInt32();
int value = args.arg(1).toInt32();
int max = args.arg(2).toInt32();
int step = args.arg(3).toInt32();
int result = gui->sliderInt(min, value, max, step);
args.returnValue(js::Value::number(result));
}
// joy.gui.progress(current, max, modifiable)
static void js_gui_progress(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnValue(js::Value::number(0));
return;
}
size_t current = (size_t)args.arg(0).toInt32();
size_t max = (size_t)args.arg(1).toInt32();
bool modifiable = args.length() > 2 ? args.arg(2).toBool() : false;
size_t result = gui->progress(current, max, modifiable);
args.returnValue(js::Value::number((double)result));
}
// joy.gui.option(text, active) - radio button
static void js_gui_option(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string text = args.arg(0).toString(args.context());
bool active = args.arg(1).toBool();
bool result = gui->option(text.c_str(), active);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.edit(text, maxLength, flags)
static void js_gui_edit(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
std::string text = args.arg(0).toString(args.context());
int maxLength = args.length() > 1 ? args.arg(1).toInt32() : 256;
// Parse flags
nk_flags flags = NK_EDIT_SIMPLE;
if (args.length() > 2) {
js::Value flagsArg = args.arg(2);
if (flagsArg.isArray()) {
flags = 0;
js::Value lengthVal = flagsArg.getProperty(args.context(), "length");
int32_t length = lengthVal.toInt32();
for (int32_t i = 0; i < length; i++) {
js::Value elem = flagsArg.getProperty(args.context(), (uint32_t)i);
std::string flag_str = elem.toString(args.context());
if (flag_str == "default") flags |= NK_EDIT_DEFAULT;
else if (flag_str == "readOnly") flags |= NK_EDIT_READ_ONLY;
else if (flag_str == "autoSelect") flags |= NK_EDIT_AUTO_SELECT;
else if (flag_str == "sigEnter") flags |= NK_EDIT_SIG_ENTER;
else if (flag_str == "allowTab") flags |= NK_EDIT_ALLOW_TAB;
else if (flag_str == "noCursor") flags |= NK_EDIT_NO_CURSOR;
else if (flag_str == "selectable") flags |= NK_EDIT_SELECTABLE;
else if (flag_str == "clipboard") flags |= NK_EDIT_CLIPBOARD;
else if (flag_str == "ctrlEnterNewline") flags |= NK_EDIT_CTRL_ENTER_NEWLINE;
else if (flag_str == "noHorizontalScroll") flags |= NK_EDIT_NO_HORIZONTAL_SCROLL;
else if (flag_str == "alwaysInsertMode") flags |= NK_EDIT_ALWAYS_INSERT_MODE;
else if (flag_str == "multiline") flags |= NK_EDIT_MULTILINE;
else if (flag_str == "gotoEndOnActivate") flags |= NK_EDIT_GOTO_END_ON_ACTIVATE;
else if (flag_str == "simple") flags |= NK_EDIT_SIMPLE;
else if (flag_str == "field") flags |= NK_EDIT_FIELD;
else if (flag_str == "box") flags |= NK_EDIT_BOX;
else if (flag_str == "editor") flags |= NK_EDIT_EDITOR;
}
}
}
// Create buffer
char *buffer = (char *)malloc(maxLength + 1);
if (!buffer) {
args.returnValue(args.arg(0));
return;
}
int len = (int)text.length();
if (len > maxLength) len = maxLength;
memcpy(buffer, text.c_str(), len);
buffer[len] = '\0';
gui->editString(buffer, &len, maxLength, flags);
buffer[len] = '\0';
std::string result(buffer);
free(buffer);
args.returnValue(js::Value::string(args.context(), result.c_str()));
}
// joy.gui.propertyInt(name, min, value, max, step, incPerPixel)
static void js_gui_property_int(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 5) {
args.returnValue(args.length() >= 3 ? args.arg(2) : js::Value::number(0));
return;
}
std::string name = args.arg(0).toString(args.context());
int min = args.arg(1).toInt32();
int value = args.arg(2).toInt32();
int max = args.arg(3).toInt32();
int step = args.arg(4).toInt32();
float incPerPixel = args.length() > 5 ? (float)args.arg(5).toFloat64() : 1.0f;
int result = gui->propertyInt(name.c_str(), min, value, max, step, incPerPixel);
args.returnValue(js::Value::number(result));
}
// joy.gui.propertyFloat(name, min, value, max, step, incPerPixel)
static void js_gui_property_float(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 5) {
args.returnValue(args.length() >= 3 ? args.arg(2) : js::Value::number(0.0));
return;
}
std::string name = args.arg(0).toString(args.context());
float min = (float)args.arg(1).toFloat64();
float value = (float)args.arg(2).toFloat64();
float max = (float)args.arg(3).toFloat64();
float step = (float)args.arg(4).toFloat64();
float incPerPixel = args.length() > 5 ? (float)args.arg(5).toFloat64() : 0.01f;
float result = gui->propertyFloat(name.c_str(), min, value, max, step, incPerPixel);
args.returnValue(js::Value::number((double)result));
}
// joy.gui.combo(items, selected, itemHeight, width, height)
static void js_gui_combo(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnValue(js::Value::number(0));
return;
}
js::Value itemsArg = args.arg(0);
if (!itemsArg.isArray()) {
args.returnValue(args.arg(1));
return;
}
js::Value lengthVal = itemsArg.getProperty(args.context(), "length");
int count = lengthVal.toInt32();
// Build items array
std::vector<std::string> itemStrings(count);
std::vector<const char *> items(count);
for (int i = 0; i < count; i++) {
js::Value elem = itemsArg.getProperty(args.context(), (uint32_t)i);
itemStrings[i] = elem.toString(args.context());
items[i] = itemStrings[i].c_str();
}
int selected = args.arg(1).toInt32();
int itemHeight = args.length() > 2 ? args.arg(2).toInt32() : 25;
float width = args.length() > 3 ? (float)args.arg(3).toFloat64() : 200.0f;
float height = args.length() > 4 ? (float)args.arg(4).toFloat64() : 200.0f;
int result = gui->combo(items.data(), count, selected, itemHeight, width, height);
args.returnValue(js::Value::number(result));
}
// joy.gui.colorPicker(r, g, b, a, hasAlpha)
static void js_gui_color_picker(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 3) {
js::Value result = js::Value::object(args.context());
result.setProperty(args.context(), "r", js::Value::number(0));
result.setProperty(args.context(), "g", js::Value::number(0));
result.setProperty(args.context(), "b", js::Value::number(0));
result.setProperty(args.context(), "a", js::Value::number(1));
args.returnValue(std::move(result));
return;
}
float r = (float)args.arg(0).toFloat64();
float g = (float)args.arg(1).toFloat64();
float b = (float)args.arg(2).toFloat64();
float a = args.length() > 3 ? (float)args.arg(3).toFloat64() : 1.0f;
bool hasAlpha = args.length() > 4 ? args.arg(4).toBool() : true;
gui->colorPicker(&r, &g, &b, &a, hasAlpha);
js::Value result = js::Value::object(args.context());
result.setProperty(args.context(), "r", js::Value::number((double)r));
result.setProperty(args.context(), "g", js::Value::number((double)g));
result.setProperty(args.context(), "b", js::Value::number((double)b));
result.setProperty(args.context(), "a", js::Value::number((double)a));
args.returnValue(std::move(result));
}
// joy.gui.tooltip(text)
static void js_gui_tooltip(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnUndefined();
return;
}
std::string text = args.arg(0).toString(args.context());
gui->tooltip(text.c_str());
args.returnUndefined();
}
// joy.gui.groupBegin(title, flags)
static void js_gui_group_begin(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string title = args.arg(0).toString(args.context());
// Parse flags
nk_flags flags = 0;
if (args.length() > 1) {
js::Value flagsArg = args.arg(1);
if (flagsArg.isArray()) {
js::Value lengthVal = flagsArg.getProperty(args.context(), "length");
int32_t length = lengthVal.toInt32();
for (int32_t i = 0; i < length; i++) {
js::Value elem = flagsArg.getProperty(args.context(), (uint32_t)i);
std::string flag_str = elem.toString(args.context());
if (flag_str == "border") flags |= NK_WINDOW_BORDER;
else if (flag_str == "title") flags |= NK_WINDOW_TITLE;
else if (flag_str == "noScrollbar") flags |= NK_WINDOW_NO_SCROLLBAR;
}
}
}
bool result = gui->groupBegin(title.c_str(), flags);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.groupEnd()
static void js_gui_group_end(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (gui) gui->groupEnd();
args.returnUndefined();
}
// joy.gui.treePush(type, title, initialState, id)
static void js_gui_tree_push(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string typeStr = args.arg(0).toString(args.context());
std::string title = args.arg(1).toString(args.context());
nk_tree_type type = NK_TREE_NODE;
if (typeStr == "tab") type = NK_TREE_TAB;
nk_collapse_states state = NK_MINIMIZED;
if (args.length() > 2) {
std::string stateStr = args.arg(2).toString(args.context());
if (stateStr == "maximized") state = NK_MAXIMIZED;
}
int id = args.length() > 3 ? args.arg(3).toInt32() : 0;
bool result = gui->treePush(type, title.c_str(), state, id);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.treePop()
static void js_gui_tree_pop(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (gui) gui->treePop();
args.returnUndefined();
}
// joy.gui.selectable(text, selected, align)
static void js_gui_selectable(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string text = args.arg(0).toString(args.context());
bool selected = args.arg(1).toBool();
nk_flags align = NK_TEXT_LEFT;
if (args.length() > 2) {
align = parseAlign(args.arg(2).toString(args.context()));
}
bool result = gui->selectable(text.c_str(), selected, align);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.spacing(cols)
static void js_gui_spacing(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui) {
args.returnUndefined();
return;
}
int cols = args.length() > 0 ? args.arg(0).toInt32() : 1;
gui->spacing(cols);
args.returnUndefined();
}
// joy.gui.separator()
static void js_gui_separator(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (gui) gui->separator();
args.returnUndefined();
}
// joy.gui.isWindowHovered()
static void js_gui_is_window_hovered(js::FunctionArgs &args) {
Gui *gui = getGui(args);
args.returnValue(js::Value::boolean(gui && gui->isWindowHovered()));
}
// joy.gui.isAnyWindowHovered()
static void js_gui_is_any_window_hovered(js::FunctionArgs &args) {
Gui *gui = getGui(args);
args.returnValue(js::Value::boolean(gui && gui->isAnyWindowHovered()));
}
// joy.gui.isAnyItemActive()
static void js_gui_is_any_item_active(js::FunctionArgs &args) {
Gui *gui = getGui(args);
args.returnValue(js::Value::boolean(gui && gui->isAnyItemActive()));
}
// joy.gui.isWidgetHovered()
static void js_gui_is_widget_hovered(js::FunctionArgs &args) {
Gui *gui = getGui(args);
args.returnValue(js::Value::boolean(gui && gui->isWidgetHovered()));
}
// joy.gui.windowGetBounds()
static void js_gui_window_get_bounds(js::FunctionArgs &args) {
Gui *gui = getGui(args);
float x = 0, y = 0, w = 0, h = 0;
if (gui) gui->windowGetBounds(&x, &y, &w, &h);
js::Value result = js::Value::object(args.context());
result.setProperty(args.context(), "x", js::Value::number((double)x));
result.setProperty(args.context(), "y", js::Value::number((double)y));
result.setProperty(args.context(), "w", js::Value::number((double)w));
result.setProperty(args.context(), "h", js::Value::number((double)h));
args.returnValue(std::move(result));
}
// joy.gui.menubarBegin()
static void js_gui_menubar_begin(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (gui) gui->menubarBegin();
args.returnUndefined();
}
// joy.gui.menubarEnd()
static void js_gui_menubar_end(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (gui) gui->menubarEnd();
args.returnUndefined();
}
// joy.gui.menuBegin(label, align, width, height)
static void js_gui_menu_begin(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string label = args.arg(0).toString(args.context());
nk_flags align = NK_TEXT_LEFT;
if (args.length() > 1) {
align = parseAlign(args.arg(1).toString(args.context()));
}
float width = args.length() > 2 ? (float)args.arg(2).toFloat64() : 120.0f;
float height = args.length() > 3 ? (float)args.arg(3).toFloat64() : 200.0f;
bool result = gui->menuBegin(label.c_str(), align, width, height);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.menuItem(label, align)
static void js_gui_menu_item(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string label = args.arg(0).toString(args.context());
nk_flags align = NK_TEXT_LEFT;
if (args.length() > 1) {
align = parseAlign(args.arg(1).toString(args.context()));
}
bool result = gui->menuItem(label.c_str(), align);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.menuEnd()
static void js_gui_menu_end(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (gui) gui->menuEnd();
args.returnUndefined();
}
// joy.gui.setFont(path, size)
static void js_gui_setFont(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 2) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string path = args.arg(0).toString(args.context());
float size = (float)args.arg(1).toFloat64();
bool result = gui->setFont(path.c_str(), size);
args.returnValue(js::Value::boolean(result));
}
// joy.gui.applySkin(path)
static void js_gui_applySkin(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::string path = args.arg(0).toString(args.context());
bool result = gui->applySkin(path.c_str());
args.returnValue(js::Value::boolean(result));
}
// joy.gui.setScale(scale)
static void js_gui_setScale(js::FunctionArgs &args) {
Gui *gui = getGui(args);
if (!gui || args.length() < 1) {
args.returnUndefined();
return;
}
float scale = (float)args.arg(0).toFloat64();
gui->setScale(scale);
args.returnUndefined();
}
// joy.gui.getScale()
static void js_gui_getScale(js::FunctionArgs &args) {
Gui *gui = getGui(args);
args.returnValue(js::Value::number(gui ? gui->getScale() : 1.0));
}
void Gui::initJS(js::Context &ctx, js::Value &joy) {
js::ModuleBuilder(ctx, "gui")
// Window
.function("begin", js_gui_begin, 5)
.function("end", js_gui_end, 0)
.function("isWindowHovered", js_gui_is_window_hovered, 0)
.function("isAnyWindowHovered", js_gui_is_any_window_hovered, 0)
.function("isAnyItemActive", js_gui_is_any_item_active, 0)
.function("windowGetBounds", js_gui_window_get_bounds, 0)
// Layout
.function("layoutRowStatic", js_gui_layout_row_static, 3)
.function("layoutRowDynamic", js_gui_layout_row_dynamic, 2)
// Widgets
.function("button", js_gui_button, 1)
.function("label", js_gui_label, 1)
.function("labelColored", js_gui_label_colored, 5)
.function("checkbox", js_gui_checkbox, 2)
