read javascript code from a js file!

the wii does the game loop now, as i passed some c functions to javascript. those functions are inside objects to make the js api easier to read and use.
This commit is contained in:
Fries 2024-06-19 00:39:01 -07:00
parent c6be391b8b
commit e5dfbf0e0c
6 changed files with 124 additions and 24 deletions

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@ -2,6 +2,8 @@ cmake_minimum_required(VERSION 3.13)
if (DEFINED ENV{DEVKITPRO}) if (DEFINED ENV{DEVKITPRO})
set(DEVKITPRO $ENV{DEVKITPRO}) set(DEVKITPRO $ENV{DEVKITPRO})
else()
message("Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>devkitpro")
endif() endif()
set(CMAKE_TOOLCHAIN_FILE "${DEVKITPRO}/cmake/Wii.cmake") set(CMAKE_TOOLCHAIN_FILE "${DEVKITPRO}/cmake/Wii.cmake")

1
source/.gitignore vendored Normal file
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@ -0,0 +1 @@
game.c

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@ -1,3 +1,10 @@
add_executable(WiiDuktape main.c) add_custom_command(
COMMAND ${CMAKE_CURRENT_SOURCE_DIR}/asset_generator.py ${CMAKE_CURRENT_SOURCE_DIR}/game.js ${CMAKE_CURRENT_SOURCE_DIR}/game.c
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/game.c
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/game.js
COMMENT "Creating game.c from game.js"
)
add_executable(WiiDuktape main.c game.c)
target_link_libraries(WiiDuktape duktape) target_link_libraries(WiiDuktape duktape)
ogc_create_dol(WiiDuktape) ogc_create_dol(WiiDuktape)

20
source/asset_generator.py Executable file
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@ -0,0 +1,20 @@
#!/usr/bin/env python3
from pathlib import Path
import argparse
parser = argparse.ArgumentParser()
parser.add_argument("input")
parser.add_argument("output")
args = parser.parse_args()
script = Path(args.input).read_text().replace("\n", "\\n").replace('"', '\\"')
code = f"""
const char* program = "{script}";
"""
with open(args.output, 'w') as f:
f.write(code)

19
source/game.js Normal file
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@ -0,0 +1,19 @@
const PAD_BUTTON_START = 0x1000;
const PAD_BUTTON_A = 0x0100;
while (wii.running) {
wii.pad.scan_pads();
const pressed = wii.pad.buttons_down();
if (pressed & PAD_BUTTON_START) {
wii.print("exiting from js");
wii.exit();
}
if (pressed & PAD_BUTTON_A) {
wii.print("a pressed");
}
wii.video.wait_vsync();
}

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@ -1,23 +1,88 @@
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <gccore.h> #include <gccore.h>
#include <wiiuse/wpad.h> #include <ogcsys.h>
#include <duktape.h> #include <duktape.h>
static void *xfb = NULL; static void *xfb = NULL;
static GXRModeObj *rmode = NULL; static GXRModeObj *rmode = NULL;
extern const char* program;
static duk_ret_t native_print(duk_context *ctx) { static duk_ret_t native_print(duk_context *ctx) {
printf("%s\n", duk_to_string(ctx, 0)); printf("%s\n", duk_to_string(ctx, 0));
return 0; return 0;
} }
static duk_ret_t native_exit(duk_context *ctx) {
duk_push_global_object(ctx);
duk_push_string(ctx, "wii");
duk_get_prop(ctx, -2);
duk_push_boolean(ctx, false);
duk_put_prop_string(ctx, -2, "running");
}
static void duk_fatal_error(void *udata, const char *msg) {
printf("an error has occured: %s\n", msg);
}
static duk_ret_t video_wait_vsync(duk_context *ctx) {
VIDEO_WaitVSync();
return 0;
}
static duk_ret_t pad_scan_pads() {
PAD_ScanPads();
return 0;
}
static duk_ret_t pad_buttons_down(duk_context *ctx) {
u32 pressed = PAD_ButtonsDown(0);
duk_push_number(ctx, pressed);
return 1;
}
static void define_pad_object(duk_context *ctx) {
duk_idx_t pad_obj = duk_push_object(ctx);
duk_push_c_function(ctx, pad_scan_pads, 0);
duk_put_prop_string(ctx, pad_obj, "scan_pads");
duk_push_c_function(ctx, pad_buttons_down, 0);
duk_put_prop_string(ctx, pad_obj, "buttons_down");
}
static void define_video_object(duk_context *ctx) {
duk_idx_t video_obj = duk_push_object(ctx);
duk_push_c_function(ctx, video_wait_vsync, 0);
duk_put_prop_string(ctx, video_obj, "wait_vsync");
}
static void define_wii_object(duk_context *ctx) {
duk_idx_t wii_obj = duk_push_object(ctx);
duk_push_c_function(ctx, native_print, 1);
duk_put_prop_string(ctx, wii_obj, "print");
duk_push_c_function(ctx, native_exit, 0);
duk_put_prop_string(ctx, wii_obj, "exit");
define_pad_object(ctx);
duk_put_prop_string(ctx, wii_obj, "pad");
define_video_object(ctx);
duk_put_prop_string(ctx, wii_obj, "video");
duk_push_boolean(ctx, true);
duk_put_prop_string(ctx, wii_obj, "running");
}
int main(int argc, char **argv) { int main(int argc, char **argv) {
// Initialise the video system // Initialise the video system
VIDEO_Init(); VIDEO_Init();
// This function initialises the attached controllers // This function initialises the attached controllers
WPAD_Init(); PAD_Init();
// Obtain the preferred video mode from the system // Obtain the preferred video mode from the system
// This will correspond to the settings in the Wii menu // This will correspond to the settings in the Wii menu
@ -51,31 +116,17 @@ int main(int argc, char **argv) {
// e.g. printf ("\x1b[%d;%dH", row, column ); // e.g. printf ("\x1b[%d;%dH", row, column );
printf("\x1b[2;0H"); printf("\x1b[2;0H");
// printf("Hello World!"); duk_context *ctx = duk_create_heap(NULL, NULL, NULL, NULL, duk_fatal_error);
duk_context *ctx = duk_create_heap_default(); define_wii_object(ctx);
duk_push_c_function(ctx, native_print, 1); duk_put_global_string(ctx, "wii");
duk_put_global_string(ctx, "print");
duk_eval_string_noresult(ctx, "while (1) {print('hello world')}"); duk_eval_string_noresult(ctx, program);
while(1) { printf("destroying heap\n");
duk_destroy_heap(ctx);
// Call WPAD_ScanPads each loop, this reads the latest controller states printf("exit time\n");
// WPAD_ScanPads();
// WPAD_ButtonsDown tells us which buttons were pressed in this loop
// this is a "one shot" state which will not fire again until the button has been released
// u32 pressed = WPAD_ButtonsDown(0);
// We return to the launcher application via exit
// if ( pressed & WPAD_BUTTON_HOME ) exit(0);
// printf("Hello World!");
// duk_eval_string_noresult(ctx, "print('hello, world!');");
// Wait for the next frame
VIDEO_WaitVSync();
}
return 0; return 0;
} }