Merge pull request #1 from cooljith91112/embedded-assets-support

Added asset embedding support + docs cleanup
This commit is contained in:
Indrajith K L
2025-11-03 19:24:01 +05:30
committed by GitHub
33 changed files with 4749 additions and 182 deletions

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ASSET_LOADING.md Normal file
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# Asset Loading System
ReiLua includes a built-in asset loading system with a nice loading screen UI that automatically shows progress while assets are being loaded.
## 🎨 Features
- **Automatic Progress Tracking** - Tracks how many assets have been loaded
- **Beautiful Loading UI** - Modern, minimal loading screen with:
- Animated "Loading..." text with dots
- Smooth progress bar with shimmer effect
- Progress percentage (e.g., "3 / 10")
- Current asset name being loaded
- Dark, clean color scheme
- **Easy to Use** - Just 3 functions to show loading progress
- **Works Everywhere** - Development and release builds
## 📝 API Functions
### RL.BeginAssetLoading(totalAssets)
Initialize asset loading progress tracking and show the loading screen.
**Parameters:**
- `totalAssets` (integer) - Total number of assets to load
**Example:**
```lua
RL.BeginAssetLoading(10) -- We're loading 10 assets
```
---
### RL.UpdateAssetLoading(assetName)
Update the loading progress and display current asset being loaded.
**Parameters:**
- `assetName` (string) - Name of the asset currently being loaded
**Example:**
```lua
RL.UpdateAssetLoading("player.png")
```
Call this **after** each asset is loaded to update the progress bar.
---
### RL.EndAssetLoading()
Finish asset loading and hide the loading screen.
**Example:**
```lua
RL.EndAssetLoading()
```
## 🚀 Quick Example
```lua
function RL.init()
-- List of assets to load
local assetsToLoad = {
"assets/player.png",
"assets/enemy.png",
"assets/background.png",
"assets/music.wav",
}
-- Begin loading
RL.BeginAssetLoading(#assetsToLoad)
-- Load each asset
for i, path in ipairs(assetsToLoad) do
RL.UpdateAssetLoading(path) -- Update progress
-- Load the actual asset
if path:match("%.png$") or path:match("%.jpg$") then
textures[i] = RL.LoadTexture(path)
elseif path:match("%.wav$") or path:match("%.ogg$") then
sounds[i] = RL.LoadSound(path)
end
end
-- Done!
RL.EndAssetLoading()
end
```
## 💡 Complete Example
```lua
local assets = {}
local assetsToLoad = {
{type="texture", name="player", path="assets/player.png"},
{type="texture", name="enemy", path="assets/enemy.png"},
{type="texture", name="background", path="assets/background.png"},
{type="sound", name="music", path="assets/music.wav"},
{type="sound", name="shoot", path="assets/shoot.wav"},
{type="font", name="title", path="assets/title.ttf"},
}
function RL.init()
RL.SetWindowTitle("My Game")
-- Start loading with progress
RL.BeginAssetLoading(#assetsToLoad)
-- Load all assets
for i, asset in ipairs(assetsToLoad) do
-- Show current asset name on loading screen
RL.UpdateAssetLoading(asset.name)
-- Load based on type
if asset.type == "texture" then
assets[asset.name] = RL.LoadTexture(asset.path)
elseif asset.type == "sound" then
assets[asset.name] = RL.LoadSound(asset.path)
elseif asset.type == "font" then
assets[asset.name] = RL.LoadFont(asset.path)
end
end
-- Loading complete!
RL.EndAssetLoading()
print("Game ready!")
end
function RL.update(delta)
-- Your game logic
end
function RL.draw()
RL.ClearBackground(RL.RAYWHITE)
-- Use loaded assets
if assets.background then
RL.DrawTexture(assets.background, {0, 0}, RL.WHITE)
end
if assets.player then
RL.DrawTexture(assets.player, {100, 100}, RL.WHITE)
end
end
```
## 🎨 Loading Screen Appearance
The loading screen features a clean 1-bit pixel art style:
**Design:**
- Pure black and white aesthetic
- Retro pixel art styling
- Minimal and clean design
**Elements:**
- **Title**: "LOADING" in bold white pixel text
- **Animated Dots**: White pixelated dots (4x4 squares) that cycle
- **Progress Bar**:
- 200px wide, 16px tall
- Thick 2px white border (pixel art style)
- White fill with black dithering pattern
- Retro/Classic terminal aesthetic
- **Progress Text**: "3/10" in white pixel font style
- **Asset Name**: Current loading asset in small white text
- **Corner Decorations**: White pixel art L-shaped corners in all 4 corners
**Background:**
- Pure black background (#000000)
- High contrast for maximum clarity
**Color Palette:**
- White text and UI (#FFFFFF)
- Black background (#000000)
- Pure 1-bit aesthetic (inverted terminal style)
**Visual Layout:**
```
[Black Background]
┌─┐ ┌─┐
│ │ LOADING □ □ │ │
│ │ │ │
│ │ ┌──────────────────┐ │ │
│ │ │████████░░░░░░░░░░│ 3/10 │ │
│ │ └──────────────────┘ │ │
│ │ │ │
│ │ player.png │ │
│ │ │ │
└─┘ └─┘
[All text and UI elements in WHITE]
```
**Style Inspiration:**
- Classic terminal / console aesthetic
- MS-DOS loading screens
- 1-bit dithering patterns
- Chunky pixel borders
- Retro computing / CRT monitor style
## 🔧 Customization
If you want to customize the loading screen appearance, you can modify the colors and sizes in `src/lua_core.c` in the `drawLoadingScreen()` function.