.function("slider", js_gui_slider, 4)
.function("sliderInt", js_gui_slider_int, 4)
.function("progress", js_gui_progress, 3)
.function("option", js_gui_option, 2)
.function("edit", js_gui_edit, 3)
.function("propertyInt", js_gui_property_int, 6)
.function("propertyFloat", js_gui_property_float, 6)
.function("combo", js_gui_combo, 5)
.function("colorPicker", js_gui_color_picker, 5)
.function("selectable", js_gui_selectable, 3)
.function("spacing", js_gui_spacing, 1)
.function("separator", js_gui_separator, 0)
.function("isWidgetHovered", js_gui_is_widget_hovered, 0)
// Tooltip
.function("tooltip", js_gui_tooltip, 1)
// Groups
.function("groupBegin", js_gui_group_begin, 2)
.function("groupEnd", js_gui_group_end, 0)
// Trees
.function("treePush", js_gui_tree_push, 4)
.function("treePop", js_gui_tree_pop, 0)
// Menu bar
.function("menubarBegin", js_gui_menubar_begin, 0)
.function("menubarEnd", js_gui_menubar_end, 0)
.function("menuBegin", js_gui_menu_begin, 4)
.function("menuItem", js_gui_menu_item, 2)
.function("menuEnd", js_gui_menu_end, 0)
// Font/Skin/Scale
.function("setFont", js_gui_setFont, 2)
.function("applySkin", js_gui_applySkin, 1)
.function("setScale", js_gui_setScale, 1)
.function("getScale", js_gui_getScale, 0)
.attachTo(joy);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/gui/gui_shaders.h
|
C/C++ Header
|
#pragma once
// Nuklear GUI shaders for different platforms
// Extracted from sokol_nuklear.h reference implementation
#include <cstdint>
// Backend selection via CMake defines (RENDER_METAL or RENDER_OPENGL)
#if !defined(SOKOL_GLCORE) && !defined(SOKOL_GLES3) && !defined(SOKOL_METAL)
#if defined(RENDER_METAL)
#define SOKOL_METAL
#elif defined(__EMSCRIPTEN__)
#define SOKOL_GLES3
#else
#define SOKOL_GLCORE
#endif
#endif
// Platform-specific defines
#if defined(SOKOL_GLCORE)
#define NK_SHADER_COLOR_FORMAT SG_PIXELFORMAT_RGBA8
#define NK_VS_ENTRY "main"
#define NK_FS_ENTRY "main"
#elif defined(SOKOL_GLES3)
#define NK_SHADER_COLOR_FORMAT SG_PIXELFORMAT_RGBA8
#define NK_VS_ENTRY "main"
#define NK_FS_ENTRY "main"
#elif defined(SOKOL_METAL)
#define NK_SHADER_COLOR_FORMAT SG_PIXELFORMAT_BGRA8
#define NK_VS_ENTRY "main0"
#define NK_FS_ENTRY "main0"
#else
#error "Unsupported sokol backend"
#endif
// Vertex structure (20 bytes total)
struct NkVertex {
float pos[2]; // offset 0, size 8
float uv[2]; // offset 8, size 8
uint8_t col[4]; // offset 16, size 4
};
#if defined(SOKOL_GLCORE)
/*
GLSL 410 Vertex Shader:
#version 410
uniform vec4 vs_params[1];
layout(location = 0) in vec2 position;
layout(location = 0) out vec2 uv;
layout(location = 1) in vec2 texcoord0;
layout(location = 1) out vec4 color;
layout(location = 2) in vec4 color0;
void main()
{
gl_Position = vec4(((position / vs_params[0].xy) - vec2(0.5)) * vec2(2.0, -2.0), 0.5, 1.0);
uv = texcoord0;
color = color0;
}
*/
static const uint8_t nk_vs_bytecode[] = {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e,
0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61,
0x72,0x61,0x6d,0x73,0x5b,0x31,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,
0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,
0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x3b,0x0a,
0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,
0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,
0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,
0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x74,
0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,
0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x6f,
0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,
0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,
0x20,0x32,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,
0x72,0x30,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,
0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,
0x6f,0x6e,0x20,0x3d,0x20,0x76,0x65,0x63,0x34,0x28,0x28,0x28,0x70,0x6f,0x73,0x69,
0x74,0x69,0x6f,0x6e,0x20,0x2f,0x20,0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,
0x5b,0x30,0x5d,0x2e,0x78,0x79,0x29,0x20,0x2d,0x20,0x76,0x65,0x63,0x32,0x28,0x30,
0x2e,0x35,0x29,0x29,0x20,0x2a,0x20,0x76,0x65,0x63,0x32,0x28,0x32,0x2e,0x30,0x2c,
0x20,0x2d,0x32,0x2e,0x30,0x29,0x2c,0x20,0x30,0x2e,0x35,0x2c,0x20,0x31,0x2e,0x30,
0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x75,0x76,0x20,0x3d,0x20,0x74,0x65,0x78,0x63,
0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,
0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
};
/*
GLSL 410 Fragment Shader:
#version 410
uniform sampler2D tex_smp;
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec2 uv;
layout(location = 1) in vec4 color;
void main()
{
frag_color = texture(tex_smp, uv) * color;
}
*/
static const uint8_t nk_fs_bytecode[] = {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x34,0x31,0x30,0x0a,0x0a,0x75,0x6e,
0x69,0x66,0x6f,0x72,0x6d,0x20,0x73,0x61,0x6d,0x70,0x6c,0x65,0x72,0x32,0x44,0x20,
0x74,0x65,0x78,0x5f,0x73,0x6d,0x70,0x3b,0x0a,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,
0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,
0x75,0x74,0x20,0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,
0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,
0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,
0x20,0x75,0x76,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,
0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,
0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,
0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,
0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x74,0x65,0x78,0x74,0x75,0x72,0x65,
0x28,0x74,0x65,0x78,0x5f,0x73,0x6d,0x70,0x2c,0x20,0x75,0x76,0x29,0x20,0x2a,0x20,
0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
};
#elif defined(SOKOL_GLES3)
/*
GLSL 300 ES Vertex Shader
*/
static const uint8_t nk_vs_bytecode[] = {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,
0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x31,0x5d,0x3b,0x0a,0x6c,0x61,0x79,0x6f,
0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,
0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,
0x6e,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x32,0x20,0x75,0x76,0x3b,0x0a,
0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,
0x3d,0x20,0x31,0x29,0x20,0x69,0x6e,0x20,0x76,0x65,0x63,0x32,0x20,0x74,0x65,0x78,
0x63,0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,0x6f,0x75,0x74,0x20,0x76,0x65,0x63,0x34,
0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,
0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x32,0x29,0x20,0x69,0x6e,0x20,
0x76,0x65,0x63,0x34,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x30,0x3b,0x0a,0x0a,0x76,0x6f,
0x69,0x64,0x20,0x6d,0x61,0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,
0x67,0x6c,0x5f,0x50,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x76,0x65,
0x63,0x34,0x28,0x28,0x28,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x20,0x2f,0x20,
0x76,0x73,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x5b,0x30,0x5d,0x2e,0x78,0x79,0x29,
0x20,0x2d,0x20,0x76,0x65,0x63,0x32,0x28,0x30,0x2e,0x35,0x29,0x29,0x20,0x2a,0x20,
0x76,0x65,0x63,0x32,0x28,0x32,0x2e,0x30,0x2c,0x20,0x2d,0x32,0x2e,0x30,0x29,0x2c,
0x20,0x30,0x2e,0x35,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,
0x75,0x76,0x20,0x3d,0x20,0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,
0x20,0x20,0x20,0x20,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x63,0x6f,0x6c,0x6f,
0x72,0x30,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
};
/*
GLSL 300 ES Fragment Shader
*/
static const uint8_t nk_fs_bytecode[] = {
0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x33,0x30,0x30,0x20,0x65,0x73,0x0a,
0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d,
0x70,0x20,0x66,0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69,
0x6f,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x69,0x6e,0x74,0x3b,0x0a,0x0a,0x75,
0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x73,0x61,0x6d,
0x70,0x6c,0x65,0x72,0x32,0x44,0x20,0x74,0x65,0x78,0x5f,0x73,0x6d,0x70,0x3b,0x0a,
0x0a,0x6c,0x61,0x79,0x6f,0x75,0x74,0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,
0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,0x75,0x74,0x20,0x68,0x69,0x67,0x68,0x70,0x20,
0x76,0x65,0x63,0x34,0x20,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x3b,
0x0a,0x69,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x32,0x20,0x75,
0x76,0x3b,0x0a,0x69,0x6e,0x20,0x68,0x69,0x67,0x68,0x70,0x20,0x76,0x65,0x63,0x34,
0x20,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x0a,0x76,0x6f,0x69,0x64,0x20,0x6d,0x61,
0x69,0x6e,0x28,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x72,0x61,0x67,0x5f,
0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x28,
0x74,0x65,0x78,0x5f,0x73,0x6d,0x70,0x2c,0x20,0x75,0x76,0x29,0x20,0x2a,0x20,0x63,
0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
};
#elif defined(SOKOL_METAL)
/*
Metal Vertex Shader (macOS)
*/
static const uint8_t nk_vs_bytecode_metal_macos[3116] = {
0x4d,0x54,0x4c,0x42,0x01,0x80,0x02,0x00,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x2c,0x0c,0x00,0x00,0x00,0x00,0x00,0x00,0x58,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x6d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc9,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x3b,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x04,0x01,0x00,0x00,0x00,0x00,0x00,0x00,
0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0c,0x01,0x00,0x00,0x00,0x00,0x00,0x00,
0x20,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x6d,0x00,0x00,0x00,
0x4e,0x41,0x4d,0x45,0x06,0x00,0x6d,0x61,0x69,0x6e,0x30,0x00,0x54,0x59,0x50,0x45,
0x01,0x00,0x00,0x48,0x41,0x53,0x48,0x20,0x00,0x6c,0xc6,0xce,0x18,0x4d,0xb5,0xf9,
0xae,0x57,0x9c,0x34,0x76,0x94,0x96,0x17,0x9a,0x2d,0xca,0x04,0xbe,0xda,0x39,0x87,
0xd4,0x9d,0x6e,0x8c,0x73,0xe8,0x15,0x57,0xa2,0x4f,0x46,0x46,0x54,0x18,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x56,0x45,0x52,0x53,0x08,0x00,0x01,0x00,0x08,
0x00,0x01,0x00,0x01,0x00,0x45,0x4e,0x44,0x54,0x37,0x00,0x00,0x00,0x56,0x41,0x54,
0x54,0x22,0x00,0x03,0x00,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x00,0x00,0x80,
0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x00,0x01,0x80,0x63,0x6f,0x6c,0x6f,
0x72,0x30,0x00,0x02,0x80,0x56,0x41,0x54,0x59,0x05,0x00,0x03,0x00,0x04,0x04,0x06,
0x45,0x4e,0x44,0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,0x54,0xde,0xc0,0x17,0x0b,
0x00,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x08,0x0b,0x00,0x00,0xff,0xff,0xff,0xff,
0x42,0x43,0xc0,0xde,0x21,0x0c,0x00,0x00,0xbf,0x02,0x00,0x00,0x0b,0x82,0x20,0x00,
0x02,0x00,0x00,0x00,0x12,0x00,0x00,0x00,0x07,0x81,0x23,0x91,0x41,0xc8,0x04,0x49,
0x06,0x10,0x32,0x39,0x92,0x01,0x84,0x0c,0x25,0x05,0x08,0x19,0x1e,0x04,0x8b,0x62,
0x80,0x10,0x45,0x02,0x42,0x92,0x0b,0x42,0x84,0x10,0x32,0x14,0x38,0x08,0x18,0x49,
0x0a,0x32,0x44,0x24,0x48,0x0a,0x90,0x21,0x23,0xc4,0x52,0x80,0x0c,0x19,0x21,0x72,
0x24,0x07,0xc8,0x08,0x11,0x62,0xa8,0xa0,0xa8,0x40,0xc6,0xf0,0x01,0x00,0x00,0x00,
0x51,0x18,0x00,0x00,0x68,0x00,0x00,0x00,0x1b,0x7e,0x24,0xf8,0xff,0xff,0xff,0xff,
0x01,0x90,0x00,0x8a,0x08,0x07,0x78,0x80,0x07,0x79,0x78,0x07,0x7c,0x68,0x03,0x73,
0xa8,0x07,0x77,0x18,0x87,0x36,0x30,0x07,0x78,0x68,0x83,0x76,0x08,0x07,0x7a,0x40,
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0xc4,0xe1,0x1c,0x66,0x14,0x01,0x3d,0x88,0x43,0x38,0x84,0xc3,0x8c,0x42,0x80,0x07,
0x79,0x78,0x07,0x73,0x98,0x71,0x0c,0xe6,0x00,0x0f,0xed,0x10,0x0e,0xf4,0x80,0x0e,
0x33,0x0c,0x42,0x1e,0xc2,0xc1,0x1d,0xce,0xa1,0x1c,0x66,0x30,0x05,0x3d,0x88,0x43,
0x38,0x84,0x83,0x1b,0xcc,0x03,0x3d,0xc8,0x43,0x3d,0x8c,0x03,0x3d,0xcc,0x78,0x8c,
0x74,0x70,0x07,0x7b,0x08,0x07,0x79,0x48,0x87,0x70,0x70,0x07,0x7a,0x70,0x03,0x76,
0x78,0x87,0x70,0x20,0x87,0x19,0xcc,0x11,0x0e,0xec,0x90,0x0e,0xe1,0x30,0x0f,0x6e,
0x30,0x0f,0xe3,0xf0,0x0e,0xf0,0x50,0x0e,0x33,0x10,0xc4,0x1d,0xde,0x21,0x1c,0xd8,
0x21,0x1d,0xc2,0x61,0x1e,0x66,0x30,0x89,0x3b,0xbc,0x83,0x3b,0xd0,0x43,0x39,0xb4,
0x03,0x3c,0xbc,0x83,0x3c,0x84,0x03,0x3b,0xcc,0xf0,0x14,0x76,0x60,0x07,0x7b,0x68,
0x07,0x37,0x68,0x87,0x72,0x68,0x07,0x37,0x80,0x87,0x70,0x90,0x87,0x70,0x60,0x07,
0x76,0x28,0x07,0x76,0xf8,0x05,0x76,0x78,0x87,0x77,0x80,0x87,0x5f,0x08,0x87,0x71,
0x18,0x87,0x72,0x98,0x87,0x79,0x98,0x81,0x2c,0xee,0xf0,0x0e,0xee,0xe0,0x0e,0xf5,
0xc0,0x0e,0xec,0x30,0x03,0x62,0xc8,0xa1,0x1c,0xe4,0xa1,0x1c,0xcc,0xa1,0x1c,0xe4,
0xa1,0x1c,0xdc,0x61,0x1c,0xca,0x21,0x1c,0xc4,0x81,0x1d,0xca,0x61,0x06,0xd6,0x90,
0x43,0x39,0xc8,0x43,0x39,0x98,0x43,0x39,0xc8,0x43,0x39,0xb8,0xc3,0x38,0x94,0x43,
0x38,0x88,0x03,0x3b,0x94,0xc3,0x2f,0xbc,0x83,0x3c,0xfc,0x82,0x3b,0xd4,0x03,0x3b,
0xb0,0xc3,0x0c,0xc7,0x69,0x87,0x70,0x58,0x87,0x72,0x70,0x83,0x74,0x68,0x07,0x78,
0x60,0x87,0x74,0x18,0x87,0x74,0xa0,0x87,0x19,0xce,0x53,0x0f,0xee,0x00,0x0f,0xf2,
0x50,0x0e,0xe4,0x90,0x0e,0xe3,0x40,0x0f,0xe1,0x20,0x0e,0xec,0x50,0x0e,0x33,0x20,
0x28,0x1d,0xdc,0xc1,0x1e,0xc2,0x41,0x1e,0xd2,0x21,0x1c,0xdc,0x81,0x1e,0xdc,0xe0,
0x1c,0xe4,0xe1,0x1d,0xea,0x01,0x1e,0x66,0x18,0x51,0x38,0xb0,0x43,0x3a,0x9c,0x83,
0x3b,0xcc,0x50,0x24,0x76,0x60,0x07,0x7b,0x68,0x07,0x37,0x60,0x87,0x77,0x78,0x07,
0x78,0x98,0x51,0x4c,0xf4,0x90,0x0f,0xf0,0x50,0x0e,0x33,0x1e,0x6a,0x1e,0xca,0x61,
0x1c,0xe8,0x21,0x1d,0xde,0xc1,0x1d,0x7e,0x01,0x1e,0xe4,0xa1,0x1c,0xcc,0x21,0x1d,
0xf0,0x61,0x06,0x54,0x85,0x83,0x38,0xcc,0xc3,0x3b,0xb0,0x43,0x3d,0xd0,0x43,0x39,
0xfc,0xc2,0x3c,0xe4,0x43,0x3b,0x88,0xc3,0x3b,0xb0,0xc3,0x8c,0xc5,0x0a,0x87,0x79,
0x98,0x87,0x77,0x18,0x87,0x74,0x08,0x07,0x7a,0x28,0x07,0x72,0x98,0x81,0x5c,0xe3,
0x10,0x0e,0xec,0xc0,0x0e,0xe5,0x50,0x0e,0xf3,0x30,0x23,0xc1,0xd2,0x41,0x1e,0xe4,
0xe1,0x17,0xd8,0xe1,0x1d,0xde,0x01,0x1e,0x66,0x48,0x19,0x3b,0xb0,0x83,0x3d,0xb4,
0x83,0x1b,0x84,0xc3,0x38,0x8c,0x43,0x39,0xcc,0xc3,0x3c,0xb8,0xc1,0x39,0xc8,0xc3,
0x3b,0xd4,0x03,0x3c,0xcc,0x48,0xb4,0x71,0x08,0x07,0x76,0x60,0x07,0x71,0x08,0x87,
0x71,0x58,0x87,0x19,0xdb,0xc6,0x0e,0xec,0x60,0x0f,0xed,0xe0,0x06,0xf0,0x20,0x0f,
0xe5,0x30,0x0f,0xe5,0x20,0x0f,0xf6,0x50,0x0e,0x6e,0x10,0x0e,0xe3,0x30,0x0e,0xe5,
0x30,0x0f,0xf3,0xe0,0x06,0xe9,0xe0,0x0e,0xe4,0x50,0x0e,0xf8,0x30,0x23,0xe2,0xec,
0x61,0x1c,0xc2,0x81,0x1d,0xd8,0xe1,0x17,0xec,0x21,0x1d,0xe6,0x21,0x1d,0xc4,0x21,
