114 lines
4.1 KiB
Markdown
114 lines
4.1 KiB
Markdown
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# 10. Embedding
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The whole design of this interpreter is shaped by one requirement: a game must be able
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to embed it as a scripting engine without giving up control. That produces four rules,
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and they explain most of what looks unusual elsewhere in this guide.
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1. **Nothing in the library terminates the process.** Errors come back as
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`akerr_ErrorContext *` for you to handle.
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2. **The interpreter owns no window, no renderer and no event loop.** It draws through
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whatever you already created.
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3. **It never blocks.** `SLEEP`, `GETKEY`, `PLAY` and `WAIT` hold the program without
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holding your frame rate.
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4. **You can bound it.** A script with `10 GOTO 10` cannot take your game with it.
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## Linking
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```cmake
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add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
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target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
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```
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| Target | What it is | Link it? |
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|---|---|---|
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| `akbasic` | The interpreter. No SDL, nothing that exits. | Always |
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| `akbasic_akgl` | The graphics, sound, input and sprite backends, drawing through *your* renderer | If you want them |
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| `akbasic_frontend` | The standalone program's host: creates the window, owns the loop | **No.** You are the host |
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## The shortest useful host
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```c
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#include <akbasic/runtime.h>
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#include <akbasic/sink.h>
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static akbasic_Runtime RUNTIME; /* too big for a stack */
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static akbasic_TextSink SINK;
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static akbasic_StdioSink SINKSTATE;
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akerr_ErrorContext AKERR_NOIGNORE *run_script(const char *source)
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{
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PREPARE_ERROR(e);
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PASS(e, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
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PASS(e, akbasic_runtime_init(&RUNTIME, &SINK));
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PASS(e, akbasic_runtime_load(&RUNTIME, source));
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PASS(e, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
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while ( RUNTIME.mode != AKBASIC_MODE_QUIT ) {
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PASS(e, akbasic_runtime_settime(&RUNTIME, your_clock_ms()));
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PASS(e, akbasic_runtime_run(&RUNTIME, 256)); /* 256 steps, then return */
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your_draw_a_frame();
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}
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SUCCEED_RETURN(e);
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}
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```
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`akbasic_runtime_run(rt, n)` runs at most `n` steps and returns. That bound is what
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keeps a runaway script from owning your process.
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`akbasic_runtime_settime()` is how the interpreter knows what time it is. It reads no
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clock of its own, because it owns no loop. If you never call it, every duration expires
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immediately — audible, but never a hang.
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## Exchanging variables with a script
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Use `akbasic_runtime_global()`. It finds or creates the variable in the script's
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outermost scope, which is the only place both of you can reliably see:
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```c
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akbasic_Variable *health = NULL;
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int64_t subscript[1] = { 0 };
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PASS(e, akbasic_runtime_global(&RUNTIME, "HEALTH#", &health));
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PASS(e, akbasic_variable_set_integer(health, 100, subscript, 1));
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```
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Do not reach for `akbasic_environment_get()`. A script suspended part-way through a
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bounded run is usually inside a `FOR` or `GOSUB` body, and a variable created there
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dies when the body pops — silently, with the script reading it correctly right up until
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it stops.
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## Lending devices
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```c
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PASS(e, akbasic_runtime_set_devices(&RUNTIME, &graphics, &audio, &input, &sprites));
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```
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Any of them may be `NULL`, and that is how you withhold a capability: a script given no
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audio backend gets an error from `SOUND` rather than silence. Each is a record of
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function pointers, so you can supply your own and never link the graphics library at
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all.
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`akbasic_akgl` provides implementations that draw through a renderer *you* created:
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```c
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PASS(e, akbasic_graphics_init_akgl(&graphics, &gstate, my_renderer));
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PASS(e, akbasic_sprite_init_akgl(&sprites, &sstate, my_renderer, &gstate));
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```
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Sprites become real actors in your registry, so your game can see them.
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## Where a script's errors go
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A BASIC-level error is reported through the sink and stops the script; it does not come
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back to you as a failure. What comes back to you is an error in the *interpreter* —
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pool exhaustion, a NULL argument — which is yours to handle.
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That is the split to hold on to: a script's mistakes are the script's problem, and your
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program keeps running.
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## Reading it all
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`README.md` in the repository root carries the full API surface, the pool limits, and
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the exact list of what each target pulls in.
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