## ⚡ Performance Tips
1. **Call UpdateAssetLoading AFTER loading** - This ensures the progress updates at the right time
2. **Load assets in order of importance** - Load critical assets first
3. **Group similar assets** - Load all textures, then sounds, etc.
4. **Use descriptive names** - Shows better feedback to users
## 📋 Example Asset Loading Patterns
### Pattern 1: Simple List
```lua
local files = {"player.png", "enemy.png", "music.wav"}
RL.BeginAssetLoading(#files)
for i, file in ipairs(files) do
RL.UpdateAssetLoading(file)
-- load file
end
RL.EndAssetLoading()
```
### Pattern 2: With Types
```lua
local assets = {
textures = {"player.png", "enemy.png"},
sounds = {"music.wav", "shoot.wav"},
}
local total = #assets.textures + #assets.sounds
RL.BeginAssetLoading(total)
for _, file in ipairs(assets.textures) do
RL.UpdateAssetLoading(file)
-- load texture
end
for _, file in ipairs(assets.sounds) do
RL.UpdateAssetLoading(file)
-- load sound
end
RL.EndAssetLoading()
```
### Pattern 3: Error Handling
```lua
RL.BeginAssetLoading(#files)
for i, file in ipairs(files) do
RL.UpdateAssetLoading(file)
if RL.FileExists(file) then
-- load file
else
print("Warning: " .. file .. " not found")
end
end
RL.EndAssetLoading()
```
## 🎮 When to Use
**Use the loading system when:**
- You have more than 5-10 assets to load
- Assets are large (images, sounds, fonts)
- Loading might take more than 1 second
- You want polished loading feedback
**You can skip it when:**
- You have very few, small assets
- Loading is nearly instant
- You prefer immediate game start
## ✨ Benefits
- ✅ Polished user experience
- ✅ User knows the game is loading, not frozen
- ✅ Shows progress for large asset sets
- ✅ Works with embedded assets
- ✅ Minimal code required
- ✅ Beautiful default UI
The loading system makes your game feel polished with just a few lines of code!

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# Build Scripts Documentation
ReiLua includes automated build scripts for easy development and release builds.
## Available Scripts
### Development Build Scripts
- **Windows**: `build_dev.bat`
- **Linux/Unix**: `build_dev.sh`
### Release Build Scripts
- **Windows**: `build_release.bat`
- **Linux/Unix**: `build_release.sh`
## Development Build
### Purpose
Fast iteration during game development with external Lua files and assets.
### Usage
**Windows:**
```cmd
build_dev.bat
```
**Linux/Unix:**
```bash
chmod +x build_dev.sh
./build_dev.sh
```
### Features
- ✅ No embedding - loads Lua and assets from file system
- ✅ Fast build times
- ✅ Edit code and assets without rebuilding
- ✅ Automatic cleanup of embedded files
- ✅ Warns if Lua files or assets are in build directory
- ✅ Optional clean build: `build_dev.bat clean` or `./build_dev.sh clean`
### Output
- Development executable: `build/ReiLua.exe`
- Run your game: `cd your_game && path/to/build/ReiLua.exe`
- Debug mode: `path/to/build/ReiLua.exe --log`
## Release Build
### Purpose
Create a single-file executable for distribution with all code and assets embedded.
### Preparation
Before running the release build, prepare your files:
```bash
cd build
# Copy all Lua files
copy ..\your_game\*.lua .