0x1d,0xd8,0x21,0x1d,0xe8,0x21,0x1f,0x66,0x20,0x9d,0x3b,0xbc,0x43,0x3d,0xb8,0x03,
0x39,0x94,0x83,0x39,0xcc,0x58,0xbc,0x70,0x70,0x07,0x77,0x78,0x07,0x7a,0x08,0x07,
0x7a,0x48,0x87,0x77,0x70,0x87,0x19,0xce,0x87,0x0e,0xe5,0x10,0x0e,0xf0,0x10,0x0e,
0xec,0xc0,0x0e,0xef,0x30,0x0e,0xf3,0x90,0x0e,0xf4,0x50,0x0e,0x33,0x28,0x30,0x08,
0x87,0x74,0x90,0x07,0x37,0x30,0x87,0x7a,0x70,0x87,0x71,0xa0,0x87,0x74,0x78,0x07,
0x77,0xf8,0x85,0x73,0x90,0x87,0x77,0xa8,0x07,0x78,0x98,0x07,0x00,0x00,0x00,0x00,
0x71,0x20,0x00,0x00,0x02,0x00,0x00,0x00,0x06,0x50,0x30,0x00,0xd2,0xd0,0x00,0x00,
0x61,0x20,0x00,0x00,0x23,0x00,0x00,0x00,0x13,0x04,0x41,0x2c,0x10,0x00,0x00,0x00,
0x11,0x00,0x00,0x00,0xd4,0x63,0x11,0x40,0x60,0x1c,0x73,0x10,0x42,0xf0,0x3c,0x94,
0x33,0x00,0x14,0x63,0x09,0x20,0x08,0x82,0xf0,0x2f,0x80,0x20,0x08,0xc2,0xbf,0x30,
0x96,0x00,0x82,0x20,0x08,0x82,0x01,0x08,0x82,0x20,0x08,0x0e,0x33,0x00,0x24,0x73,
0x10,0xd7,0x65,0x55,0x34,0x33,0x00,0x04,0x63,0x04,0x20,0x08,0x82,0xf8,0x37,0x46,
0x00,0x82,0x20,0x08,0x7f,0x33,0x00,0x00,0xe3,0x0d,0x4c,0x64,0x51,0x40,0x2c,0x0a,
0xe8,0x63,0xc1,0x02,0x1f,0x0b,0x16,0xf9,0x0c,0x32,0x04,0xcb,0x33,0xc8,0x10,0x2c,
0xd1,0x6c,0xc3,0x52,0x01,0xb3,0x0d,0x41,0x15,0xcc,0x36,0x04,0x83,0x90,0x41,0x40,
0x0c,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x5b,0x86,0x20,0xc0,0x03,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
};
/*
Metal Fragment Shader (macOS)
*/
static const uint8_t nk_fs_bytecode_metal_macos[3017] = {
0x4d,0x54,0x4c,0x42,0x01,0x80,0x02,0x00,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0xc9,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x58,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x6d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc9,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xd1,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xd9,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0xf0,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x6d,0x00,0x00,0x00,
0x4e,0x41,0x4d,0x45,0x06,0x00,0x6d,0x61,0x69,0x6e,0x30,0x00,0x54,0x59,0x50,0x45,
0x01,0x00,0x01,0x48,0x41,0x53,0x48,0x20,0x00,0xfe,0x1f,0x5f,0xc4,0x3f,0x2d,0xaa,
0xe1,0x41,0x06,0x1f,0xeb,0x88,0x3c,0x97,0xdd,0x86,0x1d,0xfa,0x9c,0xc7,0x3f,0xac,
0x4b,0x2b,0x8c,0xa0,0x89,0xf7,0x13,0x77,0xee,0x4f,0x46,0x46,0x54,0x18,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x56,0x45,0x52,0x53,0x08,0x00,0x01,0x00,0x08,
0x00,0x01,0x00,0x01,0x00,0x45,0x4e,0x44,0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,
0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,0x54,0xde,0xc0,0x17,0x0b,0x00,0x00,0x00,
0x00,0x14,0x00,0x00,0x00,0xdc,0x0a,0x00,0x00,0xff,0xff,0xff,0xff,0x42,0x43,0xc0,
0xde,0x21,0x0c,0x00,0x00,0xb4,0x02,0x00,0x00,0x0b,0x82,0x20,0x00,0x02,0x00,0x00,
0x00,0x12,0x00,0x00,0x00,0x07,0x81,0x23,0x91,0x41,0xc8,0x04,0x49,0x06,0x10,0x32,
0x39,0x92,0x01,0x84,0x0c,0x25,0x05,0x08,0x19,0x1e,0x04,0x8b,0x62,0x80,0x14,0x45,
0x02,0x42,0x92,0x0b,0x42,0xa4,0x10,0x32,0x14,0x38,0x08,0x18,0x49,0x0a,0x32,0x44,
0x24,0x48,0x0a,0x90,0x21,0x23,0xc4,0x52,0x80,0x0c,0x19,0x21,0x72,0x24,0x07,0xc8,
0x48,0x11,0x62,0xa8,0xa0,0xa8,0x40,0xc6,0xf0,0x01,0x00,0x00,0x00,0x51,0x18,0x00,
0x00,0x74,0x00,0x00,0x00,0x1b,0xc2,0x24,0xf8,0xff,0xff,0xff,0xff,0x01,0x60,0x00,
0x09,0xa8,0x88,0x70,0x80,0x07,0x78,0x90,0x87,0x77,0xc0,0x87,0x36,0x30,0x87,0x7a,
0x70,0x87,0x71,0x68,0x03,0x73,0x80,0x87,0x36,0x68,0x87,0x70,0xa0,0x07,0x74,0x00,
0xe8,0x41,0x1e,0xea,0xa1,0x1c,0x00,0xa2,0x1d,0xd2,0xc1,0x1d,0xda,0x80,0x1d,0xca,
0xe1,0x1c,0xc2,0x81,0x1d,0xda,0xc0,0x1e,0xca,0x61,0x1c,0xe8,0xe1,0x1d,0xe4,0xa1,
0x0d,0xee,0x21,0x1d,0xc8,0x81,0x1e,0xd0,0x01,0x88,0x03,0x39,0xc0,0x03,0x60,0x70,
0x87,0x77,0x68,0x03,0x71,0xa8,0x87,0x74,0x60,0x07,0x7a,0x48,0x07,0x77,0x98,0x07,
0x80,0x70,0x87,0x77,0x68,0x03,0x73,0x90,0x87,0x70,0x68,0x87,0x72,0x68,0x03,0x78,
0x78,0x87,0x74,0x70,0x07,0x7a,0x28,0x07,0x79,0x68,0x83,0x72,0x60,0x87,0x74,0x68,
0x07,0x80,0x1e,0xe4,0xa1,0x1e,0xca,0x01,0x20,0xdc,0xe1,0x1d,0xda,0xc0,0x1c,0xe4,
0x21,0x1c,0xda,0xa1,0x1c,0xda,0x00,0x1e,0xde,0x21,0x1d,0xdc,0x81,0x1e,0xca,0x41,
0x1e,0xda,0xa0,0x1c,0xd8,0x21,0x1d,0xda,0xa1,0x0d,0xdc,0xe1,0x1d,0xdc,0xa1,0x0d,
0xd8,0xa1,0x1c,0xc2,0xc1,0x1c,0x00,0x7a,0x90,0x87,0x7a,0x28,0x07,0x80,0x70,0x87,
0x77,0x68,0x83,0x74,0x70,0x07,0x73,0x98,0x87,0x36,0x30,0x07,0x78,0x68,0x83,0x76,
0x08,0x07,0x7a,0x40,0x07,0x80,0x1e,0xe4,0xa1,0x1e,0xca,0x01,0x20,0xdc,0xe1,0x1d,
0xda,0xc0,0x1d,0xc2,0xc1,0x1d,0xe6,0xa1,0x0d,0xcc,0x01,0x1e,0xda,0xa0,0x1d,0xc2,
0x81,0x1e,0xd0,0x01,0xa0,0x07,0x79,0xa8,0x87,0x72,0x00,0x08,0x77,0x78,0x87,0x36,
0x98,0x87,0x74,0x38,0x07,0x77,0x28,0x07,0x72,0x68,0x03,0x7d,0x28,0x07,0x79,0x78,
0x87,0x79,0x68,0x03,0x73,0x80,0x87,0x36,0x68,0x87,0x70,0xa0,0x07,0x74,0x00,0xe8,
0x41,0x1e,0xea,0xa1,0x1c,0x00,0xc2,0x1d,0xde,0xa1,0x0d,0xe8,0x41,0x1e,0xc2,0x01,
0x1e,0xe0,0x21,0x1d,0xdc,0xe1,0x1c,0xda,0xa0,0x1d,0xc2,0x81,0x1e,0xd0,0x01,0xa0,
0x07,0x79,0xa8,0x87,0x72,0x00,0x88,0x79,0xa0,0x87,0x70,0x18,0x87,0x75,0x68,0x03,
0x78,0x90,0x87,0x77,0xa0,0x87,0x72,0x18,0x07,0x7a,0x78,0x07,0x79,0x68,0x03,0x71,
0xa8,0x07,0x73,0x30,0x87,0x72,0x90,0x87,0x36,0x98,0x87,0x74,0xd0,0x87,0x72,0x00,
0xf0,0x00,0x20,0xea,0xc1,0x1d,0xe6,0x21,0x1c,0xcc,0xa1,0x1c,0xda,0xc0,0x1c,0xe0,
0xa1,0x0d,0xda,0x21,0x1c,0xe8,0x01,0x1d,0x00,0x7a,0x90,0x87,0x7a,0x28,0x07,0x60,
0x83,0x21,0x0c,0xc0,0x02,0x54,0x1b,0x8c,0x81,0x00,0x16,0xa0,0xda,0x80,0x10,0xff,
0xff,0xff,0xff,0x3f,0x00,0x0c,0x20,0x01,0xd5,0x06,0xa3,0x08,0x80,0x05,0xa8,0x36,
0x18,0x86,0x00,0x2c,0x40,0xb5,0x01,0x39,0xfe,0xff,0xff,0xff,0x7f,0x00,0x18,0x40,
0x02,0x2a,0x00,0x00,0x00,0x49,0x18,0x00,0x00,0x04,0x00,0x00,0x00,0x13,0x86,0x40,
0x18,0x26,0x0c,0x44,0x61,0x4c,0x18,0x8e,0xc2,0x00,0x00,0x00,0x00,0x89,0x20,0x00,
0x00,0x1d,0x00,0x00,0x00,0x32,0x22,0x48,0x09,0x20,0x64,0x85,0x04,0x93,0x22,0xa4,
0x84,0x04,0x93,0x22,0xe3,0x84,0xa1,0x90,0x14,0x12,0x4c,0x8a,0x8c,0x0b,0x84,0xa4,
0x4c,0x10,0x48,0x33,0x00,0xc3,0x08,0x04,0x60,0x83,0x30,0x8c,0x20,0x00,0x47,0x49,
0x53,0x44,0x09,0x93,0xff,0x4f,0xc4,0x35,0x51,0x11,0xf1,0xdb,0xc3,0x3f,0x8d,0x11,
0x00,0x83,0x08,0x44,0x70,0x91,0x34,0x45,0x94,0x30,0xf9,0xbf,0x04,0x30,0xcf,0x42,
0x44,0xff,0x34,0x46,0x00,0x0c,0x22,0x18,0x42,0x29,0xc4,0x08,0xe5,0x10,0x9a,0x23,
0x08,0xe6,0x08,0xc0,0x60,0x18,0x41,0x58,0x0a,0x12,0xca,0x19,0x8a,0x29,0x40,0x6d,
0x20,0x20,0x05,0xd6,0x08,0x00,0x00,0x00,0x00,0x13,0xb2,0x70,0x48,0x07,0x79,0xb0,
0x03,0x3a,0x68,0x83,0x70,0x80,0x07,0x78,0x60,0x87,0x72,0x68,0x83,0x76,0x08,0x87,
0x71,0x78,0x87,0x79,0xc0,0x87,0x38,0x80,0x03,0x37,0x88,0x83,0x38,0x70,0x03,0x38,
0xd8,0x70,0x1b,0xe5,0xd0,0x06,0xf0,0xa0,0x07,0x76,0x40,0x07,0x7a,0x60,0x07,0x74,
0xa0,0x07,0x76,0x40,0x07,0x6d,0x90,0x0e,0x71,0xa0,0x07,0x78,0xa0,0x07,0x78,0xd0,
0x06,0xe9,0x80,0x07,0x7a,0x80,0x07,0x7a,0x80,0x07,0x6d,0x90,0x0e,0x71,0x60,0x07,
0x7a,0x10,0x07,0x76,0xa0,0x07,0x71,0x60,0x07,0x6d,0x90,0x0e,0x73,0x20,0x07,0x7a,
0x30,0x07,0x72,0xa0,0x07,0x73,0x20,0x07,0x6d,0x90,0x0e,0x76,0x40,0x07,0x7a,0x60,
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0x07,0x77,0xf8,0x85,0x73,0x90,0x87,0x77,0xa8,0x07,0x78,0x98,0x07,0x00,0x00,0x00,
0x00,0x71,0x20,0x00,0x00,0x08,0x00,0x00,0x00,0x16,0xb0,0x01,0x48,0xe4,0x4b,0x00,
0xf3,0x2c,0xc4,0x3f,0x11,0xd7,0x44,0x45,0xc4,0x6f,0x0f,0x7e,0x85,0x17,0xb7,0x6d,
0x00,0x05,0x03,0x20,0x0d,0x0d,0x00,0x00,0x00,0x61,0x20,0x00,0x00,0x11,0x00,0x00,
0x00,0x13,0x04,0x41,0x2c,0x10,0x00,0x00,0x00,0x04,0x00,0x00,0x00,0xc4,0x46,0x00,
0x48,0x8d,0x00,0xd4,0x00,0x89,0x19,0x00,0x02,0x23,0x00,0x00,0x00,0x23,0x06,0xca,
0x10,0x44,0x87,0x91,0x0c,0x05,0x11,0x58,0x90,0xc8,0x67,0xb6,0x81,0x08,0x80,0x0c,
0x02,0x62,0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x5b,0x06,0xe0,0x90,0x03,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
};
/*
Metal Vertex Shader (iOS)
*/
static const uint8_t nk_vs_bytecode_metal_ios[3212] = {
0x4d,0x54,0x4c,0x42,0x01,0x00,0x02,0x00,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x8c,0x0c,0x00,0x00,0x00,0x00,0x00,0x00,0x58,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x6d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc9,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x3b,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x04,0x01,0x00,0x00,0x00,0x00,0x00,0x00,
0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x0c,0x01,0x00,0x00,0x00,0x00,0x00,0x00,
0x80,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x6d,0x00,0x00,0x00,
0x4e,0x41,0x4d,0x45,0x06,0x00,0x6d,0x61,0x69,0x6e,0x30,0x00,0x54,0x59,0x50,0x45,
0x01,0x00,0x00,0x48,0x41,0x53,0x48,0x20,0x00,0x3f,0x6b,0x6d,0x57,0x85,0xfd,0x52,
0x34,0x9e,0x07,0x97,0x4a,0x4b,0x88,0xe4,0x3f,0x9d,0x84,0x48,0x96,0x11,0x29,0xeb,
0xd5,0xc4,0xa7,0x46,0x02,0x51,0xea,0x2a,0x0b,0x4f,0x46,0x46,0x54,0x18,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x56,0x45,0x52,0x53,0x08,0x00,0x01,0x00,0x08,
0x00,0x01,0x00,0x01,0x00,0x45,0x4e,0x44,0x54,0x37,0x00,0x00,0x00,0x56,0x41,0x54,
0x54,0x22,0x00,0x03,0x00,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,0x00,0x00,0x80,
0x74,0x65,0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x00,0x01,0x80,0x63,0x6f,0x6c,0x6f,
0x72,0x30,0x00,0x02,0x80,0x56,0x41,0x54,0x59,0x05,0x00,0x03,0x00,0x04,0x04,0x06,
0x45,0x4e,0x44,0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,0x54,0xde,0xc0,0x17,0x0b,
0x00,0x00,0x00,0x00,0x14,0x00,0x00,0x00,0x64,0x0b,0x00,0x00,0xff,0xff,0xff,0xff,
0x42,0x43,0xc0,0xde,0x21,0x0c,0x00,0x00,0xd6,0x02,0x00,0x00,0x0b,0x82,0x20,0x00,
0x02,0x00,0x00,0x00,0x12,0x00,0x00,0x00,0x07,0x81,0x23,0x91,0x41,0xc8,0x04,0x49,
0x06,0x10,0x32,0x39,0x92,0x01,0x84,0x0c,0x25,0x05,0x08,0x19,0x1e,0x04,0x8b,0x62,
0x80,0x10,0x45,0x02,0x42,0x92,0x0b,0x42,0x84,0x10,0x32,0x14,0x38,0x08,0x18,0x49,
0x0a,0x32,0x44,0x24,0x48,0x0a,0x90,0x21,0x23,0xc4,0x52,0x80,0x0c,0x19,0x21,0x72,
0x24,0x07,0xc8,0x08,0x11,0x62,0xa8,0xa0,0xa8,0x40,0xc6,0xf0,0x01,0x00,0x00,0x00,
0x51,0x18,0x00,0x00,0x70,0x00,0x00,0x00,0x1b,0x7e,0x24,0xf8,0xff,0xff,0xff,0xff,
0x01,0x90,0x00,0x8a,0x08,0x07,0x78,0x80,0x07,0x79,0x78,0x07,0x7c,0x68,0x03,0x73,
0xa8,0x07,0x77,0x18,0x87,0x36,0x30,0x07,0x78,0x68,0x83,0x76,0x08,0x07,0x7a,0x40,
0x07,0x80,0x1e,0xe4,0xa1,0x1e,0xca,0x01,0x20,0xda,0x21,0x1d,0xdc,0xa1,0x0d,0xd8,
0xa1,0x1c,0xce,0x21,0x1c,0xd8,0xa1,0x0d,0xec,0xa1,0x1c,0xc6,0x81,0x1e,0xde,0x41,
0x1e,0xda,0xe0,0x1e,0xd2,0x81,0x1c,0xe8,0x01,0x1d,0x80,0x38,0x90,0x03,0x3c,0x00,
0x06,0x77,0x78,0x87,0x36,0x10,0x87,0x7a,0x48,0x07,0x76,0xa0,0x87,0x74,0x70,0x87,
0x79,0x00,0x08,0x77,0x78,0x87,0x36,0x30,0x07,0x79,0x08,0x87,0x76,0x28,0x87,0x36,
0x80,0x87,0x77,0x48,0x07,0x77,0xa0,0x87,0x72,0x90,0x87,0x36,0x28,0x07,0x76,0x48,
0x87,0x76,0x00,0xe8,0x41,0x1e,0xea,0xa1,0x1c,0x00,0xc2,0x1d,0xde,0xa1,0x0d,0xcc,
0x41,0x1e,0xc2,0xa1,0x1d,0xca,0xa1,0x0d,0xe0,0xe1,0x1d,0xd2,0xc1,0x1d,0xe8,0xa1,
0x1c,0xe4,0xa1,0x0d,0xca,0x81,0x1d,0xd2,0xa1,0x1d,0xda,0xc0,0x1d,0xde,0xc1,0x1d,
0xda,0x80,0x1d,0xca,0x21,0x1c,0xcc,0x01,0xa0,0x07,0x79,0xa8,0x87,0x72,0x00,0x08,
0x77,0x78,0x87,0x36,0x48,0x07,0x77,0x30,0x87,0x79,0x68,0x03,0x73,0x80,0x87,0x36,
0x68,0x87,0x70,0xa0,0x07,0x74,0x00,0xe8,0x41,0x1e,0xea,0xa1,0x1c,0x00,0xc2,0x1d,
0xde,0xa1,0x0d,0xdc,0x21,0x1c,0xdc,0x61,0x1e,0xda,0xc0,0x1c,0xe0,0xa1,0x0d,0xda,
0x21,0x1c,0xe8,0x01,0x1d,0x00,0x7a,0x90,0x87,0x7a,0x28,0x07,0x80,0x70,0x87,0x77,
0x68,0x83,0x79,0x48,0x87,0x73,0x70,0x87,0x72,0x20,0x87,0x36,0xd0,0x87,0x72,0x90,
0x87,0x77,0x98,0x87,0x36,0x30,0x07,0x78,0x68,0x83,0x76,0x08,0x07,0x7a,0x40,0x07,
0x80,0x1e,0xe4,0xa1,0x1e,0xca,0x01,0x20,0xdc,0xe1,0x1d,0xda,0x80,0x1e,0xe4,0x21,
0x1c,0xe0,0x01,0x1e,0xd2,0xc1,0x1d,0xce,0xa1,0x0d,0xda,0x21,0x1c,0xe8,0x01,0x1d,
0x00,0x7a,0x90,0x87,0x7a,0x28,0x07,0x80,0x98,0x07,0x7a,0x08,0x87,0x71,0x58,0x87,
0x36,0x80,0x07,0x79,0x78,0x07,0x7a,0x28,0x87,0x71,0xa0,0x87,0x77,0x90,0x87,0x36,
0x10,0x87,0x7a,0x30,0x07,0x73,0x28,0x07,0x79,0x68,0x83,0x79,0x48,0x07,0x7d,0x28,
0x07,0x00,0x0f,0x00,0xa2,0x1e,0xdc,0x61,0x1e,0xc2,0xc1,0x1c,0xca,0xa1,0x0d,0xcc,
0x01,0x1e,0xda,0xa0,0x1d,0xc2,0x81,0x1e,0xd0,0x01,0xa0,0x07,0x79,0xa8,0x87,0x72,
0x00,0x36,0x6c,0x02,0x01,0x2c,0x40,0x35,0x84,0x43,0x3a,0xc8,0x43,0x1b,0x88,0x43,
0x3d,0x98,0x83,0x39,0x94,0x83,0x3c,0xb4,0x81,0x3b,0xbc,0x43,0x1b,0x84,0x03,0x3b,
0xa4,0x43,0x38,0xcc,0x03,0x00,0x00,0x00,0x49,0x18,0x00,0x00,0x01,0x00,0x00,0x00,
0x13,0x84,0x40,0x00,0x89,0x20,0x00,0x00,0x16,0x00,0x00,0x00,0x32,0x22,0x08,0x09,
0x20,0x64,0x85,0x04,0x13,0x22,0xa4,0x84,0x04,0x13,0x22,0xe3,0x84,0xa1,0x90,0x14,
0x12,0x4c,0x88,0x8c,0x0b,0x84,0x84,0x4c,0x10,0x3c,0x33,0x00,0xc3,0x08,0x02,0x30,
0x8c,0x40,0x00,0x76,0x08,0x91,0x83,0xa4,0x29,0xa2,0x84,0xc9,0xaf,0xa4,0xff,0x01,
0x22,0x80,0x91,0x50,0x10,0x83,0x08,0x84,0x50,0x8a,0x89,0x90,0x22,0x1b,0x08,0x98,
0x23,0x00,0x83,0x14,0xc8,0x39,0x02,0x50,0x18,0x44,0x08,0x84,0x61,0x04,0x22,0x19,
0x01,0x00,0x00,0x00,0x13,0xa8,0x70,0x48,0x07,0x79,0xb0,0x03,0x3a,0x68,0x83,0x70,
0x80,0x07,0x78,0x60,0x87,0x72,0x68,0x83,0x74,0x78,0x87,0x79,0xc8,0x03,0x37,0x80,
0x03,0x37,0x80,0x83,0x0d,0xb7,0x51,0x0e,0x6d,0x00,0x0f,0x7a,0x60,0x07,0x74,0xa0,
0x07,0x76,0x40,0x07,0x7a,0x60,0x07,0x74,0xd0,0x06,0xe9,0x10,0x07,0x7a,0x80,0x07,
0x7a,0x80,0x07,0x6d,0x90,0x0e,0x78,0xa0,0x07,0x78,0xa0,0x07,0x78,0xd0,0x06,0xe9,
0x10,0x07,0x76,0xa0,0x07,0x71,0x60,0x07,0x7a,0x10,0x07,0x76,0xd0,0x06,0xe9,0x30,
0x07,0x72,0xa0,0x07,0x73,0x20,0x07,0x7a,0x30,0x07,0x72,0xd0,0x06,0xe9,0x60,0x07,
0x74,0xa0,0x07,0x76,0x40,0x07,0x7a,0x60,0x07,0x74,0xd0,0x06,0xe6,0x30,0x07,0x72,
0xa0,0x07,0x73,0x20,0x07,0x7a,0x30,0x07,0x72,0xd0,0x06,0xe6,0x60,0x07,0x74,0xa0,
0x07,0x76,0x40,0x07,0x7a,0x60,0x07,0x74,0xd0,0x06,0xf6,0x10,0x07,0x76,0xa0,0x07,
0x71,0x60,0x07,0x7a,0x10,0x07,0x76,0xd0,0x06,0xf6,0x20,0x07,0x74,0xa0,0x07,0x73,
0x20,0x07,0x7a,0x30,0x07,0x72,0xd0,0x06,0xf6,0x30,0x07,0x72,0xa0,0x07,0x73,0x20,
0x07,0x7a,0x30,0x07,0x72,0xd0,0x06,0xf6,0x40,0x07,0x78,0xa0,0x07,0x76,0x40,0x07,
0x7a,0x60,0x07,0x74,0xd0,0x06,0xf6,0x60,0x07,0x74,0xa0,0x07,0x76,0x40,0x07,0x7a,
0x60,0x07,0x74,0xd0,0x06,0xf6,0x90,0x07,0x76,0xa0,0x07,0x71,0x20,0x07,0x78,0xa0,
0x07,0x71,0x20,0x07,0x78,0xd0,0x06,0xf6,0x10,0x07,0x72,0x80,0x07,0x7a,0x10,0x07,
0x72,0x80,0x07,0x7a,0x10,0x07,0x72,0x80,0x07,0x6d,0x60,0x0f,0x71,0x90,0x07,0x72,
0xa0,0x07,0x72,0x50,0x07,0x76,0xa0,0x07,0x72,0x50,0x07,0x76,0xd0,0x06,0xf6,0x20,
0x07,0x75,0x60,0x07,0x7a,0x20,0x07,0x75,0x60,0x07,0x7a,0x20,0x07,0x75,0x60,0x07,
