Commit graph

12 commits

Author SHA1 Message Date
1cb30034f8 [oden] Move scaling entirely into JavaScript
Now the game controls its own resolution. We might want to further
copy Love2D and generate resize events, I don't know.
2023-09-02 09:58:58 -07:00
a850c3cc58 [oden] Hot-reload script files 2023-08-19 16:54:50 -07:00
f7ed78ce3b [oden-js] ArrayBuffer values 2023-06-30 06:26:53 -07:00
5be0ffa08f Starting to mess with promises
Going to want async IO, I think. And it's a fun detail that I guess
I'm in charge of deciding when to run promise completion functions. :D
2023-06-28 15:54:13 -07:00
17805fa4a6 [oden] Garbage assets, need to rewrite to IO 2023-06-27 17:16:37 -07:00
db8a5f8eed [oden][oden-js] Rework modules
Damn this is a lot
2023-06-24 08:45:39 -07:00
e36ab17235 [oden-js] Ensure callbacks have 'static lifetime
Because we smuggle them through we need to make sure they're not
holding references that will go invalid- we can make no promises about
how long they stay alive. Although maybe bounding to context lifetime
is OK? But anyway.
2023-06-21 22:04:17 -07:00
c574fd8cb8 [oden] Native Modules 2023-06-21 06:19:14 -07:00
8d7dd789ed [oden] JavaScript, god help me 2023-06-19 13:46:09 -07:00
16e6f1304c [oden-js] Get module exports 2023-06-19 13:24:35 -07:00
9f808cea31 [oden] The big lifetime removal
It turns out that rust can't really reason about the relationship
between the runtime lifetime and the context lifetime in a way that is
actually usable. This removes the lifetime stuff in favor of reference
counting the runtime itself, via a block that we embed in the
pointer. This, I think, it the least worst option here.
2023-06-19 08:28:26 -07:00
898b1fe129 [oden] Grab my incomplete QuickJS wrapper 2023-06-18 06:31:37 -07:00