# Or: cp ../your_game/*.lua .
# Copy assets
mkdir assets
copy ..\your_game\assets\* assets\
# Or: cp -r ../your_game/assets/* assets/
```
### Usage
**Windows:**
```cmd
build_release.bat
```
**Linux/Unix:**
```bash
chmod +x build_release.sh
./build_release.sh
```
### Features
- ✅ Embeds all Lua files from `build/` directory
- ✅ Embeds all assets from `build/assets/` folder
- ✅ Creates single-file executable
- ✅ Release optimization enabled
- ✅ Verifies Lua files and assets before building
- ✅ Shows summary of embedded files after build
- ✅ Interactive confirmation before building
### Output
- Release executable: `build/ReiLua.exe`
- Ready for distribution - no external dependencies
- Can be renamed to your game name
### Build Configuration
The release build automatically configures:
- `EMBED_MAIN=ON` - Embeds all Lua files
- `EMBED_ASSETS=ON` - Embeds all assets (if assets folder exists)
- `CMAKE_BUILD_TYPE=Release` - Optimized build
## Customizing Your Executable
### Adding Custom Icon
1. Replace `icon.ico` with your own icon file
2. Keep the same filename or update `resources.rc`
3. Rebuild
### Changing Executable Properties
Edit `resources.rc` to customize:
```rc
VALUE "CompanyName", "Your Studio Name"
VALUE "FileDescription", "Your Game Description"
VALUE "ProductName", "Your Game Name"
VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
```
### Renaming the Executable
Edit `CMakeLists.txt`:
```cmake
project( YourGameName ) # Line 6
```
After building, the executable will be named `YourGameName.exe`.
## Workflow Examples
### Development Workflow
```bash
# Initial setup
build_dev.bat
# Edit your Lua files in your game directory
# ... make changes ...
# Just run - no rebuild needed!
cd your_game
path\to\build\ReiLua.exe
# If you modify C code, rebuild
build_dev.bat
```
### Release Workflow
```bash
# 1. Prepare files
cd build
copy ..\your_game\*.lua .
mkdir assets
copy ..\your_game\assets\* assets\
# 2. Build release
cd ..
build_release.bat
# 3. Test
cd build
ReiLua.exe --log
# 4. Distribute
# Copy build\ReiLua.exe to your distribution folder
```
## Troubleshooting
### "CMake configuration failed"
- Ensure CMake is installed and in PATH
- Ensure MinGW is installed and in PATH
- Check `CMakeLists.txt` exists in parent directory
### "No Lua files found"
- Copy your Lua files to `build/` directory before release build
- Ensure `main.lua` exists (required entry point)
### "Build failed"
- Check compiler errors in output
- Ensure all dependencies are installed
- Try clean build: `build_dev.bat clean`
### Development build embedding warning
- The dev build script warns if it finds Lua files or assets in build/
- These should be removed for development builds
- The script offers to remove them automatically
## Script Features
### Safety Features
- Checks for correct directory before running
- Validates required files exist
- Warns about potential issues
- Interactive confirmations for release builds
- Automatic cleanup of old embedded files
### User Friendly
- Clear progress messages
- Colored output (where supported)
- Helpful error messages
- Pause at end to review results
- Quick reference commands shown after build
## Notes
- Development builds are **much faster** than release builds
- Release builds may take longer due to embedding and optimization
- Always test your release build before distribution
- The scripts work on both Windows (CMD/PowerShell) and Unix shells
- On Unix, make scripts executable: `chmod +x build_*.sh`

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@@ -11,10 +11,12 @@ project( ReiLua )
set( CMAKE_C_STANDARD 99 ) # Requires C99 standard set( CMAKE_C_STANDARD 99 ) # Requires C99 standard
option( SHARED "Build using dynamic libraries." off ) option( SHARED "Build using dynamic libraries." off )
option( LUAJIT "Use LuaJIT." on ) option( LUAJIT "Use LuaJIT." off )
option( LUA_EVENTS "Enable Lua event callbacks (RL.event)." off ) option( LUA_EVENTS "Enable Lua event callbacks (RL.event)." off )
option( DYNAMIC_SYMBOLS "Expose all dynamic symbols with rdynamic." off ) option( DYNAMIC_SYMBOLS "Expose all dynamic symbols with rdynamic." off )
option( EXPOSE_API_SYMBOLS "Expose dynamic symbols only for get and push functions of variable types." off ) option( EXPOSE_API_SYMBOLS "Expose dynamic symbols only for get and push functions of variable types." off )
option( EMBED_MAIN "Embed all Lua files from build directory into executable." off )
option( EMBED_ASSETS "Embed all files from assets folder into executable." off )
enum_option( PLATFORM "Desktop;Desktop_SDL2;Desktop_SDL3;Web" "Platform to build for." ) enum_option( PLATFORM "Desktop;Desktop_SDL2;Desktop_SDL3;Web" "Platform to build for." )
@@ -25,7 +27,80 @@ endif()
file( GLOB SOURCES src/*.c ) file( GLOB SOURCES src/*.c )
# Always embed logo files for splash screens
set( LOGO_FILES
"${CMAKE_SOURCE_DIR}/logo/raylib_logo.png"
"${CMAKE_SOURCE_DIR}/logo/reilua_logo.png"
)
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/embedded_logo.h
COMMAND python ${CMAKE_SOURCE_DIR}/embed_logo.py
${CMAKE_CURRENT_BINARY_DIR}/embedded_logo.h
${CMAKE_SOURCE_DIR}/logo/raylib_logo.png
${CMAKE_SOURCE_DIR}/logo/reilua_logo.png
DEPENDS ${LOGO_FILES}
COMMENT "Embedding logo files for splash screens..."
