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https://github.com/mkxp-z/mkxp-z.git
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This commit adds `sb()->create_object()`, `sb()->get_object()`, `sb()->check_object_type()` and `sb()->destroy_object()` in libretro builds to keep track of all C++ objects allocated by the bindings in libretro builds. This has some benefits: * Any C++ objects allocated by the bindings that are still alive when the game terminates can now be deallocated instead of being leaked like before. * We now keep track of the types of all objects allocated by the bindings, so we will be able to detect when the bindings attempt to access objects of mismatching type. * Keeping track of all allocated objects is required to implement libretro save states. * Objects are now kept track of using numeric keys whose sizes are the same on every platform rather than pointers, which helps with making save states portable across platforms.
101 lines
4.1 KiB
C++
101 lines
4.1 KiB
C++
/*
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** viewport-binding.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2013 - 2021 Amaryllis Kulla <ancurio@mapleshrine.eu>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "viewport-binding.h"
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#include "disposable-binding.h"
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#include "etc-binding.h"
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#include "flashable-binding.h"
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#include "sceneelement-binding.h"
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#include "viewport.h"
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using namespace mkxp_sandbox;
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VALUE mkxp_sandbox::viewport_class;
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static struct bindings::rb_data_type viewport_type;
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SANDBOX_DEF_ALLOC(viewport_type);
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static VALUE initialize(int32_t argc, wasm_ptr_t argv, VALUE self) {
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struct coro : boost::asio::coroutine {
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typedef decl_slots<int32_t, int32_t, int32_t, int32_t> slots;
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VALUE operator()(int32_t argc, wasm_ptr_t argv, VALUE self) {
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BOOST_ASIO_CORO_REENTER (this) {
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{
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Viewport *viewport;
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if (argc == 0 && rgssVer >= 3) {
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GFX_LOCK;
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viewport = new Viewport;
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} else if (argc == 1) {
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GFX_LOCK;
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viewport = new Viewport(get_private_data<Rect>(sb()->ref<VALUE>(argv, 0)));
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} else {
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SANDBOX_AWAIT_S(0, rb_num2int, sb()->ref<VALUE>(argv, 0));
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SANDBOX_AWAIT_S(1, rb_num2int, sb()->ref<VALUE>(argv, 1));
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SANDBOX_AWAIT_S(2, rb_num2int, sb()->ref<VALUE>(argv, 2));
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SANDBOX_AWAIT_S(3, rb_num2int, sb()->ref<VALUE>(argv, 3));
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GFX_LOCK;
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viewport = new Viewport(SANDBOX_SLOT(0), SANDBOX_SLOT(1), SANDBOX_SLOT(2), SANDBOX_SLOT(3));
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}
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set_private_data(self, viewport);
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viewport->initDynAttribs();
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}
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SANDBOX_GUARD(SANDBOX_AWAIT(wrap_property, self, &get_private_data<Viewport>(self)->getRect(sb().e), "rect", rect_class));
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SANDBOX_GUARD(SANDBOX_AWAIT(wrap_property, self, &get_private_data<Viewport>(self)->getColor(sb().e), "color", color_class));
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SANDBOX_GUARD(SANDBOX_AWAIT(wrap_property, self, &get_private_data<Viewport>(self)->getTone(sb().e), "tone", tone_class));
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GFX_UNLOCK
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}
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return SANDBOX_NIL;
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}
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};
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return sb()->bind<struct coro>()()(argc, argv, self);
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}
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SANDBOX_DEF_GFX_PROP_OBJ_VAL(Viewport, Rect, Rect, rect);
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SANDBOX_DEF_GFX_PROP_I(Viewport, OX, ox);
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SANDBOX_DEF_GFX_PROP_I(Viewport, OY, oy);
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SANDBOX_DEF_GFX_PROP_OBJ_VAL(Viewport, Color, Color, color);
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SANDBOX_DEF_GFX_PROP_OBJ_VAL(Viewport, Tone, Tone, tone);
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void viewport_binding_init::operator()() {
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BOOST_ASIO_CORO_REENTER (this) {
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viewport_type = sb()->rb_data_type("Viewport", nullptr, dfree, nullptr, nullptr, 0, 0, 0);
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SANDBOX_AWAIT_R(viewport_class, rb_define_class, "Viewport", sb()->rb_cObject());
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SANDBOX_AWAIT(rb_define_alloc_func, viewport_class, alloc);
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SANDBOX_AWAIT(rb_define_method, viewport_class, "initialize", (VALUE (*)(ANYARGS))initialize, -1);
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SANDBOX_AWAIT(disposable_binding_init<Viewport>, viewport_class);
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SANDBOX_AWAIT(flashable_binding_init<Viewport>, viewport_class);
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SANDBOX_AWAIT(sceneelement_binding_init<Viewport>, viewport_class);
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SANDBOX_INIT_PROP_BIND(viewport_class, rect);
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SANDBOX_INIT_PROP_BIND(viewport_class, ox);
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SANDBOX_INIT_PROP_BIND(viewport_class, oy);
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SANDBOX_INIT_PROP_BIND(viewport_class, color);
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SANDBOX_INIT_PROP_BIND(viewport_class, tone);
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}
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}
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