0x6d,0x60,0x0f,0x75,0x10,0x07,0x72,0xa0,0x07,0x75,0x10,0x07,0x72,0xa0,0x07,0x75,
0x10,0x07,0x72,0xd0,0x06,0xf6,0x10,0x07,0x70,0x20,0x07,0x74,0xa0,0x07,0x71,0x00,
0x07,0x72,0x40,0x07,0x7a,0x10,0x07,0x70,0x20,0x07,0x74,0xd0,0x06,0xee,0x80,0x07,
0x7a,0x10,0x07,0x76,0xa0,0x07,0x73,0x20,0x07,0x43,0x98,0x03,0x00,0x80,0x00,0x00,
0x00,0x00,0x00,0x80,0x2c,0x10,0x00,0x00,0x09,0x00,0x00,0x00,0x32,0x1e,0x98,0x10,
0x19,0x11,0x4c,0x90,0x8c,0x09,0x26,0x47,0xc6,0x04,0x43,0xca,0x12,0x18,0x01,0x28,
0x88,0x22,0x28,0x84,0x32,0xa0,0x1d,0x01,0x20,0x1d,0x4b,0x90,0x00,0x00,0x00,0x00,
0x79,0x18,0x00,0x00,0xfa,0x00,0x00,0x00,0x1a,0x03,0x4c,0x10,0x97,0x29,0xa2,0x25,
0x10,0xab,0x32,0xb9,0xb9,0xb4,0x37,0xb7,0x21,0x46,0x42,0x20,0x80,0x82,0x50,0xb9,
0x1b,0x43,0x0b,0x93,0xfb,0x9a,0x4b,0xd3,0x2b,0x1b,0x62,0x24,0x01,0x22,0x24,0x05,
0xe3,0x20,0x08,0x0e,0x8e,0xad,0x0c,0xa4,0xad,0x8c,0x2e,0x8c,0x0d,0xc4,0xae,0x4c,
0x6e,0x2e,0xed,0xcd,0x0d,0x64,0x46,0x06,0x46,0x66,0xc6,0x65,0x66,0xa6,0x06,0x04,
0xa5,0xad,0x8c,0x2e,0x8c,0xcd,0xac,0xac,0x65,0x46,0x06,0x46,0x66,0xc6,0x65,0x66,
0xa6,0x26,0x65,0x88,0x80,0x10,0x43,0x8c,0x24,0x48,0x86,0x44,0x60,0xd1,0x54,0x46,
0x17,0xc6,0x36,0x04,0x41,0x8e,0x24,0x48,0x82,0x44,0xe0,0x16,0x96,0x26,0xe7,0x32,
0xf6,0xd6,0x06,0x97,0xc6,0x56,0xe6,0x42,0x56,0xe6,0xf6,0x26,0xd7,0x36,0xf7,0x45,
0x96,0x36,0x17,0x26,0xc6,0x56,0x36,0x44,0x40,0x12,0x72,0x61,0x69,0x72,0x2e,0x63,
0x6f,0x6d,0x70,0x69,0x6c,0x65,0x2e,0x66,0x61,0x73,0x74,0x5f,0x6d,0x61,0x74,0x68,
0x5f,0x65,0x6e,0x61,0x62,0x6c,0x65,0x43,0x04,0x64,0x21,0x19,0x84,0xa5,0xc9,0xb9,
0x8c,0xbd,0xb5,0xc1,0xa5,0xb1,0x95,0xb9,0x98,0xc9,0x85,0xb5,0x95,0x89,0xd5,0x99,
0x99,0x95,0xc9,0x7d,0x99,0x95,0xd1,0x8d,0xa1,0x7d,0x95,0xb9,0x85,0x89,0xb1,0x95,
0x0d,0x11,0x90,0x86,0x51,0x58,0x9a,0x9c,0x8b,0x5d,0x99,0x1c,0x5d,0x19,0xde,0xd7,
0x5b,0x1d,0x1d,0x5c,0x1d,0x1d,0x97,0xba,0xb9,0x32,0x39,0x14,0xb6,0xb7,0x31,0x37,
0x98,0x14,0x46,0x61,0x69,0x72,0x2e,0x61,0x72,0x67,0x5f,0x74,0x79,0x70,0x65,0x5f,
0x6e,0x61,0x6d,0x65,0x34,0xcc,0xd8,0xde,0xc2,0xe8,0x64,0xc8,0x84,0xa5,0xc9,0xb9,
0x84,0xc9,0x9d,0x7d,0xb9,0x85,0xb5,0x95,0x51,0xa8,0xb3,0x1b,0xc2,0x20,0x0f,0x02,
0x21,0x11,0x22,0x21,0x13,0x42,0x71,0xa9,0x9b,0x2b,0x93,0x43,0x61,0x7b,0x1b,0x73,
0x8b,0x49,0xa1,0x61,0xc6,0xf6,0x16,0x46,0x47,0xc3,0x62,0xec,0x8d,0xed,0x4d,0x6e,
0x08,0x83,0x3c,0x88,0x85,0x44,0xc8,0x85,0x4c,0x08,0x46,0x26,0x2c,0x4d,0xce,0x05,
0xee,0x6d,0x2e,0x8d,0x2e,0xed,0xcd,0x8d,0xcb,0x19,0xdb,0x17,0xd4,0xdb,0x5c,0x1a,
0x5d,0xda,0x9b,0xdb,0x10,0x05,0xd1,0x90,0x08,0xb9,0x90,0x09,0xd9,0x86,0x18,0x48,
0x85,0x64,0x08,0x47,0x28,0x2c,0x4d,0xce,0xc5,0xae,0x4c,0x8e,0xae,0x0c,0xef,0x2b,
0xcd,0x0d,0xae,0x8e,0x8e,0x52,0x58,0x9a,0x9c,0x0b,0xdb,0xdb,0x58,0x18,0x5d,0xda,
0x9b,0xdb,0x57,0x9a,0x1b,0x59,0x19,0x1e,0xbd,0xb3,0x32,0xb7,0x32,0xb9,0x30,0xba,
0x32,0x32,0x94,0xaf,0xaf,0xb0,0x34,0xb9,0x2f,0x38,0xb6,0xb0,0xb1,0x32,0xb4,0x37,
0x36,0xb2,0x32,0xb9,0xaf,0xaf,0x14,0x22,0x70,0x6f,0x73,0x69,0x74,0x69,0x6f,0x6e,
0x43,0xa8,0x44,0x40,0x3c,0xe4,0x4b,0x84,0x24,0x40,0xc0,0x00,0x89,0x10,0x09,0x99,
0x90,0x30,0x60,0x42,0x57,0x86,0x37,0xf6,0xf6,0x26,0x47,0x06,0x33,0x84,0x4a,0x02,
0xc4,0x43,0xbe,0x24,0x48,0x02,0x04,0x0c,0x90,0x08,0x91,0x90,0x09,0x19,0x03,0x1a,
0x63,0x6f,0x6c,0x6f,0x72,0x30,0x43,0xa8,0x84,0x40,0x3c,0xe4,0x4b,0x88,0x24,0x40,
0xc0,0x00,0x89,0x90,0x0b,0x99,0x90,0x32,0xa0,0x12,0x96,0x26,0xe7,0x22,0x56,0x67,
0x66,0x56,0x26,0xc7,0x27,0x2c,0x4d,0xce,0x45,0xac,0xce,0xcc,0xac,0x4c,0xee,0x6b,
0x2e,0x4d,0xaf,0x8c,0x48,0x58,0x9a,0x9c,0x8b,0x5c,0x59,0x18,0x19,0xa9,0xb0,0x34,
0x39,0x97,0x39,0x3a,0xb9,0xba,0x31,0xba,0x2f,0xba,0x3c,0xb8,0xb2,0xaf,0x34,0x37,
0xb3,0x37,0x26,0x64,0x69,0x73,0x70,0x5f,0x73,0x69,0x7a,0x65,0x43,0x94,0x44,0x48,
0x86,0x44,0x40,0x24,0x64,0x0d,0x18,0x85,0xa5,0xc9,0xb9,0x84,0xc9,0x9d,0x7d,0xd1,
0xe5,0xc1,0x95,0x7d,0xcd,0xa5,0xe9,0x95,0xf1,0x0a,0x4b,0x93,0x73,0x09,0x93,0x3b,
0xfb,0xa2,0xcb,0x83,0x2b,0xfb,0x0a,0x63,0x4b,0x3b,0x73,0xfb,0x9a,0x4b,0xd3,0x2b,
0x63,0x62,0x37,0xf7,0x05,0x17,0x26,0x17,0xd6,0x36,0xc7,0xe1,0x4b,0x46,0x66,0x08,
0x19,0x24,0x06,0x72,0x06,0x08,0x1a,0x24,0x03,0xf2,0x25,0x42,0x12,0x20,0x69,0x80,
0xa8,0x01,0xc2,0x06,0x48,0x1b,0x24,0x03,0xe2,0x06,0xc9,0x80,0x44,0xc8,0x1b,0x20,
0x13,0x02,0x07,0x43,0x10,0x44,0x0c,0x10,0x32,0x40,0xcc,0x00,0x89,0x83,0x21,0xc6,
0x01,0x20,0x1d,0x22,0x07,0x7c,0xde,0xda,0xdc,0xd2,0xe0,0xde,0xe8,0xca,0xdc,0xe8,
0x40,0xc6,0xd0,0xc2,0xe4,0xf8,0x4c,0xa5,0xb5,0xc1,0xb1,0x95,0x81,0x0c,0xad,0xac,
0x80,0x50,0x09,0x05,0x05,0x0d,0x11,0x90,0x3a,0x18,0x62,0x20,0x74,0x80,0xd8,0xc1,
0x72,0x0c,0x31,0x90,0x3b,0x40,0xee,0x60,0x39,0x78,0x85,0xa5,0xc9,0xb5,0x84,0xb1,
0xa5,0x85,0xcd,0xb5,0xcc,0x8d,0xbd,0xc1,0x95,0xcd,0xa1,0xb4,0x85,0xa5,0xb9,0xc1,
0xa4,0x0c,0x21,0x10,0x3d,0x40,0xf2,0x80,0x56,0x58,0x9a,0x5c,0x4b,0x18,0x5b,0x5a,
0xd8,0x5c,0xcb,0xdc,0xd8,0x1b,0x5c,0x59,0x4b,0x98,0xdc,0x19,0xca,0x4c,0xca,0x10,
0x03,0xe1,0x03,0x44,0x0f,0x90,0x3d,0x18,0x22,0x20,0x7c,0x30,0x22,0x62,0x07,0x76,
0xb0,0x87,0x76,0x70,0x83,0x76,0x78,0x07,0x72,0xa8,0x07,0x76,0x28,0x07,0x37,0x30,
0x07,0x76,0x08,0x87,0x73,0x98,0x87,0x29,0x42,0x30,0x8c,0x50,0xd8,0x81,0x1d,0xec,
0xa1,0x1d,0xdc,0x20,0x1d,0xc8,0xa1,0x1c,0xdc,0x81,0x1e,0xa6,0x04,0xc5,0x88,0x25,
0x1c,0xd2,0x41,0x1e,0xdc,0xc0,0x1e,0xca,0x41,0x1e,0xe6,0x21,0x1d,0xde,0xc1,0x1d,
0xa6,0x04,0xc6,0x08,0x2a,0x1c,0xd2,0x41,0x1e,0xdc,0x80,0x1d,0xc2,0xc1,0x1d,0xce,
0xa1,0x1e,0xc2,0xe1,0x1c,0xca,0xe1,0x17,0xec,0xa1,0x1c,0xe4,0x61,0x1e,0xd2,0xe1,
0x1d,0xdc,0x61,0x4a,0x80,0x8c,0x98,0xc2,0x21,0x1d,0xe4,0xc1,0x0d,0xc6,0xe1,0x1d,
0xda,0x01,0x1e,0xd2,0x81,0x1d,0xca,0xe1,0x17,0xde,0x01,0x1e,0xe8,0x21,0x1d,0xde,
0xc1,0x1d,0xe6,0x61,0xca,0xa0,0x30,0xce,0x08,0x25,0x1c,0xd2,0x41,0x1e,0xdc,0xc0,
0x1e,0xca,0x41,0x1e,0xe8,0xa1,0x1c,0xf0,0x61,0x4a,0x30,0x07,0x00,0x00,0x00,0x00,
0x79,0x18,0x00,0x00,0xa5,0x00,0x00,0x00,0x33,0x08,0x80,0x1c,0xc4,0xe1,0x1c,0x66,
0x14,0x01,0x3d,0x88,0x43,0x38,0x84,0xc3,0x8c,0x42,0x80,0x07,0x79,0x78,0x07,0x73,
0x98,0x71,0x0c,0xe6,0x00,0x0f,0xed,0x10,0x0e,0xf4,0x80,0x0e,0x33,0x0c,0x42,0x1e,
0xc2,0xc1,0x1d,0xce,0xa1,0x1c,0x66,0x30,0x05,0x3d,0x88,0x43,0x38,0x84,0x83,0x1b,
0xcc,0x03,0x3d,0xc8,0x43,0x3d,0x8c,0x03,0x3d,0xcc,0x78,0x8c,0x74,0x70,0x07,0x7b,
0x08,0x07,0x79,0x48,0x87,0x70,0x70,0x07,0x7a,0x70,0x03,0x76,0x78,0x87,0x70,0x20,
0x87,0x19,0xcc,0x11,0x0e,0xec,0x90,0x0e,0xe1,0x30,0x0f,0x6e,0x30,0x0f,0xe3,0xf0,
0x0e,0xf0,0x50,0x0e,0x33,0x10,0xc4,0x1d,0xde,0x21,0x1c,0xd8,0x21,0x1d,0xc2,0x61,
0x1e,0x66,0x30,0x89,0x3b,0xbc,0x83,0x3b,0xd0,0x43,0x39,0xb4,0x03,0x3c,0xbc,0x83,
0x3c,0x84,0x03,0x3b,0xcc,0xf0,0x14,0x76,0x60,0x07,0x7b,0x68,0x07,0x37,0x68,0x87,
0x72,0x68,0x07,0x37,0x80,0x87,0x70,0x90,0x87,0x70,0x60,0x07,0x76,0x28,0x07,0x76,
0xf8,0x05,0x76,0x78,0x87,0x77,0x80,0x87,0x5f,0x08,0x87,0x71,0x18,0x87,0x72,0x98,
0x87,0x79,0x98,0x81,0x2c,0xee,0xf0,0x0e,0xee,0xe0,0x0e,0xf5,0xc0,0x0e,0xec,0x30,
0x03,0x62,0xc8,0xa1,0x1c,0xe4,0xa1,0x1c,0xcc,0xa1,0x1c,0xe4,0xa1,0x1c,0xdc,0x61,
0x1c,0xca,0x21,0x1c,0xc4,0x81,0x1d,0xca,0x61,0x06,0xd6,0x90,0x43,0x39,0xc8,0x43,
0x39,0x98,0x43,0x39,0xc8,0x43,0x39,0xb8,0xc3,0x38,0x94,0x43,0x38,0x88,0x03,0x3b,
0x94,0xc3,0x2f,0xbc,0x83,0x3c,0xfc,0x82,0x3b,0xd4,0x03,0x3b,0xb0,0xc3,0x0c,0xc7,
0x69,0x87,0x70,0x58,0x87,0x72,0x70,0x83,0x74,0x68,0x07,0x78,0x60,0x87,0x74,0x18,
0x87,0x74,0xa0,0x87,0x19,0xce,0x53,0x0f,0xee,0x00,0x0f,0xf2,0x50,0x0e,0xe4,0x90,
0x0e,0xe3,0x40,0x0f,0xe1,0x20,0x0e,0xec,0x50,0x0e,0x33,0x20,0x28,0x1d,0xdc,0xc1,
0x1e,0xc2,0x41,0x1e,0xd2,0x21,0x1c,0xdc,0x81,0x1e,0xdc,0xe0,0x1c,0xe4,0xe1,0x1d,
0xea,0x01,0x1e,0x66,0x18,0x51,0x38,0xb0,0x43,0x3a,0x9c,0x83,0x3b,0xcc,0x50,0x24,
0x76,0x60,0x07,0x7b,0x68,0x07,0x37,0x60,0x87,0x77,0x78,0x07,0x78,0x98,0x51,0x4c,
0xf4,0x90,0x0f,0xf0,0x50,0x0e,0x33,0x1e,0x6a,0x1e,0xca,0x61,0x1c,0xe8,0x21,0x1d,
0xde,0xc1,0x1d,0x7e,0x01,0x1e,0xe4,0xa1,0x1c,0xcc,0x21,0x1d,0xf0,0x61,0x06,0x54,
0x85,0x83,0x38,0xcc,0xc3,0x3b,0xb0,0x43,0x3d,0xd0,0x43,0x39,0xfc,0xc2,0x3c,0xe4,
0x43,0x3b,0x88,0xc3,0x3b,0xb0,0xc3,0x8c,0xc5,0x0a,0x87,0x79,0x98,0x87,0x77,0x18,
0x87,0x74,0x08,0x07,0x7a,0x28,0x07,0x72,0x98,0x81,0x5c,0xe3,0x10,0x0e,0xec,0xc0,
0x0e,0xe5,0x50,0x0e,0xf3,0x30,0x23,0xc1,0xd2,0x41,0x1e,0xe4,0xe1,0x17,0xd8,0xe1,
0x1d,0xde,0x01,0x1e,0x66,0x48,0x19,0x3b,0xb0,0x83,0x3d,0xb4,0x83,0x1b,0x84,0xc3,
0x38,0x8c,0x43,0x39,0xcc,0xc3,0x3c,0xb8,0xc1,0x39,0xc8,0xc3,0x3b,0xd4,0x03,0x3c,
0xcc,0x48,0xb4,0x71,0x08,0x07,0x76,0x60,0x07,0x71,0x08,0x87,0x71,0x58,0x87,0x19,
0xdb,0xc6,0x0e,0xec,0x60,0x0f,0xed,0xe0,0x06,0xf0,0x20,0x0f,0xe5,0x30,0x0f,0xe5,
0x20,0x0f,0xf6,0x50,0x0e,0x6e,0x10,0x0e,0xe3,0x30,0x0e,0xe5,0x30,0x0f,0xf3,0xe0,
0x06,0xe9,0xe0,0x0e,0xe4,0x50,0x0e,0xf8,0x30,0x23,0xe2,0xec,0x61,0x1c,0xc2,0x81,
0x1d,0xd8,0xe1,0x17,0xec,0x21,0x1d,0xe6,0x21,0x1d,0xc4,0x21,0x1d,0xd8,0x21,0x1d,
0xe8,0x21,0x1f,0x66,0x20,0x9d,0x3b,0xbc,0x43,0x3d,0xb8,0x03,0x39,0x94,0x83,0x39,
0xcc,0x58,0xbc,0x70,0x70,0x07,0x77,0x78,0x07,0x7a,0x08,0x07,0x7a,0x48,0x87,0x77,
0x70,0x87,0x19,0xce,0x87,0x0e,0xe5,0x10,0x0e,0xf0,0x10,0x0e,0xec,0xc0,0x0e,0xef,
0x30,0x0e,0xf3,0x90,0x0e,0xf4,0x50,0x0e,0x33,0x28,0x30,0x08,0x87,0x74,0x90,0x07,
0x37,0x30,0x87,0x7a,0x70,0x87,0x71,0xa0,0x87,0x74,0x78,0x07,0x77,0xf8,0x85,0x73,
0x90,0x87,0x77,0xa8,0x07,0x78,0x98,0x07,0x00,0x00,0x00,0x00,0x71,0x20,0x00,0x00,
0x02,0x00,0x00,0x00,0x06,0x50,0x30,0x00,0xd2,0xd0,0x00,0x00,0x61,0x20,0x00,0x00,
0x23,0x00,0x00,0x00,0x13,0x04,0x41,0x2c,0x10,0x00,0x00,0x00,0x11,0x00,0x00,0x00,
0xd4,0x63,0x11,0x40,0x60,0x1c,0x73,0x10,0x42,0xf0,0x3c,0x94,0x33,0x00,0x14,0x63,
0x09,0x20,0x08,0x82,0xf0,0x2f,0x80,0x20,0x08,0xc2,0xbf,0x30,0x96,0x00,0x82,0x20,
0x08,0x82,0x01,0x08,0x82,0x20,0x08,0x0e,0x33,0x00,0x24,0x73,0x10,0xd7,0x65,0x55,
0x34,0x33,0x00,0x04,0x63,0x04,0x20,0x08,0x82,0xf8,0x37,0x46,0x00,0x82,0x20,0x08,
0x7f,0x33,0x00,0x00,0xe3,0x0d,0x4c,0x64,0x51,0x40,0x2c,0x0a,0xe8,0x63,0xc1,0x02,
0x1f,0x0b,0x16,0xf9,0x0c,0x32,0x04,0xcb,0x33,0xc8,0x10,0x2c,0xd1,0x6c,0xc3,0x52,
0x01,0xb3,0x0d,0x41,0x15,0xcc,0x36,0x04,0x83,0x90,0x41,0x40,0x0c,0x00,0x00,0x00,
0x02,0x00,0x00,0x00,0x5b,0x8a,0x20,0xc0,0x83,0xa3,0x0f,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
};
/*
Metal Fragment Shader (iOS)
*/
static const uint8_t nk_fs_bytecode_metal_ios[3017] = {
0x4d,0x54,0x4c,0x42,0x01,0x00,0x02,0x00,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0xc9,0x0b,0x00,0x00,0x00,0x00,0x00,0x00,0x58,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x6d,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc9,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xd1,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x08,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xd9,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0xf0,0x0a,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x6d,0x00,0x00,0x00,
0x4e,0x41,0x4d,0x45,0x06,0x00,0x6d,0x61,0x69,0x6e,0x30,0x00,0x54,0x59,0x50,0x45,
0x01,0x00,0x01,0x48,0x41,0x53,0x48,0x20,0x00,0x4a,0x26,0x79,0xc0,0xb7,0x63,0xb4,
0xc2,0x1d,0xe8,0x10,0x46,0x41,0x83,0x17,0xea,0x3a,0x9a,0x24,0x37,0x8e,0xb3,0xb9,
0x44,0xa4,0x85,0x3d,0x7c,0xd2,0xec,0x4b,0x4a,0x4f,0x46,0x46,0x54,0x18,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x56,0x45,0x52,0x53,0x08,0x00,0x01,0x00,0x08,
0x00,0x01,0x00,0x01,0x00,0x45,0x4e,0x44,0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,
0x54,0x04,0x00,0x00,0x00,0x45,0x4e,0x44,0x54,0xde,0xc0,0x17,0x0b,0x00,0x00,0x00,
0x00,0x14,0x00,0x00,0x00,0xd4,0x0a,0x00,0x00,0xff,0xff,0xff,0xff,0x42,0x43,0xc0,
0xde,0x21,0x0c,0x00,0x00,0xb2,0x02,0x00,0x00,0x0b,0x82,0x20,0x00,0x02,0x00,0x00,
0x00,0x12,0x00,0x00,0x00,0x07,0x81,0x23,0x91,0x41,0xc8,0x04,0x49,0x06,0x10,0x32,
0x39,0x92,0x01,0x84,0x0c,0x25,0x05,0x08,0x19,0x1e,0x04,0x8b,0x62,0x80,0x14,0x45,
0x02,0x42,0x92,0x0b,0x42,0xa4,0x10,0x32,0x14,0x38,0x08,0x18,0x49,0x0a,0x32,0x44,
0x24,0x48,0x0a,0x90,0x21,0x23,0xc4,0x52,0x80,0x0c,0x19,0x21,0x72,0x24,0x07,0xc8,
0x48,0x11,0x62,0xa8,0xa0,0xa8,0x40,0xc6,0xf0,0x01,0x00,0x00,0x00,0x51,0x18,0x00,
0x00,0x74,0x00,0x00,0x00,0x1b,0xc2,0x24,0xf8,0xff,0xff,0xff,0xff,0x01,0x60,0x00,
0x09,0xa8,0x88,0x70,0x80,0x07,0x78,0x90,0x87,0x77,0xc0,0x87,0x36,0x30,0x87,0x7a,
0x70,0x87,0x71,0x68,0x03,0x73,0x80,0x87,0x36,0x68,0x87,0x70,0xa0,0x07,0x74,0x00,
0xe8,0x41,0x1e,0xea,0xa1,0x1c,0x00,0xa2,0x1d,0xd2,0xc1,0x1d,0xda,0x80,0x1d,0xca,
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0x0e,0xe4,0x50,0x0e,0xf8,0x30,0x23,0xe2,0xec,0x61,0x1c,0xc2,0x81,0x1d,0xd8,0xe1,
0x17,0xec,0x21,0x1d,0xe6,0x21,0x1d,0xc4,0x21,0x1d,0xd8,0x21,0x1d,0xe8,0x21,0x1f,
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0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
};
/*
Metal Vertex Shader Source (iOS Simulator)
*/
static const uint8_t nk_vs_source_metal_sim[672] = {
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};
/*
Metal Fragment Shader Source (iOS Simulator)
*/
static const uint8_t nk_fs_source_metal_sim[436] = {
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0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,
0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x74,0x65,0x78,
0x2e,0x73,0x61,0x6d,0x70,0x6c,0x65,0x28,0x73,0x6d,0x70,0x2c,0x20,0x69,0x6e,0x2e,
0x75,0x76,0x29,0x20,0x2a,0x20,0x69,0x6e,0x2e,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,
0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,
0x7d,0x0a,0x0a,0x00,
};
#endif
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/image/image.cc
|
C++
|
#include "image.hh"
#include "engine.hh"
#include "physfs.h"
#include "stb_image.h"
#include "stb_image_write.h"
#include <cstring>
#include <cstdlib>
#include <algorithm>
#ifdef _WIN32
#define strcasecmp _stricmp
#endif
namespace joy {
namespace modules {
// ImageData implementation
ImageData::ImageData()
: data_(nullptr)
, width_(0)
, height_(0)
, dataSize_(0)
, format_(PixelFormat::RGBA8)
{
}
ImageData::~ImageData() {
if (data_) {
free(data_);
}
}
int ImageData::getBytesPerPixel() const {
switch (format_) {
case PixelFormat::R8: return 1;
case PixelFormat::RG8: return 2;
case PixelFormat::RGBA8: return 4;
case PixelFormat::R16: return 2;
case PixelFormat::RG16: return 4;
case PixelFormat::RGBA16: return 8;
default: return 4;
}
}
bool ImageData::create(int width, int height, PixelFormat format) {
if (width <= 0 || height <= 0) {
return false;
}
if (data_) {
free(data_);
}
width_ = width;
height_ = height;