)
list( APPEND SOURCES ${CMAKE_CURRENT_BINARY_DIR}/embedded_logo.h )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEMBED_LOGO" )
# Always embed font file
set( FONT_FILE "${CMAKE_SOURCE_DIR}/fonts/Oleaguid.ttf" )
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/embedded_font.h
COMMAND python ${CMAKE_SOURCE_DIR}/embed_font.py
${CMAKE_CURRENT_BINARY_DIR}/embedded_font.h
${CMAKE_SOURCE_DIR}/fonts/Oleaguid.ttf
DEPENDS ${FONT_FILE}
COMMENT "Embedding font file..."
)
list( APPEND SOURCES ${CMAKE_CURRENT_BINARY_DIR}/embedded_font.h )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEMBED_FONT" )
include_directories( ${CMAKE_CURRENT_BINARY_DIR} )
include_directories( include ) include_directories( include )
# Add Windows resource file for icon and exe details
if( WIN32 )
list( APPEND SOURCES ${CMAKE_SOURCE_DIR}/resources.rc )
endif()
# Embed Lua files if EMBED_MAIN is ON
if( EMBED_MAIN )
file( GLOB LUA_FILES "${CMAKE_CURRENT_BINARY_DIR}/*.lua" )
if( LUA_FILES )
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/embedded_main.h
COMMAND python ${CMAKE_SOURCE_DIR}/embed_lua.py ${CMAKE_CURRENT_BINARY_DIR}/embedded_main.h ${LUA_FILES}
DEPENDS ${LUA_FILES}
COMMENT "Embedding Lua files into executable..."
)
list( APPEND SOURCES ${CMAKE_CURRENT_BINARY_DIR}/embedded_main.h )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEMBED_MAIN" )
else()
message( WARNING "EMBED_MAIN is ON but no .lua files found in build directory!" )
endif()
endif()
# Embed asset files if EMBED_ASSETS is ON
if( EMBED_ASSETS )
file( GLOB_RECURSE ASSET_FILES "${CMAKE_CURRENT_BINARY_DIR}/assets/*" )
if( ASSET_FILES )
add_custom_command(
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/embedded_assets.h
COMMAND python ${CMAKE_SOURCE_DIR}/embed_assets.py ${CMAKE_CURRENT_BINARY_DIR}/embedded_assets.h ${ASSET_FILES}
DEPENDS ${ASSET_FILES}
COMMENT "Embedding asset files into executable..."
)
list( APPEND SOURCES ${CMAKE_CURRENT_BINARY_DIR}/embedded_assets.h )
set( CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DEMBED_ASSETS" )
else()
message( WARNING "EMBED_ASSETS is ON but no files found in build/assets/ directory!" )
endif()
endif()
add_executable( ${PROJECT_NAME} ${SOURCES} ) add_executable( ${PROJECT_NAME} ${SOURCES} )
if( PLATFORM STREQUAL "Desktop" ) if( PLATFORM STREQUAL "Desktop" )

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# Customizing Your ReiLua Executable
This guide explains how to customize the ReiLua executable with your own branding.
## Overview
You can customize:
- Executable name
- Window icon
- File properties (company name, version, description, etc.)
- Splash screen text and logos
- Loading screen appearance
## Quick Customization Checklist
- [ ] Change executable name in CMakeLists.txt
- [ ] Replace icon.ico with your game icon
- [ ] Edit resources.rc with your game information
- [ ] Customize splash screens in src/splash.c
- [ ] Replace logo images in logo/ folder
- [ ] Rebuild the project
## 1. Changing the Executable Name
The easiest customization - change "ReiLua.exe" to "YourGame.exe".
### Steps
1. Open `CMakeLists.txt`
2. Find line 6 (near the top):
```cmake
project( ReiLua )
```
3. Change to your game name:
```cmake
project( MyAwesomeGame )
```
4. Rebuild:
```bash
cd build
cmake ..
cmake --build . --config Release
```
Result: Executable is now named `MyAwesomeGame.exe`
## 2. Adding a Custom Icon
Replace the default icon with your game's icon.
### Requirements
- **Format**: .ico file (Windows icon format)
- **Recommended sizes**: 16x16, 32x32, 48x48, 256x256
- **Tools**: Use online converters or tools like IcoFX, GIMP, or Photoshop
### Steps
1. Create or convert your image to .ico format
2. Replace `icon.ico` in the ReiLua root folder with your icon
3. Keep the same filename (`icon.ico`) or update `resources.rc`:
```rc
IDI_ICON1 ICON "your_icon.ico"
```
4. Rebuild the project
**Tip**: Many online tools can convert PNG to ICO:
- https://convertio.co/png-ico/
- https://www.icoconverter.com/
## 3. Customizing Executable Properties
When users right-click your .exe and select "Properties", they see file information. Customize this to show your game details.
