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jsgame.cpp
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jsgame.cpp
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/*
* jsgame.cpp
*
*/
#include "jsgame.h"
#include <stdio.h>
#include <string>
#include <string.h>
Persistent<Context> JSGame::context;
//UTILITY FUNCTIONS
// Reads a file into a v8 string.
Handle<String> ReadFile(const string& name) {
FILE* file = fopen(name.c_str(), "rb");
if (file == NULL)
return Handle<String>();
fseek(file, 0, SEEK_END);
int size = ftell(file);
rewind(file);
char* chars = new char[size + 1];
chars[size] = '\0';
for (int i = 0; i < size;) {
int read = fread(&chars[i], 1, size - i, file);
i += read;
}
fclose(file);
Handle<String> result = String::New(chars, size);
delete[] chars;
return result;
}
bool exec(string file) {
HandleScope handle_scope;
Handle<String> source = ReadFile(file);
if (source.IsEmpty()) {
fprintf(stderr, "Error reading '%s'.\n", file.c_str());
return false;
}
// We're just about to compile the script; set up an error handler to
// catch any exceptions the script might throw.
TryCatch try_catch;
// Compile the script and check for errors.
Handle<Script> compiled_script = Script::Compile(source);
if (compiled_script.IsEmpty()) {
String::Utf8Value error(try_catch.Exception());
Handle<v8::Message> message(try_catch.Message());
printf("%s on line %i\n\n", *error, message->GetLineNumber());
// The script failed to compile; bail out.
return false;
}
// Run the script!
Handle<Value> result = compiled_script->Run();
if (result.IsEmpty()) {
// The TryCatch above is still in effect and will have caught the error.
String::Utf8Value error(try_catch.Exception());
printf("%s \n\n", *error);
// Running the script failed; bail out.
return false;
}
return true;
}
//FUNCTIONS IN GLOBAL SCOPE
//prints a string to stdout
Handle<Value> log(const Arguments& args) {
//if less that nbr of formal parameters then do nothing
if (args.Length() < 1)
return v8::Undefined();
//define handle scope
HandleScope scope;
//get arguments
String::Utf8Value value0(args[0]);
char* arg0 = *value0;
//make call
fprintf(stdout, "%s", arg0);
return v8::Undefined();
}
//loads a js file
Handle<Value> load(const Arguments& args) {
//if less that nbr of formal parameters then do nothing
int len = args.Length();
int i;
if (len < 1)
return v8::Undefined();
//define handle scope
HandleScope scope;
// Enter the new context so all the following operations take place
// within it.
Context::Scope context_scope(JSGame::context);
for (i = 0; i < len; ++i) {
//get argument
String::Utf8Value value0(args[i]);
char* arg0 = *value0;
string str(JSGameUtils::getRealPath(arg0));
if(!exec(str)) {
fprintf(stderr, "Error reading '%s'.\n", arg0);
return v8::Undefined();
}
}
return v8::Undefined();
}
bool JSGame::executeScript(string file) {
return exec(file);
}
bool JSGame::initialize(int* pargc, char** argv, string scriptname) {
// Create a handle scope to hold the temporary references.
HandleScope handle_scope;
// Create a template for the global object where we set the
// built-in global functions.
Handle<ObjectTemplate> global = ObjectTemplate::New();
// Each processor gets its own context so different processors
// don't affect each other.
Handle<ObjectTemplate> Gl = GlFactory::createGl();
Handle<ObjectTemplate> Gles = GlesFactory::createGles();
//Set global objects and functions.
global->Set(String::New("Gl"), Gl);
global->Set(String::New("Gles"), Gles);
global->Set(String::New("Glu"), createGlu());
global->Set(String::New("Glut"), GlutFactory::createGlut(pargc, argv));
global->Set(String::New("Al"), AlFactory::createAl(pargc, argv));
// ALUT isn't ready yet.
//global->Set(String::New("Alut"), AlutFactory::createAlut(pargc, argv));
global->Set(String::New("log"), FunctionTemplate::New(log));
global->Set(String::New("load"), FunctionTemplate::New(load));
Handle<Context> context = Context::New(NULL, global);
//TODO(nico): should find another way to set the right context when calling a func.
JSGame::context = Persistent<Context>::New(context);
GlutFactory::glut_persistent_context = JSGame::context;
GlesFactory::gles_persistent_context = JSGame::context;
// Enter the new context so all the following operations take place
// within it.
Context::Scope context_scope(context);
//Append *this* as Gl static variable so we can do dot-this-dot-that stuff
GlFactory::self_ = Persistent<Object>::New(Gl->NewInstance());
GlesFactory::self_ = Persistent<Object>::New(Gles->NewInstance());
//Set (only once) the absolute path for the .js file being executed.
JSGameUtils::setRootPath(argv[0], argv[1]);
// Compile and run the script
if (!executeScript(scriptname))
return false;
return true;
}