format_ = format;
int bpp = getBytesPerPixel();
dataSize_ = static_cast<size_t>(width * height * bpp);
data_ = static_cast<uint8_t *>(calloc(1, dataSize_)); // Zero-initialized
return data_ != nullptr;
}
bool ImageData::create(int width, int height, PixelFormat format, const uint8_t *data, size_t dataSize) {
if (!create(width, height, format)) {
return false;
}
size_t copySize = std::min(dataSize, dataSize_);
memcpy(data_, data, copySize);
return true;
}
bool ImageData::loadFromMemory(const uint8_t *data, size_t size) {
int w, h, channels;
// Force RGBA output
uint8_t *pixels = stbi_load_from_memory(data, static_cast<int>(size), &w, &h, &channels, 4);
if (!pixels) {
return false;
}
if (data_) {
free(data_);
}
width_ = w;
height_ = h;
format_ = PixelFormat::RGBA8;
dataSize_ = static_cast<size_t>(w * h * 4);
data_ = static_cast<uint8_t *>(malloc(dataSize_));
if (!data_) {
stbi_image_free(pixels);
return false;
}
memcpy(data_, pixels, dataSize_);
stbi_image_free(pixels);
return true;
}
bool ImageData::loadFromFile(const char *filename) {
PHYSFS_File *file = PHYSFS_openRead(filename);
if (!file) {
return false;
}
PHYSFS_sint64 fileSize = PHYSFS_fileLength(file);
if (fileSize < 0) {
PHYSFS_close(file);
return false;
}
uint8_t *fileData = static_cast<uint8_t *>(malloc(fileSize));
if (!fileData) {
PHYSFS_close(file);
return false;
}
PHYSFS_sint64 bytesRead = PHYSFS_readBytes(file, fileData, fileSize);
PHYSFS_close(file);
if (bytesRead != fileSize) {
free(fileData);
return false;
}
bool result = loadFromMemory(fileData, static_cast<size_t>(fileSize));
free(fileData);
return result;
}
const char *ImageData::getFormatString() const {
switch (format_) {
case PixelFormat::R8: return "r8";
case PixelFormat::RG8: return "rg8";
case PixelFormat::RGBA8: return "rgba8";
case PixelFormat::R16: return "r16";
case PixelFormat::RG16: return "rg16";
case PixelFormat::RGBA16: return "rgba16";
default: return "rgba8";
}
}
void ImageData::getPixel(int x, int y, float *r, float *g, float *b, float *a) const {
*r = *g = *b = 0.0f;
*a = 1.0f;
if (!data_ || x < 0 || x >= width_ || y < 0 || y >= height_) {
return;
}
int bpp = getBytesPerPixel();
size_t offset = static_cast<size_t>((y * width_ + x) * bpp);
switch (format_) {
case PixelFormat::RGBA8:
*r = data_[offset + 0] / 255.0f;
*g = data_[offset + 1] / 255.0f;
*b = data_[offset + 2] / 255.0f;
*a = data_[offset + 3] / 255.0f;
break;
case PixelFormat::R8:
*r = data_[offset] / 255.0f;
break;
case PixelFormat::RG8:
*r = data_[offset + 0] / 255.0f;
*g = data_[offset + 1] / 255.0f;
break;
case PixelFormat::RGBA16: {
const uint16_t *p = reinterpret_cast<const uint16_t *>(&data_[offset]);
*r = p[0] / 65535.0f;
*g = p[1] / 65535.0f;
*b = p[2] / 65535.0f;
*a = p[3] / 65535.0f;
break;
}
case PixelFormat::R16: {
const uint16_t *p = reinterpret_cast<const uint16_t *>(&data_[offset]);
*r = p[0] / 65535.0f;
break;
}
case PixelFormat::RG16: {
const uint16_t *p = reinterpret_cast<const uint16_t *>(&data_[offset]);
*r = p[0] / 65535.0f;
*g = p[1] / 65535.0f;
break;
}
}
}
void ImageData::setPixel(int x, int y, float r, float g, float b, float a) {
if (!data_ || x < 0 || x >= width_ || y < 0 || y >= height_) {
return;
}
// Clamp values to 0-1 range
r = std::max(0.0f, std::min(1.0f, r));
g = std::max(0.0f, std::min(1.0f, g));
b = std::max(0.0f, std::min(1.0f, b));
a = std::max(0.0f, std::min(1.0f, a));
int bpp = getBytesPerPixel();
size_t offset = static_cast<size_t>((y * width_ + x) * bpp);
switch (format_) {
case PixelFormat::RGBA8:
data_[offset + 0] = static_cast<uint8_t>(r * 255.0f);
data_[offset + 1] = static_cast<uint8_t>(g * 255.0f);
data_[offset + 2] = static_cast<uint8_t>(b * 255.0f);
data_[offset + 3] = static_cast<uint8_t>(a * 255.0f);
break;
case PixelFormat::R8:
data_[offset] = static_cast<uint8_t>(r * 255.0f);
break;
case PixelFormat::RG8:
data_[offset + 0] = static_cast<uint8_t>(r * 255.0f);
data_[offset + 1] = static_cast<uint8_t>(g * 255.0f);
break;
case PixelFormat::RGBA16: {
uint16_t *p = reinterpret_cast<uint16_t *>(&data_[offset]);
p[0] = static_cast<uint16_t>(r * 65535.0f);
p[1] = static_cast<uint16_t>(g * 65535.0f);
p[2] = static_cast<uint16_t>(b * 65535.0f);
p[3] = static_cast<uint16_t>(a * 65535.0f);
break;
}
case PixelFormat::R16: {
uint16_t *p = reinterpret_cast<uint16_t *>(&data_[offset]);
p[0] = static_cast<uint16_t>(r * 65535.0f);
break;
}
case PixelFormat::RG16: {
uint16_t *p = reinterpret_cast<uint16_t *>(&data_[offset]);
p[0] = static_cast<uint16_t>(r * 65535.0f);
p[1] = static_cast<uint16_t>(g * 65535.0f);
break;
}
}
}
void ImageData::paste(const ImageData *source, int dx, int dy, int sx, int sy, int sw, int sh) {
if (!source || !data_ || !source->data_) {
return;
}
// Clamp source region to source bounds
if (sx < 0) { sw += sx; dx -= sx; sx = 0; }
if (sy < 0) { sh += sy; dy -= sy; sy = 0; }
if (sx + sw > source->width_) { sw = source->width_ - sx; }
if (sy + sh > source->height_) { sh = source->height_ - sy; }
// Clamp destination region to destination bounds
if (dx < 0) { sw += dx; sx -= dx; dx = 0; }
if (dy < 0) { sh += dy; sy -= dy; dy = 0; }
if (dx + sw > width_) { sw = width_ - dx; }
if (dy + sh > height_) { sh = height_ - dy; }
if (sw <= 0 || sh <= 0) {
return;
}
// Copy pixel by pixel (handles format conversion)
for (int y = 0; y < sh; y++) {
for (int x = 0; x < sw; x++) {
float r, g, b, a;
source->getPixel(sx + x, sy + y, &r, &g, &b, &a);
setPixel(dx + x, dy + y, r, g, b, a);
}
}
}
// Callback for stb_image_write to write to memory buffer
struct WriteContext {
uint8_t *data;
size_t size;
size_t capacity;
};
static void stb_write_func(void *context, void *data, int size) {
WriteContext *ctx = static_cast<WriteContext *>(context);
if (ctx->size + size > ctx->capacity) {
size_t newCapacity = std::max(ctx->capacity * 2, ctx->size + size);
uint8_t *newData = static_cast<uint8_t *>(realloc(ctx->data, newCapacity));
if (!newData) {
return; // Allocation failed
}
ctx->data = newData;
ctx->capacity = newCapacity;
}
memcpy(ctx->data + ctx->size, data, size);
ctx->size += size;
}
uint8_t *ImageData::encode(ImageFormat format, size_t *outSize) const {
if (!data_ || width_ <= 0 || height_ <= 0) {
*outSize = 0;
return nullptr;
}
// For encoding, we need RGBA8 data - convert if necessary
const uint8_t *encodeData = data_;
uint8_t *tempData = nullptr;
if (format_ != PixelFormat::RGBA8) {
// Convert to RGBA8 for encoding
tempData = static_cast<uint8_t *>(malloc(width_ * height_ * 4));
if (!tempData) {
*outSize = 0;
return nullptr;
}
for (int y = 0; y < height_; y++) {
for (int x = 0; x < width_; x++) {
float r, g, b, a;
getPixel(x, y, &r, &g, &b, &a);
size_t offset = (y * width_ + x) * 4;
tempData[offset + 0] = static_cast<uint8_t>(r * 255.0f);
tempData[offset + 1] = static_cast<uint8_t>(g * 255.0f);
tempData[offset + 2] = static_cast<uint8_t>(b * 255.0f);
tempData[offset + 3] = static_cast<uint8_t>(a * 255.0f);
}
}
encodeData = tempData;
}
WriteContext ctx;
ctx.data = static_cast<uint8_t *>(malloc(1024));
ctx.size = 0;
ctx.capacity = 1024;
int result = 0;
switch (format) {
case ImageFormat::PNG:
result = stbi_write_png_to_func(stb_write_func, &ctx, width_, height_, 4, encodeData, width_ * 4);
break;
case ImageFormat::BMP:
result = stbi_write_bmp_to_func(stb_write_func, &ctx, width_, height_, 4, encodeData);
break;
case ImageFormat::TGA:
result = stbi_write_tga_to_func(stb_write_func, &ctx, width_, height_, 4, encodeData);
break;
case ImageFormat::JPG:
result = stbi_write_jpg_to_func(stb_write_func, &ctx, width_, height_, 4, encodeData, 90);
break;
}
if (tempData) {
free(tempData);
}
if (!result) {
free(ctx.data);
*outSize = 0;
return nullptr;
}
*outSize = ctx.size;
return ctx.data;
}
PixelFormat ImageData::parseFormat(const char *str) {
if (!str) return PixelFormat::RGBA8;
if (strcmp(str, "r8") == 0) return PixelFormat::R8;
if (strcmp(str, "rg8") == 0) return PixelFormat::RG8;
if (strcmp(str, "rgba8") == 0) return PixelFormat::RGBA8;
if (strcmp(str, "r16") == 0) return PixelFormat::R16;
if (strcmp(str, "rg16") == 0) return PixelFormat::RG16;
if (strcmp(str, "rgba16") == 0) return PixelFormat::RGBA16;
return PixelFormat::RGBA8;
}
ImageFormat ImageData::parseImageFormat(const char *str) {
if (!str) return ImageFormat::PNG;
if (strcmp(str, "png") == 0) return ImageFormat::PNG;
if (strcmp(str, "tga") == 0) return ImageFormat::TGA;
if (strcmp(str, "bmp") == 0) return ImageFormat::BMP;
if (strcmp(str, "jpg") == 0 || strcmp(str, "jpeg") == 0) return ImageFormat::JPG;
return ImageFormat::PNG;
}
const char *ImageData::imageFormatToString(ImageFormat format) {
switch (format) {
case ImageFormat::PNG: return "png";
case ImageFormat::TGA: return "tga";
case ImageFormat::BMP: return "bmp";
case ImageFormat::JPG: return "jpg";
default: return "png";
}
}
// Image module implementation
Image::Image(Engine *engine)
: engine_(engine)
{
}
Image::~Image() {
}
bool Image::isCompressed(const char *filename) const {
// Check file extension for compressed texture formats
if (!filename) return false;
const char *ext = strrchr(filename, '.');
if (!ext) return false;
// Common compressed texture formats
if (strcasecmp(ext, ".dds") == 0) return true;
if (strcasecmp(ext, ".ktx") == 0) return true;
if (strcasecmp(ext, ".pvr") == 0) return true;
if (strcasecmp(ext, ".astc") == 0) return true;
return false;
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/image/image.hh
|
C++ Header
|
#pragma once
#include <cstdint>
#include <cstddef>
#include <string>
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
// Pixel format enum
enum class PixelFormat {
RGBA8, // 8 bits per channel (32 bpp) RGBA - default
RGBA16, // 16 bits per channel (64 bpp) RGBA
R8, // Single channel 8-bit
RG8, // Two channels 8-bit each
R16, // Single channel 16-bit
RG16, // Two channels 16-bit each
};
// Image format for encoding
enum class ImageFormat {
PNG,
TGA,
BMP,
JPG,
};
// Raw (decoded) image data - CPU-side pixel manipulation
// This is different from graphics::Image which is a GPU texture
class ImageData {
public:
ImageData();
~ImageData();
// Create empty ImageData with specified dimensions
bool create(int width, int height, PixelFormat format = PixelFormat::RGBA8);
// Create ImageData with initial data (data is copied)
bool create(int width, int height, PixelFormat format, const uint8_t *data, size_t dataSize);
// Load from encoded image file data (PNG, JPG, etc.)
bool loadFromMemory(const uint8_t *data, size_t size);
// Load from file via PhysFS
bool loadFromFile(const char *filename);
// Get dimensions
int getWidth() const { return width_; }
int getHeight() const { return height_; }
// Get pixel format
PixelFormat getFormat() const { return format_; }
const char *getFormatString() const;
// Get raw pixel data
uint8_t *getData() { return data_; }
const uint8_t *getData() const { return data_; }
size_t getDataSize() const { return dataSize_; }
// Get bytes per pixel for current format
int getBytesPerPixel() const;
// Get/set pixel (normalized 0-1 range for components)
void getPixel(int x, int y, float *r, float *g, float *b, float *a) const;
void setPixel(int x, int y, float r, float g, float b, float a);
// Paste from another ImageData
void paste(const ImageData *source, int dx, int dy, int sx, int sy, int sw, int sh);
// Encode to image format, returns encoded data (caller must free with free())
uint8_t *encode(ImageFormat format, size_t *outSize) const;
// Helper: parse format string
static PixelFormat parseFormat(const char *str);
static ImageFormat parseImageFormat(const char *str);
static const char *imageFormatToString(ImageFormat format);
private:
uint8_t *data_;
int width_;
int height_;
size_t dataSize_;
PixelFormat format_;
};
// Image module - factory for ImageData
class Image {
public:
Image(Engine *engine);
~Image();
// Check if file is a compressed texture format
bool isCompressed(const char *filename) const;
// Initialize JS bindings
static void initJS(js::Context &ctx, js::Value &joy);
private:
Engine *engine_;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/image/image_js.cc
|
C++
|
#include "js/js.hh"
#include "image.hh"
#include "engine.hh"
#include "physfs.h"
#include <cstring>
#include <cstdlib>
namespace joy {
namespace modules {
// ImageData class for JS
static js::ClassID imagedata_class_id = 0;
static void imagedata_finalizer(void *opaque) {
ImageData *data = static_cast<ImageData *>(opaque);
delete data;
}
// Helper to get ImageData from this value
static ImageData *getImageData(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<ImageData *>(js::ClassBuilder::getOpaque(thisVal, imagedata_class_id));
}
// Helper to get Image module from JS context
static Image *getImageModule(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getImageModule() : nullptr;
}
// ImageData methods
// imageData:getWidth()
static void js_imagedata_getWidth(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
args.returnValue(js::Value::number(data ? data->getWidth() : 0));
}
// imageData:getHeight()
static void js_imagedata_getHeight(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
args.returnValue(js::Value::number(data ? data->getHeight() : 0));
}
// imageData:getDimensions()
static void js_imagedata_getDimensions(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(data ? data->getWidth() : 0));
arr.setProperty(args.context(), 1u, js::Value::number(data ? data->getHeight() : 0));
args.returnValue(std::move(arr));
}
// imageData:getFormat()
static void js_imagedata_getFormat(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
if (!data) {
args.returnValue(js::Value::string(args.context(), "rgba8"));
return;
}
args.returnValue(js::Value::string(args.context(), data->getFormatString()));
}
// imageData:getPixel(x, y)
static void js_imagedata_getPixel(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
if (!data || args.length() < 2) {
args.returnUndefined();
return;
}
int x = args.arg(0).toInt32();
int y = args.arg(1).toInt32();
float r, g, b, a;
data->getPixel(x, y, &r, &g, &b, &a);
js::Value arr = js::Value::array(args.context());
arr.setProperty(args.context(), 0u, js::Value::number(r));