### Steps
1. Open `resources.rc`
2. Find the `VERSIONINFO` section
3. Modify these values:
```rc
1 VERSIONINFO
FILEVERSION 1,0,0,0 // Change version numbers
PRODUCTVERSION 1,0,0,0 // Change product version
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x0L
FILEOS VOS_NT_WINDOWS32
FILETYPE VFT_APP
FILESUBTYPE VFT2_UNKNOWN
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Your Studio Name" // Your company/studio
VALUE "FileDescription", "Your Game - An awesome game" // Game description
VALUE "FileVersion", "1.0.0.0" // File version string
VALUE "InternalName", "YourGame" // Internal name
VALUE "LegalCopyright", "Copyright (C) 2025 Your Name" // Copyright notice
VALUE "OriginalFilename", "YourGame.exe" // Original filename
VALUE "ProductName", "Your Game" // Product name
VALUE "ProductVersion", "1.0.0.0" // Product version string
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
```
### Common Values
**FileVersion / ProductVersion Format**: Major, Minor, Patch, Build
- Example: `1,0,0,0` for version 1.0.0.0
- Example: `2,3,1,5` for version 2.3.1.5
**CompanyName Examples**:
- "Your Studio Name"
- "Independent Developer"
- "Your Name Games"
**FileDescription**:
- Short description users see in file properties
- Example: "Space Adventure Game"
- Example: "Puzzle Game with Physics"
**LegalCopyright**:
- Standard format: "Copyright (C) Year Your Name"
- Example: "Copyright (C) 2025 Indie Studios"
4. Rebuild the project
## 4. Customizing Splash Screens
Change the text and logos that appear when your game starts.
### Changing Splash Screen Text
1. Open `src/splash.c`
2. Find the splash drawing function (around line 150)
3. Change this line:
```c
const char* text = "YOUR STUDIO NAME";
```
**Style Tips**:
- Use ALL CAPS for bold impact
- Keep it short (under 30 characters)
- Examples: "INDIE STUDIO GAMES", "MADE BY YOUR NAME", "GAME JAM 2025"
### Changing Splash Screen Logos
1. Create or find your logos:
- **Recommended size**: 256x256 pixels or smaller
- **Format**: PNG with transparency
- **Style**: Simple, recognizable logos work best
2. Replace these files:
```
logo/raylib_logo.png → Your game logo
logo/reilua_logo.png → Your studio logo (or keep ReiLua logo as credit)
```
3. Logo sizing:
- Logos are automatically scaled to max 200px
- They display side-by-side on second splash screen
- Maintain aspect ratio
4. Rebuild the project - logos are automatically embedded
### Changing Splash Screen Timing
1. Open `src/splash.c`
2. Modify these constants at the top:
```c
#define FADE_IN_TIME 0.8f // Seconds to fade in (default: 0.8)
#define DISPLAY_TIME 2.5f // Seconds fully visible (default: 2.5)
#define FADE_OUT_TIME 0.8f // Seconds to fade out (default: 0.8)
```
**Recommendations**:
- Keep fade times between 0.5 - 1.5 seconds
- Display time between 1.5 - 3.5 seconds
- Total splash time ideally under 10 seconds
### Changing Splash Screen Colors
1. Open `src/splash.c`
2. Find color definitions:
```c
// First splash screen background (Raylib red)
Color bgColor = (Color){ 230, 41, 55, 255 }; // Change these RGB values
// Second splash screen background (Black)
Color bg = BLACK; // Change to any color
```
**Color Examples**:
- White: `(Color){ 255, 255, 255, 255 }`
- Blue: `(Color){ 0, 120, 215, 255 }`
- Dark Gray: `(Color){ 32, 32, 32, 255 }`
- Your brand color: `(Color){ R, G, B, 255 }`
## 5. Customizing the Loading Screen
Change the appearance of the asset loading screen.
### Steps
1. Open `src/lua_core.c`
2. Find the `drawLoadingScreen()` function
3. Modify colors and style:
```c
// Background color
Color bgColor = BLACK; // Change background
// Text color
Color textColor = WHITE; // Change text color
// Progress bar fill color
Color fillColor = WHITE; // Change bar fill
// Border color
Color borderColor = WHITE; // Change borders
```
### Customizing Loading Text
```c
// In drawLoadingScreen() function
const char* loadingText = "LOADING"; // Change to "LOADING GAME", etc.
