Files
akbasic/docs/10-embedding.md
Andrew Kesterson 28ea99a638 Document optional line numbers
Chapter 2 gets the rule and the refusal, chapter 4 gets the payoff for
LABEL, chapter 9 says DSAVE writes the numbers it handed out and to
RENUMBER first if you want gaps, chapter 10 shows a host loading numberless
source, chapter 13 gets the QuickBASIC-shaped divergence, and chapter 14's
source[] passage gets its second half.

Chapter 14 said "two prescans" and listed two; there were three before this
and there are four now, so it lists all four and says which of them reports
against the right line.

TODO.md section 6 records four things found on the way and deliberately not
fixed: set_label() filing into the active scope rather than the root, three
prescans reporting the wrong line number, duplicate written line numbers
still replacing silently, and renumber.c's file-scope scratch arrays.

examples/embed.c runs the same program twice, numbered and not, so the
example compiles the feature rather than describing it. Its header pointed
at ./build/examples/embed, which is not where the binary lands.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 16:43:14 -04:00

184 lines
7.7 KiB
Markdown

# 10. Embedding
The whole design of this interpreter is shaped by one requirement: a game must be able
to embed it as a scripting engine without giving up control. That produces four rules,
and they explain most of what looks unusual elsewhere in this guide.
1. **Nothing in the library terminates the process.** Errors come back as
`akerr_ErrorContext *` for you to handle.
2. **The interpreter owns no window, no renderer and no event loop.** It draws through
whatever you already created.
3. **It never blocks.** `SLEEP`, `GETKEY`, `PLAY` and `WAIT` hold the program without
holding your frame rate.
4. **You can bound it.** A script with `10 GOTO 10` cannot take your game with it.
## Linking
```cmake
add_subdirectory(deps/akbasic EXCLUDE_FROM_ALL)
target_link_libraries(YOUR_GAME PRIVATE akbasic::akbasic)
```
| Target | What it is | Link it? |
|---|---|---|
| `akbasic` | The interpreter. No SDL, nothing that exits. | Always |
| `akbasic_akgl` | The graphics, sound, input and sprite backends, drawing through *your* renderer | If you want them |
| `akbasic_frontend` | The standalone program's host: creates the window, owns the loop | **No.** You are the host |
## The shortest useful host
```c wrap=hostloop
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
static akbasic_Runtime RUNTIME; /* too big for a stack */
static akbasic_TextSink SINK;
static akbasic_StdioSink SINKSTATE;
akerr_ErrorContext AKERR_NOIGNORE *run_script(const char *source)
{
PREPARE_ERROR(e);
PASS(e, akbasic_sink_init_stdio(&SINK, &SINKSTATE, stdout, NULL));
PASS(e, akbasic_runtime_init(&RUNTIME, &SINK));
PASS(e, akbasic_runtime_load(&RUNTIME, source));
PASS(e, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
while ( RUNTIME.mode != AKBASIC_MODE_QUIT ) {
PASS(e, akbasic_runtime_settime(&RUNTIME, your_clock_ms()));
PASS(e, akbasic_runtime_run(&RUNTIME, 256)); /* 256 steps, then return */
your_draw_a_frame();
}
SUCCEED_RETURN(e);
}
```
`akbasic_runtime_run(rt, n)` runs at most `n` steps and returns. That bound is what
keeps a runaway script from owning your process.
**The source you hand `akbasic_runtime_load()` does not need line numbers.** A game
script is written in a text editor and branches by `LABEL`, so numbering its lines is
work with nothing on the other end of it:
```c wrap=hostloop
static const char *SCRIPT =
"PRINT \"SPAWNING\"\n"
"FOR I# = 1 TO HEALTH#\n"
" PRINT I#\n"
"NEXT I#\n"
"GOTO DONE\n"
"PRINT \"NOT REACHED\"\n"
"LABEL DONE\n"
"PRINT \"READY\"\n";
```
Lines that carry a number are filed under it and lines that do not are given the next
one going, so the two can be mixed and a numbered script still loads exactly as it did.
What a script may *not* do is `GOTO 100` when nothing wrote a line 100 — the interpreter
refuses that before the first line runs rather than branching somewhere plausible and
wrong.
`akbasic_runtime_settime()` is how the interpreter knows what time it is. It reads no
clock of its own, because it owns no loop. If you never call it, every duration expires
immediately — audible, but never a hang.
## Exchanging variables with a script
Use `akbasic_runtime_global()`. It finds or creates the variable in the script's
outermost scope, which is the only place both of you can reliably see:
```c wrap=hostbody
akbasic_Variable *health = NULL;
int64_t subscript[1] = { 0 };
PASS(e, akbasic_runtime_global(&RUNTIME, "HEALTH#", &health));
PASS(e, akbasic_variable_set_integer(health, 100, subscript, 1));
```
Do not reach for `akbasic_environment_get()`. A script suspended part-way through a
bounded run is usually inside a `FOR` or `GOSUB` body, and a variable created there
dies when the body pops — silently, with the script reading it correctly right up until
it stops.
## Where the output goes
`PRINT` writes through an `akbasic_TextSink`, which is a record of function pointers plus
whatever state you hang off `self`:
```c excerpt=include/akbasic/sink.h
typedef struct akbasic_TextSink
{
void *self;
akerr_ErrorContext AKERR_NOIGNORE *(*write)(struct akbasic_TextSink *self, const char *text);
akerr_ErrorContext AKERR_NOIGNORE *(*writeln)(struct akbasic_TextSink *self, const char *text);
akerr_ErrorContext AKERR_NOIGNORE *(*readline)(struct akbasic_TextSink *self, char *dest, size_t len, bool *eof);
akerr_ErrorContext AKERR_NOIGNORE *(*clear)(struct akbasic_TextSink *self);
akerr_ErrorContext AKERR_NOIGNORE *(*moveto)(struct akbasic_TextSink *self, int col, int row);
akerr_ErrorContext AKERR_NOIGNORE *(*window)(struct akbasic_TextSink *self, int left, int top, int right, int bottom);
} akbasic_TextSink;
```
`akbasic_sink_init_stdio()` ships with the library and is what the driver uses. A game
supplies its own and draws into a text layer. `readline` is expected to set `*eof` rather
than block — that is how `INPUT` behaves sanely inside a frame.
`akbasic_sink_init_tee()` also ships, and composes two sinks into one: writes go to both,
and `readline` comes from whichever of the two you name as the reader. That is how the SDL
build puts `PRINT` in a window *and* on stdout. It needs no SDL, so you can use it to log a
script's output to a file while you draw.
## Lending devices
```c wrap=hostbody
PASS(e, akbasic_runtime_set_devices(&RUNTIME, &graphics, &audio, &input, &sprites));
```
Any of them may be `NULL`, and that is how you withhold a capability: a script given no
audio backend gets an error from `SOUND` rather than silence. Each is a record of
function pointers, so you can supply your own and never link the graphics library at
all.
`akbasic_akgl` provides implementations that draw through a renderer *you* created:
```c wrap=akglbody requires=akgl
PASS(e, akbasic_graphics_init_akgl(&graphics, &gstate, my_renderer));
PASS(e, akbasic_sprite_init_akgl(&sprites, &sstate, my_renderer, &gstate));
```
Sprites become real actors in your registry, so your game can see them.
## Where a script's errors go
A BASIC-level error is reported through the sink and stops the script; it does not come
back to you as a failure. What comes back to you is an error in the *interpreter* —
pool exhaustion, a NULL argument — which is yours to handle.
That is the split to hold on to: a script's mistakes are the script's problem, and your
program keeps running.
## Threads
**One runtime belongs to one thread, and there is no lock anywhere in this interpreter.**
An `akbasic_Runtime` is a large struct of fixed pools mutated in place by every step, so
two threads calling `akbasic_runtime_step()` on the same runtime will corrupt it. If your
game is threaded, drive the script from whichever thread owns it and hand results across
yourself.
Two runtimes on two threads are fine — they share no state. What they *do* share is
`libakerror`'s error pool and status registry, and those became thread safe in 2.0.0, so
raising, handling and releasing errors from either thread is safe with no coordination
from you. One error context still belongs to the thread that raised it; passing one to
another thread is your synchronization.
Call `akbasic_error_register()` once, during single-threaded startup, before you spawn
anything. It is idempotent and safe to repeat, but registering a status *name* while
another thread looks one up is the single registry operation no lock can make safe.
## Reading it all
Two complete hosts are checked in and built by every build, so neither can rot:
`examples/embed.c` runs a script a bounded number of steps at a time, and
`examples/hostvars.c` passes integers, floats and strings in both directions. The full API
surface is the headers under `include/akbasic/`, which `doxygen Doxyfile` renders; the pool
limits are the table at the end of [Chapter 13](13-differences.md).