arr.setProperty(args.context(), 1u, js::Value::number(g));
arr.setProperty(args.context(), 2u, js::Value::number(b));
arr.setProperty(args.context(), 3u, js::Value::number(a));
args.returnValue(std::move(arr));
}
// imageData:setPixel(x, y, r, g, b, a) or setPixel(x, y, [r, g, b, a])
static void js_imagedata_setPixel(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
if (!data || args.length() < 3) {
args.returnUndefined();
return;
}
int x = args.arg(0).toInt32();
int y = args.arg(1).toInt32();
float r, g, b, a = 1.0f;
// Check if third arg is an array (table)
js::Value colorArg = args.arg(2);
if (colorArg.isArray()) {
js::Context &ctx = args.context();
r = static_cast<float>(colorArg.getProperty(ctx, 0u).toFloat64());
g = static_cast<float>(colorArg.getProperty(ctx, 1u).toFloat64());
b = static_cast<float>(colorArg.getProperty(ctx, 2u).toFloat64());
js::Value alphaVal = colorArg.getProperty(ctx, 3u);
if (!alphaVal.isUndefined()) {
a = static_cast<float>(alphaVal.toFloat64());
}
} else {
// Individual arguments
r = static_cast<float>(args.arg(2).toFloat64());
g = static_cast<float>(args.arg(3).toFloat64());
b = static_cast<float>(args.arg(4).toFloat64());
if (args.length() >= 6) {
a = static_cast<float>(args.arg(5).toFloat64());
}
}
data->setPixel(x, y, r, g, b, a);
args.returnUndefined();
}
// imageData:paste(source, dx, dy, sx, sy, sw, sh)
static void js_imagedata_paste(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
if (!data || args.length() < 7) {
args.returnUndefined();
return;
}
js::Value sourceVal = args.arg(0);
ImageData *source = static_cast<ImageData *>(js::ClassBuilder::getOpaque(sourceVal, imagedata_class_id));
if (!source) {
args.returnUndefined();
return;
}
int dx = args.arg(1).toInt32();
int dy = args.arg(2).toInt32();
int sx = args.arg(3).toInt32();
int sy = args.arg(4).toInt32();
int sw = args.arg(5).toInt32();
int sh = args.arg(6).toInt32();
data->paste(source, dx, dy, sx, sy, sw, sh);
args.returnUndefined();
}
// imageData:mapPixel(func [, x, y, width, height])
static void js_imagedata_mapPixel(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
if (!data || args.length() < 1) {
args.returnUndefined();
return;
}
js::Value func = args.arg(0);
if (!func.isFunction()) {
args.returnUndefined();
return;
}
int startX = 0, startY = 0;
int mapWidth = data->getWidth();
int mapHeight = data->getHeight();
if (args.length() >= 3) {
startX = args.arg(1).toInt32();
startY = args.arg(2).toInt32();
}
if (args.length() >= 5) {
mapWidth = args.arg(3).toInt32();
mapHeight = args.arg(4).toInt32();
}
js::Context &ctx = args.context();
js::Value global = ctx.globalObject();
for (int y = startY; y < startY + mapHeight; y++) {
for (int x = startX; x < startX + mapWidth; x++) {
float r, g, b, a;
data->getPixel(x, y, &r, &g, &b, &a);
js::Value funcArgs[6];
funcArgs[0] = js::Value::number(x);
funcArgs[1] = js::Value::number(y);
funcArgs[2] = js::Value::number(r);
funcArgs[3] = js::Value::number(g);
funcArgs[4] = js::Value::number(b);
funcArgs[5] = js::Value::number(a);
js::Value result = ctx.call(func, global, funcArgs, 6);
if (result.isException()) {
js::Value exception = ctx.getException();
ctx.printException(exception);
args.returnUndefined();
return;
}
// Result should be an array [r, g, b, a]
if (result.isArray()) {
float newR = static_cast<float>(result.getProperty(ctx, 0u).toFloat64());
float newG = static_cast<float>(result.getProperty(ctx, 1u).toFloat64());
float newB = static_cast<float>(result.getProperty(ctx, 2u).toFloat64());
float newA = static_cast<float>(result.getProperty(ctx, 3u).toFloat64());
data->setPixel(x, y, newR, newG, newB, newA);
}
}
}
args.returnUndefined();
}
// imageData:encode(format [, filename])
static void js_imagedata_encode(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
if (!data || args.length() < 1) {
args.returnValue(js::Value::null());
return;
}
std::string formatStr = args.arg(0).toString(args.context());
ImageFormat format = ImageData::parseImageFormat(formatStr.c_str());
size_t encodedSize = 0;
uint8_t *encoded = data->encode(format, &encodedSize);
if (!encoded) {
args.returnValue(js::Value::null());
return;
}
// If filename is provided, write to file
if (args.length() >= 2) {
std::string filename = args.arg(1).toString(args.context());
// Write via PhysFS (to save directory)
PHYSFS_File *file = PHYSFS_openWrite(filename.c_str());
if (file) {
PHYSFS_writeBytes(file, encoded, encodedSize);
PHYSFS_close(file);
}
}
// Return as ArrayBuffer (FileData equivalent)
js::Value buffer = js::Value::arrayBuffer(args.context(), encoded, encodedSize);
free(encoded);
args.returnValue(std::move(buffer));
}
// imageData:getData() - returns raw pixel data as ArrayBuffer
static void js_imagedata_getData(js::FunctionArgs &args) {
ImageData *data = getImageData(args);
if (!data || !data->getData()) {
args.returnValue(js::Value::null());
return;
}
js::Value buffer = js::Value::arrayBuffer(args.context(), data->getData(), data->getDataSize());
args.returnValue(std::move(buffer));
}
// Module functions
// joy.image.newImageData(width, height [, format] [, data])
// joy.image.newImageData(filename)
static void js_image_newImageData(js::FunctionArgs &args) {
if (args.length() < 1) {
args.returnValue(js::Value::null());
return;
}
ImageData *imageData = new ImageData();
bool success = false;
js::Value firstArg = args.arg(0);
if (firstArg.isString()) {
// Load from file
std::string filename = firstArg.toString(args.context());
success = imageData->loadFromFile(filename.c_str());
} else if (firstArg.isNumber()) {
// Create with dimensions
int width = firstArg.toInt32();
int height = args.arg(1).toInt32();
PixelFormat format = PixelFormat::RGBA8;
// Check for format argument
if (args.length() >= 3) {
js::Value formatArg = args.arg(2);
if (formatArg.isString()) {
std::string formatStr = formatArg.toString(args.context());
format = ImageData::parseFormat(formatStr.c_str());
}
}
// Check for data argument
if (args.length() >= 4) {
js::Value dataArg = args.arg(3);
if (dataArg.isString()) {
// String data (raw bytes)
std::string dataStr = dataArg.toString(args.context());
success = imageData->create(width, height, format,
reinterpret_cast<const uint8_t *>(dataStr.data()),
dataStr.size());
} else if (dataArg.isArrayBuffer() || dataArg.isTypedArray()) {
// ArrayBuffer data
const uint8_t *bufData = static_cast<const uint8_t *>(dataArg.arrayBufferData());
size_t bufLen = dataArg.arrayBufferLength();
success = imageData->create(width, height, format, bufData, bufLen);
} else {
success = imageData->create(width, height, format);
}
} else if (args.length() >= 3 && !args.arg(2).isString()) {
// Third arg is data, not format
js::Value dataArg = args.arg(2);
if (dataArg.isString()) {
std::string dataStr = dataArg.toString(args.context());
success = imageData->create(width, height, format,
reinterpret_cast<const uint8_t *>(dataStr.data()),
dataStr.size());
} else if (dataArg.isArrayBuffer() || dataArg.isTypedArray()) {
const uint8_t *bufData = static_cast<const uint8_t *>(dataArg.arrayBufferData());
size_t bufLen = dataArg.arrayBufferLength();
success = imageData->create(width, height, format, bufData, bufLen);
} else {
success = imageData->create(width, height, format);
}
} else {
success = imageData->create(width, height, format);
}
} else if (firstArg.isArrayBuffer() || firstArg.isTypedArray()) {
// Load from ArrayBuffer (FileData)
const uint8_t *bufData = static_cast<const uint8_t *>(firstArg.arrayBufferData());
size_t bufLen = firstArg.arrayBufferLength();
success = imageData->loadFromMemory(bufData, bufLen);
}
if (!success) {
delete imageData;
args.returnValue(js::Value::null());
return;
}
js::Value obj = js::ClassBuilder::newInstance(args.context(), imagedata_class_id);
js::ClassBuilder::setOpaque(obj, imageData);
args.returnValue(std::move(obj));
}
// joy.image.isCompressed(filename)
static void js_image_isCompressed(js::FunctionArgs &args) {
Image *mod = getImageModule(args);
if (!mod || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
js::Value firstArg = args.arg(0);
if (firstArg.isString()) {
std::string filename = firstArg.toString(args.context());
args.returnValue(js::Value::boolean(mod->isCompressed(filename.c_str())));
} else {
// FileData - would need to check magic bytes
args.returnValue(js::Value::boolean(false));
}
}
void Image::initJS(js::Context &ctx, js::Value &joy) {
// Register ImageData class
js::ClassDef imageDataDef;
imageDataDef.name = "ImageData";
imageDataDef.finalizer = imagedata_finalizer;
imagedata_class_id = js::ClassBuilder::registerClass(ctx, imageDataDef);
// Create ImageData prototype with methods
js::Value imageDataProto = js::ModuleBuilder(ctx, "__imagedata_proto__")
.function("getWidth", js_imagedata_getWidth, 0)
.function("getHeight", js_imagedata_getHeight, 0)
.function("getDimensions", js_imagedata_getDimensions, 0)
.function("getFormat", js_imagedata_getFormat, 0)
.function("getPixel", js_imagedata_getPixel, 2)
.function("setPixel", js_imagedata_setPixel, 6)
.function("paste", js_imagedata_paste, 7)
.function("mapPixel", js_imagedata_mapPixel, 5)
.function("encode", js_imagedata_encode, 2)
.function("getData", js_imagedata_getData, 0)
.build();
js::ClassBuilder::setPrototype(ctx, imagedata_class_id, imageDataProto);
// Register image module functions
js::ModuleBuilder(ctx, "image")
.function("newImageData", js_image_newImageData, 4)
.function("isCompressed", js_image_isCompressed, 1)
.attachTo(joy);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/info/info.cc
|
C++
|
#include "info.hh"
namespace joy {
namespace modules {
Info::Info() {
}
Info::~Info() {
}
const char *Info::getVersion() {
return "dev-alpha";
}
const char *Info::getJSEngineName() {
return "QuickJS";
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/info/info.hh
|
C++ Header
|
#pragma once
namespace js {
class Context;
class Value;
} // namespace js
namespace joy {
namespace modules {
class Info {
public:
Info();
~Info();
static const char *getVersion();
static const char *getJSEngineName();
// Initialize JS bindings
static void initJS(js::Context &ctx, js::Value &joy);
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/info/info_js.cc
|
C++
|
#include "info.hh"
#include "js/js.hh"
namespace joy {
namespace modules {
static void js_info_getVersion(js::FunctionArgs &args) {
args.returnValue(js::Value::string(args.context(), Info::getVersion()));
}
static void js_info_getJSEngineName(js::FunctionArgs &args) {
args.returnValue(js::Value::string(args.context(), Info::getJSEngineName()));
}
void Info::initJS(js::Context &ctx, js::Value &joy) {
js::ModuleBuilder(ctx, "info")
.function("getVersion", js_info_getVersion)
.function("getJSEngineName", js_info_getJSEngineName)
.attachTo(joy);
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/joystick/joystick.cc
|
C++
|
#include "joystick.hh"
#include "engine.hh"
#include <cstring>
#include <algorithm>
#include <cstdio>
#include <limits>
namespace joy {
namespace modules {
// Hat name mappings
static const char *hat_names[] = {
"c", // Centered
"u", // Up
"r", // Right
"d", // Down
"l", // Left
"ru", // RightUp
"rd", // RightDown
"lu", // LeftUp
"ld", // LeftDown
};
// Gamepad axis name mappings
static const char *gamepad_axis_names[] = {
"", // Invalid
"leftx",
"lefty",
"rightx",
"righty",
"triggerleft",
"triggerright",
};
// Gamepad button name mappings
static const char *gamepad_button_names[] = {
"", // Invalid
"a",
"b",
"x",
"y",
"back",
"guide",
"start",
"leftstick",
"rightstick",
"leftshoulder",
"rightshoulder",
"dpup",
"dpdown",
"dpleft",
"dpright",
"misc1",
"paddle1",
"paddle2",
"paddle3",
"paddle4",
"touchpad",
};
// Convert SDL hat value to JoystickHat
static JoystickHat sdlHatToHat(Uint8 sdlHat) {
switch (sdlHat) {
case SDL_HAT_CENTERED: return JoystickHat::Centered;
case SDL_HAT_UP: return JoystickHat::Up;
case SDL_HAT_RIGHT: return JoystickHat::Right;
case SDL_HAT_DOWN: return JoystickHat::Down;
case SDL_HAT_LEFT: return JoystickHat::Left;
case SDL_HAT_RIGHTUP: return JoystickHat::RightUp;
case SDL_HAT_RIGHTDOWN: return JoystickHat::RightDown;
case SDL_HAT_LEFTUP: return JoystickHat::LeftUp;
case SDL_HAT_LEFTDOWN: return JoystickHat::LeftDown;
default: return JoystickHat::Centered;
}
}
// Convert GamepadAxis to SDL_GamepadAxis
static SDL_GamepadAxis gamepadAxisToSDL(GamepadAxis axis) {
switch (axis) {
case GamepadAxis::LeftX: return SDL_GAMEPAD_AXIS_LEFTX;
case GamepadAxis::LeftY: return SDL_GAMEPAD_AXIS_LEFTY;
case GamepadAxis::RightX: return SDL_GAMEPAD_AXIS_RIGHTX;
case GamepadAxis::RightY: return SDL_GAMEPAD_AXIS_RIGHTY;
case GamepadAxis::TriggerLeft: return SDL_GAMEPAD_AXIS_LEFT_TRIGGER;
case GamepadAxis::TriggerRight: return SDL_GAMEPAD_AXIS_RIGHT_TRIGGER;
default: return SDL_GAMEPAD_AXIS_INVALID;
}
}
// Convert SDL_GamepadAxis to GamepadAxis
static GamepadAxis sdlToGamepadAxis(SDL_GamepadAxis sdlAxis) {
switch (sdlAxis) {
case SDL_GAMEPAD_AXIS_LEFTX: return GamepadAxis::LeftX;
case SDL_GAMEPAD_AXIS_LEFTY: return GamepadAxis::LeftY;
case SDL_GAMEPAD_AXIS_RIGHTX: return GamepadAxis::RightX;
case SDL_GAMEPAD_AXIS_RIGHTY: return GamepadAxis::RightY;
case SDL_GAMEPAD_AXIS_LEFT_TRIGGER: return GamepadAxis::TriggerLeft;
case SDL_GAMEPAD_AXIS_RIGHT_TRIGGER: return GamepadAxis::TriggerRight;
default: return GamepadAxis::Invalid;
}
}
// Convert GamepadButton to SDL_GamepadButton
static SDL_GamepadButton gamepadButtonToSDL(GamepadButton button) {
switch (button) {
case GamepadButton::A: return SDL_GAMEPAD_BUTTON_SOUTH;
case GamepadButton::B: return SDL_GAMEPAD_BUTTON_EAST;
case GamepadButton::X: return SDL_GAMEPAD_BUTTON_WEST;
case GamepadButton::Y: return SDL_GAMEPAD_BUTTON_NORTH;
case GamepadButton::Back: return SDL_GAMEPAD_BUTTON_BACK;
case GamepadButton::Guide: return SDL_GAMEPAD_BUTTON_GUIDE;
case GamepadButton::Start: return SDL_GAMEPAD_BUTTON_START;
case GamepadButton::LeftStick: return SDL_GAMEPAD_BUTTON_LEFT_STICK;
case GamepadButton::RightStick: return SDL_GAMEPAD_BUTTON_RIGHT_STICK;
case GamepadButton::LeftShoulder: return SDL_GAMEPAD_BUTTON_LEFT_SHOULDER;
case GamepadButton::RightShoulder: return SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER;