```
### Changing Progress Bar Size
```c
int barWidth = 200; // Default 200px, change as needed
int barHeight = 16; // Default 16px, change as needed
int borderThick = 2; // Border thickness
```
## 6. Complete Rebranding Example
Here's a complete example of rebranding ReiLua as "Space Quest":
### 1. CMakeLists.txt
```cmake
project( SpaceQuest )
```
### 2. resources.rc
```rc
VALUE "CompanyName", "Cosmic Games Studio"
VALUE "FileDescription", "Space Quest - Explore the Galaxy"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "SpaceQuest"
VALUE "LegalCopyright", "Copyright (C) 2025 Cosmic Games"
VALUE "OriginalFilename", "SpaceQuest.exe"
VALUE "ProductName", "Space Quest"
VALUE "ProductVersion", "1.0.0.0"
```
### 3. icon.ico
Replace with your space-themed icon
### 4. src/splash.c
```c
const char* text = "COSMIC GAMES STUDIO";
```
### 5. logo/ folder
```
logo/raylib_logo.png → Your game logo (space ship, planet, etc.)
logo/reilua_logo.png → Studio logo (keep ReiLua logo for credit)
```
### 6. Build
```bash
cd build
cmake ..
cmake --build . --config Release
```
Result: `SpaceQuest.exe` with all your custom branding!
## 7. Advanced: Removing ReiLua Branding
If you want to completely remove ReiLua references:
### Remove "Made with ReiLua" Logo
1. Open `src/splash.c`
2. Find `drawMadeWithSplash()` function
3. Comment out or modify the function to only show your logo
### Remove Second Splash Screen
1. Open `src/main.c`
2. Find the splash screen loop
3. Modify to only call your custom splash
**Note**: Please keep attribution to Raylib and ReiLua in your game's credits or about screen as a courtesy!
## 8. Build and Test
After making any customizations:
```bash
# Clean build (recommended after customizations)
cd build
rm -rf * # Or: rmdir /s /q * on Windows
cmake ..
cmake --build . --config Release
# Test with console
YourGame.exe --log
# Test production mode
YourGame.exe
```
Verify:
- ✅ Executable has correct name
- ✅ Icon appears in file explorer
- ✅ Right-click → Properties shows correct info
- ✅ Splash screens display correctly
- ✅ Loading screen appears as expected
## Checklist: Release-Ready Customization
Before releasing your game:
- [ ] Executable name matches your game
- [ ] Custom icon is recognizable at small sizes
- [ ] File properties are complete and accurate
- [ ] Splash screens show correct studio name
- [ ] Logos are high quality and appropriate size
- [ ] Loading screen matches your game's aesthetic
- [ ] Copyright and legal information is correct
- [ ] Version numbers are accurate
- [ ] Tested on target platforms
- [ ] Credits mention Raylib and ReiLua
## Tips for Polish
1. **Consistent Branding**: Use the same colors, fonts, and style across splash screens, loading screen, and in-game UI
2. **Icon Quality**: Invest time in a good icon - it's the first thing users see
3. **Version Management**: Update version numbers for each release
4. **Legal Info**: Always include proper copyright and attribution
5. **Test Everything**: Test your branded executable on a clean system
6. **Keep Credits**: Mention Raylib and ReiLua in your game's credits screen
## Troubleshooting
**Icon doesn't change:**
- Ensure .ico file is valid
- Rebuild completely (clean build)
- Clear icon cache (Windows): Delete `IconCache.db`
**Properties don't update:**
- Verify `resources.rc` syntax is correct
- Rebuild completely
- Check that resource compiler ran (check build output)
**Splash screens don't show changes:**
- Rebuild with clean build
- Check `embed_logo.py` ran successfully
- Verify logo files exist in `logo/` folder
**Executable name unchanged:**
- Check `CMakeLists.txt` project name
- Do a clean rebuild
- Verify cmake configuration step succeeded
## Additional Resources
### Icon Creation Tools
- **IcoFX**: Icon editor (paid)
- **GIMP**: Free, supports ICO export
- **Online**: convertio.co, icoconverter.com
### Image Editing
- **GIMP**: Free, powerful image editor
- **Paint.NET**: Simple, free Windows editor
- **Photoshop**: Industry standard (paid)
### Color Picking
- **ColorPicker**: Use system color picker
- **HTML Color Codes**: htmlcolorcodes.com
- **Adobe Color**: color.adobe.com
---
Now your ReiLua executable is fully branded and ready to represent your game!

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# Documentation Overview
This document provides a quick reference to all available documentation for ReiLua Enhanced Edition.