case GamepadButton::DPadUp: return SDL_GAMEPAD_BUTTON_DPAD_UP;
case GamepadButton::DPadDown: return SDL_GAMEPAD_BUTTON_DPAD_DOWN;
case GamepadButton::DPadLeft: return SDL_GAMEPAD_BUTTON_DPAD_LEFT;
case GamepadButton::DPadRight: return SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
case GamepadButton::Misc1: return SDL_GAMEPAD_BUTTON_MISC1;
case GamepadButton::Paddle1: return SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1;
case GamepadButton::Paddle2: return SDL_GAMEPAD_BUTTON_LEFT_PADDLE1;
case GamepadButton::Paddle3: return SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2;
case GamepadButton::Paddle4: return SDL_GAMEPAD_BUTTON_LEFT_PADDLE2;
case GamepadButton::Touchpad: return SDL_GAMEPAD_BUTTON_TOUCHPAD;
default: return SDL_GAMEPAD_BUTTON_INVALID;
}
}
// Convert SDL_GamepadButton to GamepadButton
static GamepadButton sdlToGamepadButton(SDL_GamepadButton sdlButton) {
switch (sdlButton) {
case SDL_GAMEPAD_BUTTON_SOUTH: return GamepadButton::A;
case SDL_GAMEPAD_BUTTON_EAST: return GamepadButton::B;
case SDL_GAMEPAD_BUTTON_WEST: return GamepadButton::X;
case SDL_GAMEPAD_BUTTON_NORTH: return GamepadButton::Y;
case SDL_GAMEPAD_BUTTON_BACK: return GamepadButton::Back;
case SDL_GAMEPAD_BUTTON_GUIDE: return GamepadButton::Guide;
case SDL_GAMEPAD_BUTTON_START: return GamepadButton::Start;
case SDL_GAMEPAD_BUTTON_LEFT_STICK: return GamepadButton::LeftStick;
case SDL_GAMEPAD_BUTTON_RIGHT_STICK: return GamepadButton::RightStick;
case SDL_GAMEPAD_BUTTON_LEFT_SHOULDER: return GamepadButton::LeftShoulder;
case SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER: return GamepadButton::RightShoulder;
case SDL_GAMEPAD_BUTTON_DPAD_UP: return GamepadButton::DPadUp;
case SDL_GAMEPAD_BUTTON_DPAD_DOWN: return GamepadButton::DPadDown;
case SDL_GAMEPAD_BUTTON_DPAD_LEFT: return GamepadButton::DPadLeft;
case SDL_GAMEPAD_BUTTON_DPAD_RIGHT: return GamepadButton::DPadRight;
case SDL_GAMEPAD_BUTTON_MISC1: return GamepadButton::Misc1;
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1: return GamepadButton::Paddle1;
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE1: return GamepadButton::Paddle2;
case SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2: return GamepadButton::Paddle3;
case SDL_GAMEPAD_BUTTON_LEFT_PADDLE2: return GamepadButton::Paddle4;
case SDL_GAMEPAD_BUTTON_TOUCHPAD: return GamepadButton::Touchpad;
default: return GamepadButton::Invalid;
}
}
// Clamp axis value to [-1, 1]
static float clampAxis(float x) {
if (x < -1.0f) return -1.0f;
if (x > 1.0f) return 1.0f;
return x;
}
// Joystick implementation
Joystick::Joystick(SDL_Joystick *joystick, SDL_JoystickID id)
: joystick_(joystick)
, gamepad_(nullptr)
, id_(id)
, instance_id_(SDL_GetJoystickID(joystick))
, vibration_left_(0.0f)
, vibration_right_(0.0f)
{
// Try to open as gamepad if possible
if (SDL_IsGamepad(id)) {
gamepad_ = SDL_OpenGamepad(id);
}
}
Joystick::~Joystick() {
close();
}
void Joystick::close() {
if (gamepad_) {
SDL_CloseGamepad(gamepad_);
gamepad_ = nullptr;
}
if (joystick_) {
SDL_CloseJoystick(joystick_);
joystick_ = nullptr;
}
}
bool Joystick::isConnected() const {
return joystick_ && SDL_JoystickConnected(joystick_);
}
const char *Joystick::getName() const {
if (!joystick_) return "";
const char *name = SDL_GetJoystickName(joystick_);
return name ? name : "";
}
std::string Joystick::getGUID() const {
if (!joystick_) return "";
SDL_GUID guid = SDL_GetJoystickGUID(joystick_);
char guidStr[64];
SDL_GUIDToString(guid, guidStr, sizeof(guidStr));
return std::string(guidStr);
}
void Joystick::getDeviceInfo(int &vendorID, int &productID, int &productVersion) const {
if (!joystick_) {
vendorID = productID = productVersion = 0;
return;
}
vendorID = SDL_GetJoystickVendor(joystick_);
productID = SDL_GetJoystickProduct(joystick_);
productVersion = SDL_GetJoystickProductVersion(joystick_);
}
int Joystick::getAxisCount() const {
if (!joystick_) return 0;
return SDL_GetNumJoystickAxes(joystick_);
}
float Joystick::getAxis(int axisIndex) const {
if (!joystick_) return 0.0f;
if (axisIndex < 0 || axisIndex >= getAxisCount()) return 0.0f;
Sint16 value = SDL_GetJoystickAxis(joystick_, axisIndex);
// Normalize from [-32768, 32767] to [-1.0, 1.0]
return clampAxis(static_cast<float>(value) / 32767.0f);
}
std::vector<float> Joystick::getAxes() const {
std::vector<float> axes;
int count = getAxisCount();
axes.reserve(count);
for (int i = 0; i < count; i++) {
axes.push_back(getAxis(i));
}
return axes;
}
int Joystick::getButtonCount() const {
if (!joystick_) return 0;
return SDL_GetNumJoystickButtons(joystick_);
}
bool Joystick::isDown(const std::vector<int> &buttons) const {
if (!joystick_) return false;
int buttonCount = getButtonCount();
for (int button : buttons) {
// Love2D uses 1-indexed buttons
int idx = button - 1;
if (idx >= 0 && idx < buttonCount) {
if (SDL_GetJoystickButton(joystick_, idx)) {
return true;
}
}
}
return false;
}
int Joystick::getHatCount() const {
if (!joystick_) return 0;
return SDL_GetNumJoystickHats(joystick_);
}
JoystickHat Joystick::getHat(int hatIndex) const {
if (!joystick_) return JoystickHat::Centered;
if (hatIndex < 0 || hatIndex >= getHatCount()) return JoystickHat::Centered;
Uint8 value = SDL_GetJoystickHat(joystick_, hatIndex);
return sdlHatToHat(value);
}
bool Joystick::isGamepad() const {
return gamepad_ != nullptr;
}
float Joystick::getGamepadAxis(GamepadAxis axis) const {
if (!gamepad_) return 0.0f;
SDL_GamepadAxis sdlAxis = gamepadAxisToSDL(axis);
if (sdlAxis == SDL_GAMEPAD_AXIS_INVALID) return 0.0f;
Sint16 value = SDL_GetGamepadAxis(gamepad_, sdlAxis);
// Normalize from [-32768, 32767] to [-1.0, 1.0]
return clampAxis(static_cast<float>(value) / 32767.0f);
}
bool Joystick::isGamepadDown(const std::vector<GamepadButton> &buttons) const {
if (!gamepad_) return false;
for (GamepadButton button : buttons) {
SDL_GamepadButton sdlButton = gamepadButtonToSDL(button);
if (sdlButton != SDL_GAMEPAD_BUTTON_INVALID) {
if (SDL_GetGamepadButton(gamepad_, sdlButton)) {
return true;
}
}
}
return false;
}
std::string Joystick::getGamepadMappingString() const {
if (!gamepad_) return "";
char *mapping = SDL_GetGamepadMapping(gamepad_);
if (!mapping) return "";
std::string result(mapping);
SDL_free(mapping);
return result;
}
bool Joystick::isVibrationSupported() {
// Rumble disabled for now
return false;
}
bool Joystick::setVibration(float left, float right, float duration) {
// Rumble disabled for now
return false;
}
bool Joystick::setVibration() {
// Rumble disabled for now
return false;
}
void Joystick::getVibration(float &left, float &right) {
left = vibration_left_;
right = vibration_right_;
}
bool Joystick::getHatFromName(const char *name, JoystickHat &out) {
for (int i = 0; i < static_cast<int>(JoystickHat::MaxEnum); i++) {
if (strcmp(name, hat_names[i]) == 0) {
out = static_cast<JoystickHat>(i);
return true;
}
}
return false;
}
const char *Joystick::getHatName(JoystickHat hat) {
int idx = static_cast<int>(hat);
if (idx >= 0 && idx < static_cast<int>(JoystickHat::MaxEnum)) {
return hat_names[idx];
}
return "";
}
bool Joystick::getGamepadAxisFromName(const char *name, GamepadAxis &out) {
for (int i = 1; i < static_cast<int>(GamepadAxis::MaxEnum); i++) {
if (strcmp(name, gamepad_axis_names[i]) == 0) {
out = static_cast<GamepadAxis>(i);
return true;
}
}
return false;
}
const char *Joystick::getGamepadAxisName(GamepadAxis axis) {
int idx = static_cast<int>(axis);
if (idx > 0 && idx < static_cast<int>(GamepadAxis::MaxEnum)) {
return gamepad_axis_names[idx];
}
return "";
}
bool Joystick::getGamepadButtonFromName(const char *name, GamepadButton &out) {
for (int i = 1; i < static_cast<int>(GamepadButton::MaxEnum); i++) {
if (strcmp(name, gamepad_button_names[i]) == 0) {
out = static_cast<GamepadButton>(i);
return true;
}
}
return false;
}
const char *Joystick::getGamepadButtonName(GamepadButton button) {
int idx = static_cast<int>(button);
if (idx > 0 && idx < static_cast<int>(GamepadButton::MaxEnum)) {
return gamepad_button_names[idx];
}
return "";
}
// JoystickModule implementation
JoystickModule::JoystickModule(Engine *engine)
: engine_(engine)
{
}
JoystickModule::~JoystickModule() {
for (Joystick *joystick : joysticks_) {
delete joystick;
}
joysticks_.clear();
joystick_map_.clear();
}
bool JoystickModule::init() {
// SDL joystick subsystem is initialized with SDL_INIT_GAMEPAD which includes SDL_INIT_JOYSTICK
if (!SDL_InitSubSystem(SDL_INIT_GAMEPAD)) {
fprintf(stderr, "Failed to initialize SDL gamepad subsystem: %s\n", SDL_GetError());
return false;
}
// Open all connected joysticks
int count = 0;
SDL_JoystickID *joystickIds = SDL_GetJoysticks(&count);
if (joystickIds) {
for (int i = 0; i < count; i++) {
addJoystick(joystickIds[i]);
}
SDL_free(joystickIds);
}
return true;
}
int JoystickModule::getJoystickCount() const {
return static_cast<int>(joysticks_.size());
}
Joystick *JoystickModule::getJoystick(int index) {
if (index < 0 || index >= static_cast<int>(joysticks_.size())) {
return nullptr;
}
return joysticks_[index];
}
Joystick *JoystickModule::getJoystickFromID(SDL_JoystickID instanceId) {
auto it = joystick_map_.find(instanceId);
if (it != joystick_map_.end()) {
return it->second;
}
return nullptr;
}
Joystick *JoystickModule::addJoystick(SDL_JoystickID deviceId) {
// First, check if this joystick is already open by trying to get its instance ID
// We need to temporarily open it to check
SDL_Joystick *sdlJoystick = SDL_OpenJoystick(deviceId);
if (!sdlJoystick) {
fprintf(stderr, "Failed to open joystick %d: %s\n", deviceId, SDL_GetError());
return nullptr;
}
SDL_JoystickID instanceId = SDL_GetJoystickID(sdlJoystick);
// Check if we already have this joystick
auto it = joystick_map_.find(instanceId);
if (it != joystick_map_.end()) {
// Already have this joystick, close the duplicate handle and return nullptr
// to indicate no new joystick was added
SDL_CloseJoystick(sdlJoystick);
return nullptr;
}
Joystick *joystick = new Joystick(sdlJoystick, deviceId);
joysticks_.push_back(joystick);
joystick_map_[joystick->getInstanceID()] = joystick;
return joystick;
}
void JoystickModule::removeJoystick(SDL_JoystickID instanceId) {
auto mapIt = joystick_map_.find(instanceId);
if (mapIt == joystick_map_.end()) {
return;
}
Joystick *joystick = mapIt->second;
joystick_map_.erase(mapIt);
auto vecIt = std::find(joysticks_.begin(), joysticks_.end(), joystick);
if (vecIt != joysticks_.end()) {
joysticks_.erase(vecIt);
}
delete joystick;
}
std::string JoystickModule::getGamepadMappingString(const std::string &guid) const {
SDL_GUID sdlGuid = SDL_StringToGUID(guid.c_str());
char *mapping = SDL_GetGamepadMappingForGUID(sdlGuid);
if (!mapping) return "";
std::string result(mapping);
SDL_free(mapping);
return result;
}
void JoystickModule::loadGamepadMappings(const std::string &mappings) {
// SDL3 requires loading from RWops
SDL_IOStream *rw = SDL_IOFromConstMem(mappings.c_str(), mappings.length());
if (rw) {
SDL_AddGamepadMappingsFromIO(rw, true);
}
}
std::string JoystickModule::saveGamepadMappings() const {
// Get all current gamepad mappings
std::string result;
int count = 0;
char **mappings = SDL_GetGamepadMappings(&count);
if (mappings) {
for (int i = 0; i < count; i++) {
result += mappings[i];
result += "\n";
SDL_free(mappings[i]);
}
SDL_free(mappings);
}
return result;
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/joystick/joystick.hh
|
C++ Header
|
#pragma once
#include "SDL3/SDL.h"
#include <string>
#include <vector>
#include <unordered_map>
namespace js {
class Context;
class Value;
}
namespace joy {
class Engine;
namespace modules {
// Joystick hat values (matching Love2D)
enum class JoystickHat {
Centered,
Up,
Right,
Down,
Left,
RightUp,
RightDown,
LeftUp,
LeftDown,
MaxEnum
};
// Gamepad axis values (matching Love2D)
enum class GamepadAxis {
Invalid,
LeftX,
LeftY,
RightX,
RightY,
TriggerLeft,
TriggerRight,
MaxEnum
};
// Gamepad button values (matching Love2D)
enum class GamepadButton {
Invalid,
A,
B,
X,
Y,
Back,
Guide,
Start,
LeftStick,
RightStick,
LeftShoulder,
RightShoulder,
DPadUp,
DPadDown,
DPadLeft,
DPadRight,
Misc1,
Paddle1,
Paddle2,
Paddle3,
Paddle4,
Touchpad,
MaxEnum
};
// Input type for gamepad mappings
enum class JoystickInputType {
Axis,
Button,
Hat,
MaxEnum
};
// Individual joystick instance
class Joystick {
public:
Joystick(SDL_Joystick *joystick, SDL_JoystickID id);
~Joystick();
// Disable copy
Joystick(const Joystick &) = delete;
Joystick &operator=(const Joystick &) = delete;
// Connection
bool isConnected() const;
void close();
// Basic info
const char *getName() const;
std::string getGUID() const;
SDL_JoystickID getID() const { return id_; }
SDL_JoystickID getInstanceID() const { return instance_id_; }
void getDeviceInfo(int &vendorID, int &productID, int &productVersion) const;
// Axes
int getAxisCount() const;
float getAxis(int axisIndex) const;
std::vector<float> getAxes() const;
// Buttons
int getButtonCount() const;
bool isDown(const std::vector<int> &buttons) const;
// Hats
int getHatCount() const;
JoystickHat getHat(int hatIndex) const;
// Gamepad
bool isGamepad() const;
float getGamepadAxis(GamepadAxis axis) const;
bool isGamepadDown(const std::vector<GamepadButton> &buttons) const;
std::string getGamepadMappingString() const;
// Vibration
bool isVibrationSupported();
bool setVibration(float left, float right, float duration = -1.0f);
bool setVibration(); // Stop vibration
void getVibration(float &left, float &right);
// Convert string to enum
static bool getHatFromName(const char *name, JoystickHat &out);
static const char *getHatName(JoystickHat hat);
static bool getGamepadAxisFromName(const char *name, GamepadAxis &out);
static const char *getGamepadAxisName(GamepadAxis axis);
static bool getGamepadButtonFromName(const char *name, GamepadButton &out);
static const char *getGamepadButtonName(GamepadButton button);
// SDL handle
SDL_Joystick *getHandle() const { return joystick_; }
SDL_Gamepad *getGamepadHandle() const { return gamepad_; }
private:
SDL_Joystick *joystick_;
SDL_Gamepad *gamepad_;
SDL_JoystickID id_;
SDL_JoystickID instance_id_;
float vibration_left_;
float vibration_right_;
};
// Joystick module (manages all joysticks)
class JoystickModule {
public:
JoystickModule(Engine *engine);
~JoystickModule();
// Initialize SDL joystick subsystem
bool init();
// Get joystick count
int getJoystickCount() const;
// Get all joysticks
const std::vector<Joystick *> &getJoysticks() const { return joysticks_; }
// Get joystick by index
Joystick *getJoystick(int index);
// Get joystick by instance ID
Joystick *getJoystickFromID(SDL_JoystickID instanceId);
// Add/remove joystick (called from event handlers)
Joystick *addJoystick(SDL_JoystickID deviceId);
void removeJoystick(SDL_JoystickID instanceId);
// Gamepad mappings
std::string getGamepadMappingString(const std::string &guid) const;
void loadGamepadMappings(const std::string &mappings);
std::string saveGamepadMappings() const;
// JS bindings
static void initJS(js::Context &ctx, js::Value &joy);
private:
Engine *engine_;
std::vector<Joystick *> joysticks_;
std::unordered_map<SDL_JoystickID, Joystick *> joystick_map_;
};
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
src/modules/joystick/joystick_js.cc
|
C++
|
#include "js/js.hh"
#include "joystick.hh"
#include "engine.hh"
namespace joy {
namespace modules {
// Class ID for Joystick objects
static js::ClassID joystick_class_id = 0;
// Helper to get JoystickModule from JS context
static JoystickModule *getJoystickModule(js::FunctionArgs &args) {
Engine *engine = args.getContextOpaque<Engine>();
return engine ? engine->getJoystickModule() : nullptr;
}
// Joystick finalizer
static void joystick_finalizer(void *opaque) {
// Joysticks are owned by JoystickModule, so we don't delete them here
// The opaque pointer is just a reference
}
// Helper to get Joystick from this value
static Joystick *getJoystick(js::FunctionArgs &args) {
js::Value thisVal = args.thisValue();
return static_cast<Joystick *>(js::ClassBuilder::getOpaque(thisVal, joystick_class_id));
}
// === Joystick object methods ===
// joystick:isConnected()
static void js_joystick_isConnected(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
args.returnValue(js::Value::boolean(joystick && joystick->isConnected()));
}
// joystick:getName()
static void js_joystick_getName(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
args.returnValue(js::Value::string(args.context(), joystick->getName()));
}
// joystick:getID() - returns [id, instanceId]
static void js_joystick_getID(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick) {
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(0));
result.setProperty(args.context(), 1u, js::Value::null());
args.returnValue(std::move(result));
return;
}
// Get the index in the joysticks array for the "id"
JoystickModule *module = getJoystickModule(args);
int index = 0;
if (module) {
const auto &joysticks = module->getJoysticks();
for (size_t i = 0; i < joysticks.size(); i++) {
if (joysticks[i] == joystick) {
index = static_cast<int>(i) + 1; // 1-indexed like Love2D
break;
}
}
}
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(index));
if (joystick->isConnected()) {
result.setProperty(args.context(), 1u, js::Value::number(static_cast<int32_t>(joystick->getInstanceID())));
} else {
result.setProperty(args.context(), 1u, js::Value::null());
}
args.returnValue(std::move(result));
}
// joystick:getGUID()
static void js_joystick_getGUID(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
args.returnValue(js::Value::string(args.context(), joystick->getGUID().c_str()));
}
// joystick:getDeviceInfo() - returns [vendorId, productId, productVersion]
static void js_joystick_getDeviceInfo(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick) {
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(0));
result.setProperty(args.context(), 1u, js::Value::number(0));
result.setProperty(args.context(), 2u, js::Value::number(0));
args.returnValue(std::move(result));
return;
}
int vendorId, productId, productVersion;
joystick->getDeviceInfo(vendorId, productId, productVersion);
js::Value result = js::Value::array(args.context());
result.setProperty(args.context(), 0u, js::Value::number(vendorId));
result.setProperty(args.context(), 1u, js::Value::number(productId));
result.setProperty(args.context(), 2u, js::Value::number(productVersion));
args.returnValue(std::move(result));
}
// joystick:getAxisCount()
static void js_joystick_getAxisCount(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
args.returnValue(js::Value::number(joystick ? joystick->getAxisCount() : 0));
}
// joystick:getAxis(axis)
static void js_joystick_getAxis(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick || args.length() < 1) {
args.returnValue(js::Value::number(0));
return;
}
int axis = args.arg(0).toInt32();
args.returnValue(js::Value::number(joystick->getAxis(axis - 1))); // 1-indexed in Love2D
}
// joystick:getAxes() - returns array of all axis values
static void js_joystick_getAxes(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
js::Value result = js::Value::array(args.context());
if (joystick) {
std::vector<float> axes = joystick->getAxes();
for (size_t i = 0; i < axes.size(); i++) {
result.setProperty(args.context(), static_cast<uint32_t>(i), js::Value::number(axes[i]));
}
}
args.returnValue(std::move(result));
}
// joystick:getButtonCount()
static void js_joystick_getButtonCount(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
args.returnValue(js::Value::number(joystick ? joystick->getButtonCount() : 0));
}
// joystick:isDown(button, ...)
static void js_joystick_isDown(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::vector<int> buttons;
for (int i = 0; i < args.length(); i++) {
buttons.push_back(args.arg(i).toInt32());
}
args.returnValue(js::Value::boolean(joystick->isDown(buttons)));
}
// joystick:getHatCount()
static void js_joystick_getHatCount(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
args.returnValue(js::Value::number(joystick ? joystick->getHatCount() : 0));
}
// joystick:getHat(hat)
static void js_joystick_getHat(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick || args.length() < 1) {
args.returnValue(js::Value::string(args.context(), "c"));
return;
}
int hat = args.arg(0).toInt32();
JoystickHat hatValue = joystick->getHat(hat - 1); // 1-indexed
args.returnValue(js::Value::string(args.context(), Joystick::getHatName(hatValue)));
}
// joystick:isGamepad()
static void js_joystick_isGamepad(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
args.returnValue(js::Value::boolean(joystick && joystick->isGamepad()));
}
// joystick:getGamepadAxis(axis)
static void js_joystick_getGamepadAxis(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick || args.length() < 1) {
args.returnValue(js::Value::number(0));
return;
}
std::string axisName = args.arg(0).toString(args.context());
GamepadAxis axis;
if (!Joystick::getGamepadAxisFromName(axisName.c_str(), axis)) {
args.returnValue(js::Value::number(0));
return;
}
args.returnValue(js::Value::number(joystick->getGamepadAxis(axis)));
}
// joystick:isGamepadDown(button, ...)
static void js_joystick_isGamepadDown(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick || args.length() < 1) {
args.returnValue(js::Value::boolean(false));
return;
}
std::vector<GamepadButton> buttons;
for (int i = 0; i < args.length(); i++) {
std::string buttonName = args.arg(i).toString(args.context());
GamepadButton button;
if (Joystick::getGamepadButtonFromName(buttonName.c_str(), button)) {
buttons.push_back(button);
}
}
args.returnValue(js::Value::boolean(joystick->isGamepadDown(buttons)));
}
// joystick:getGamepadMappingString()
static void js_joystick_getGamepadMappingString(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick) {
args.returnValue(js::Value::null());
return;
}
std::string mapping = joystick->getGamepadMappingString();
if (mapping.empty()) {
args.returnValue(js::Value::null());
return;
}
args.returnValue(js::Value::string(args.context(), mapping.c_str()));
}
// joystick:isVibrationSupported()
static void js_joystick_isVibrationSupported(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
args.returnValue(js::Value::boolean(joystick && joystick->isVibrationSupported()));
}
// joystick:setVibration(left, right, duration) or joystick:setVibration()
static void js_joystick_setVibration(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
if (!joystick) {
args.returnValue(js::Value::boolean(false));
return;
}
if (args.length() < 2) {
// Stop vibration
args.returnValue(js::Value::boolean(joystick->setVibration()));
return;
}
float left = static_cast<float>(args.arg(0).toFloat64());
float right = static_cast<float>(args.arg(1).toFloat64());
float duration = -1.0f;
if (args.length() >= 3) {
duration = static_cast<float>(args.arg(2).toFloat64());
}
args.returnValue(js::Value::boolean(joystick->setVibration(left, right, duration)));
}
// joystick:getVibration() - returns [left, right]
static void js_joystick_getVibration(js::FunctionArgs &args) {
Joystick *joystick = getJoystick(args);
js::Value result = js::Value::array(args.context());
if (joystick) {
float left, right;
joystick->getVibration(left, right);
result.setProperty(args.context(), 0u, js::Value::number(left));
result.setProperty(args.context(), 1u, js::Value::number(right));
} else {
result.setProperty(args.context(), 0u, js::Value::number(0));
result.setProperty(args.context(), 1u, js::Value::number(0));
}
args.returnValue(std::move(result));
}
// === Module functions ===
// joy.joystick.getJoystickCount()
static void js_getJoystickCount(js::FunctionArgs &args) {
JoystickModule *module = getJoystickModule(args);
args.returnValue(js::Value::number(module ? module->getJoystickCount() : 0));
}
// joy.joystick.getJoysticks() - returns array of Joystick objects
static void js_getJoysticks(js::FunctionArgs &args) {
JoystickModule *module = getJoystickModule(args);
js::Value result = js::Value::array(args.context());
if (module) {
const auto &joysticks = module->getJoysticks();
for (size_t i = 0; i < joysticks.size(); i++) {
js::Value obj = js::ClassBuilder::newInstance(args.context(), joystick_class_id);
js::ClassBuilder::setOpaque(obj, joysticks[i]);
result.setProperty(args.context(), static_cast<uint32_t>(i), std::move(obj));
}
}
args.returnValue(std::move(result));
}
// joy.joystick.getGamepadMappingString(guid)
static void js_getGamepadMappingString(js::FunctionArgs &args) {
JoystickModule *module = getJoystickModule(args);
if (!module || args.length() < 1) {
args.returnValue(js::Value::null());
return;
}
std::string guid = args.arg(0).toString(args.context());
std::string mapping = module->getGamepadMappingString(guid);
if (mapping.empty()) {
args.returnValue(js::Value::null());
return;
}
args.returnValue(js::Value::string(args.context(), mapping.c_str()));
}
// joy.joystick.loadGamepadMappings(mappings)
static void js_loadGamepadMappings(js::FunctionArgs &args) {
JoystickModule *module = getJoystickModule(args);
if (!module || args.length() < 1) {
args.returnUndefined();
return;
}
std::string mappings = args.arg(0).toString(args.context());
module->loadGamepadMappings(mappings);
args.returnUndefined();
}
// joy.joystick.saveGamepadMappings()
static void js_saveGamepadMappings(js::FunctionArgs &args) {
JoystickModule *module = getJoystickModule(args);
if (!module) {
args.returnValue(js::Value::string(args.context(), ""));
return;
}
std::string mappings = module->saveGamepadMappings();
args.returnValue(js::Value::string(args.context(), mappings.c_str()));
}
// Create a Joystick JS object from a C++ Joystick pointer
js::Value createJoystickObject(js::Context &ctx, Joystick *joystick) {
js::Value obj = js::ClassBuilder::newInstance(ctx, joystick_class_id);
js::ClassBuilder::setOpaque(obj, joystick);
return obj;
}
void JoystickModule::initJS(js::Context &ctx, js::Value &joy) {
// Register Joystick class
js::ClassDef joystickDef;
joystickDef.name = "Joystick";
joystickDef.finalizer = joystick_finalizer;
joystick_class_id = js::ClassBuilder::registerClass(ctx, joystickDef);
// Create Joystick prototype with methods
js::Value proto = js::ModuleBuilder(ctx, "__joystick_proto__")
.function("isConnected", js_joystick_isConnected, 0)
.function("getName", js_joystick_getName, 0)
.function("getID", js_joystick_getID, 0)
.function("getGUID", js_joystick_getGUID, 0)
.function("getDeviceInfo", js_joystick_getDeviceInfo, 0)
.function("getAxisCount", js_joystick_getAxisCount, 0)
.function("getAxis", js_joystick_getAxis, 1)
.function("getAxes", js_joystick_getAxes, 0)
.function("getButtonCount", js_joystick_getButtonCount, 0)
.function("isDown", js_joystick_isDown, 1)
.function("getHatCount", js_joystick_getHatCount, 0)
.function("getHat", js_joystick_getHat, 1)
.function("isGamepad", js_joystick_isGamepad, 0)
.function("getGamepadAxis", js_joystick_getGamepadAxis, 1)
.function("isGamepadDown", js_joystick_isGamepadDown, 1)
.function("getGamepadMappingString", js_joystick_getGamepadMappingString, 0)
.function("isVibrationSupported", js_joystick_isVibrationSupported, 0)
.function("setVibration", js_joystick_setVibration, 3)
.function("getVibration", js_joystick_getVibration, 0)
.build();
js::ClassBuilder::setPrototype(ctx, joystick_class_id, proto);
// Create joystick module
js::ModuleBuilder(ctx, "joystick")
.function("getJoystickCount", js_getJoystickCount, 0)
.function("getJoysticks", js_getJoysticks, 0)
.function("getGamepadMappingString", js_getGamepadMappingString, 1)
.function("loadGamepadMappings", js_loadGamepadMappings, 1)
.function("saveGamepadMappings", js_saveGamepadMappings, 0)
.attachTo(joy);
}
// Exported function to create Joystick JS objects from C++ (used by engine for callbacks)
js::Value createJoystickJSObject(js::Context &ctx, Joystick *joystick) {
js::Value obj = js::ClassBuilder::newInstance(ctx, joystick_class_id);
js::ClassBuilder::setOpaque(obj, joystick);
return obj;
}
} // namespace modules
} // namespace joy
|
zyedidia/joy
| 1
|
A framework for building 2D desktop games in JavaScript, with a Love2D-inspired API
|
C++
|
zyedidia
|
Zachary Yedidia
|
Stanford University
|
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