## Core Documentation
### 📘 [README.md](README.md) - **START HERE**
The main documentation covering:
- What is ReiLua Enhanced Edition
- Complete attributions (Raylib, ReiLua, enhancements)
- Quick start guide
- All enhanced features overview
- Command line options
- Building from source (Windows, Linux, Mac, Raspberry Pi, Web)
- Complete release workflow
- Troubleshooting
**Read this first!**
---
## Feature-Specific Guides
### 🎨 [SPLASH_SCREENS.md](SPLASH_SCREENS.md)
Everything about splash screens:
- How the dual splash screen system works
- Custom text splash screen details
- "Made using Raylib + ReiLua" screen details
- Skipping splashes with `--no-logo` flag
- Customizing text, logos, timing, and colors
- Technical implementation details
- Troubleshooting splash screen issues
### 📦 [EMBEDDING.md](EMBEDDING.md)
Complete guide to embedding:
- Development vs release workflows
- Embedding Lua files (`EMBED_MAIN=ON`)
- Embedding assets (`EMBED_ASSETS=ON`)
- Console control with `--log` flag
- Complete release build workflow
- Asset path consistency
- Troubleshooting embedding issues
### 📊 [ASSET_LOADING.md](ASSET_LOADING.md)
Asset loading system documentation:
- API functions (`BeginAssetLoading`, `UpdateAssetLoading`, `EndAssetLoading`)
- Beautiful 1-bit pixel art loading screen
- Complete examples
- Loading patterns
- Progress tracking
- When to use the loading system
- Customization options
### 🔧 [BUILD_SCRIPTS.md](BUILD_SCRIPTS.md)
Build automation documentation:
- `build_dev.bat` / `build_dev.sh` - Development builds
- `build_release.bat` / `build_release.sh` - Release builds
- Features of each build type
- Workflow examples
- Customizing executable name, icon, and properties
- Troubleshooting build issues
### 🎨 [CUSTOMIZATION.md](CUSTOMIZATION.md)
Complete rebranding guide:
- Changing executable name
- Adding custom icon
- Customizing file properties (company name, version, etc.)
- Customizing splash screens
- Customizing loading screen
- Complete rebranding example
- Removing ReiLua branding (with attribution notes)
### 💻 [ZED_EDITOR_SETUP.md](ZED_EDITOR_SETUP.md)
Complete Zed editor setup:
- Why Zed for ReiLua development
- Installation guide
- Lua Language Server configuration
- Project setup with `.zed/settings.json`
- Task configuration for quick testing
- Essential keyboard shortcuts
- Multi-cursor editing, split views, Vim mode
- Troubleshooting LSP issues
- Workflow tips and best practices
---
## Technical Documentation
### 📚 [API.md](API.md)
Complete API reference:
- 1000+ functions
- All ReiLua/Raylib bindings
- Function signatures
- Raygui, Raymath, Lights, Easings, RLGL modules
### 📝 [ReiLua_API.lua](ReiLua_API.lua)
Lua annotations file:
- Provides autocomplete in LSP-enabled editors
- Function documentation
- Copy to your project for IDE support
### 🔄 [UPGRADE_SUMMARY.md](UPGRADE_SUMMARY.md)
Technical implementation details:
- Features added in this enhanced version
- Files modified and added
- Build options explained
- Testing checklist
- Known changes from original ReiLua
---
## Quick Reference by Task
### "I want to start making a game"
1. Read [README.md](README.md) - Quick Start section
2. Look at examples in `examples/` folder
3. Use `ReiLua.exe --log --no-logo` for development
### "I want to embed my game into a single .exe"
1. Read [EMBEDDING.md](EMBEDDING.md)
2. Use `build_release.bat` / `build_release.sh`
3. Follow the complete release workflow in [README.md](README.md)
### "I want to add a loading screen"
1. Read [ASSET_LOADING.md](ASSET_LOADING.md)
2. Use `RL.BeginAssetLoading()`, `RL.UpdateAssetLoading()`, `RL.EndAssetLoading()`
3. See complete examples in the guide
### "I want to customize splash screens"
1. Read [SPLASH_SCREENS.md](SPLASH_SCREENS.md)
2. Edit `src/splash.c` for text changes
3. Replace logo files in `logo/` folder
4. Rebuild project
### "I want to rebrand the executable"
1. Read [CUSTOMIZATION.md](CUSTOMIZATION.md)
2. Change project name in `CMakeLists.txt`
3. Replace `icon.ico`
4. Edit `resources.rc`
5. Customize splash screens
6. Rebuild
### "I want to setup my code editor"
1. Read [ZED_EDITOR_SETUP.md](ZED_EDITOR_SETUP.md)
2. Install Zed and Lua Language Server
3. Copy `ReiLua_API.lua` to your project
4. Create `.zed/settings.json` configuration
5. Set up tasks for quick testing
### "I want to build ReiLua from source"
1. Read [README.md](README.md) - Building from Source section
2. Install prerequisites (CMake, compiler, Raylib, Lua)
3. Use `build_dev.bat` for development
4. Use `build_release.bat` for release
### "I need API reference"
1. Open [API.md](API.md)
2. Search for function name
3. See function signature and description
4. Or copy [ReiLua_API.lua](ReiLua_API.lua) for autocomplete
---
## Documentation File Sizes
| File | Size | Purpose |
|------|------|---------|
| README.md | 21 KB | Main documentation (START HERE) |
| ZED_EDITOR_SETUP.md | 13 KB | Editor setup guide |
| CUSTOMIZATION.md | 11 KB | Rebranding guide |
| ASSET_LOADING.md | 8 KB | Loading system guide |
| EMBEDDING.md | 7 KB | Embedding guide |
| SPLASH_SCREENS.md | 7 KB | Splash screen guide |
| UPGRADE_SUMMARY.md | 6 KB | Technical details |
| BUILD_SCRIPTS.md | 5 KB | Build automation guide |
| API.md | 207 KB | Complete API reference |
---
## Contribution
When adding new features, please:
1. Update relevant documentation
2. Add examples where appropriate
3. Update this overview if adding new docs
4. Test documentation accuracy
---
## Documentation Standards
All documentation follows these standards:
- ✅ Clear headings and structure
- ✅ Code examples for all features
- ✅ Troubleshooting sections
- ✅ Cross-references to related docs
- ✅ Platform-specific notes where needed
- ✅ Emoji icons for visual scanning
- ✅ Complete but concise
---
## Quick Links
- **Original ReiLua**: https://github.com/Gamerfiend/ReiLua
- **Raylib**: https://github.com/raysan5/raylib
- **Lua**: https://www.lua.org/
- **Zed Editor**: https://zed.dev/
---
**Last Updated**: 2025-01-03
**Documentation Version**: 1.0 (Enhanced Edition)

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# Embedding main.lua into Executable
When you're ready to ship your game, you can embed all Lua files and asset files directly into the executable.
## Development vs Release Workflow
### 🔧 Development Build (Fast Iteration)
During development, use external files for quick iteration:
**Setup:**
```
GameFolder/
├── ReiLua.exe
├── main.lua
├── player.lua
└── assets/
├── player.png
└── music.wav
```
**Build:**
```bash
cd build
cmake ..
cmake --build .
```
**Benefits:**
- ✅ Edit Lua files and re-run immediately
- ✅ Edit assets and reload
- ✅ Fast development cycle
- ✅ Debug with `--log` flag
### 📦 Release Build (Single Executable)
For distribution, embed everything into one file:
**Setup:**
```bash
cd build
# Copy Lua files to build directory
copy ..\main.lua .
copy ..\player.lua .
# Create assets folder and copy files
mkdir assets
copy ..\player.png assets\
copy ..\music.wav assets\
```
**Build:**
```bash
# Configure with embedding
cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
# Build release
cmake --build . --config Release
```
**Result:**
```
Distribution/
└── YourGame.exe (Everything embedded!)
```
**Benefits:**
- ✅ Single executable file
- ✅ No external dependencies
- ✅ Users can't modify game files
- ✅ Smaller download (no separate files)
## Quick Start
### Embedding Lua Files
1. **Copy your Lua files to the build directory**:
```bash
copy main.lua build\main.lua
copy player.lua build\player.lua
```
2. **Build with EMBED_MAIN option**:
```bash
cd build
cmake .. -DEMBED_MAIN=ON
cmake --build . --config Release
```
## Command Line Options
ReiLua supports several command-line options:
```bash
ReiLua [Options] [Directory to main.lua or main]
Options:
-h, --help Show help message
-v, --version Show ReiLua version
-i, --interpret Interpret mode [File name]
--log Show console window for logging (Windows only)
```
### Console/Logging
By default, ReiLua runs **without a console window** for a clean user experience. To enable console output for debugging:
```bash
# Run with console for debugging
ReiLua.exe --log
# You can also combine with other options
ReiLua.exe --log path/to/game
# Or with interpret mode
ReiLua.exe --log -i script.lua
```
This is useful during development to see:
- TraceLog output
- Print statements
- Lua errors
- Debug information
## Complete Release Workflow
Here's a complete step-by-step guide to prepare your game for release:
### Step 1: Organize Your Project
Ensure your project has this structure:
```
MyGame/
├── main.lua
├── player.lua
├── enemy.lua
├── player.png
├── enemy.png
├── music.wav
└── icon.ico (optional)
```
### Step 2: Customize Branding (Optional)
**Change executable icon:**
```bash
# Replace ReiLua's icon with yours
copy MyGame\icon.ico ReiLua\icon.ico
```
**Edit executable properties:**
Open `ReiLua\resources.rc` and modify:
```rc
VALUE "CompanyName", "Your Studio Name"
VALUE "FileDescription", "Your Game Description"
VALUE "ProductName", "Your Game Name"
VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
```
**Change executable name:**
Edit `ReiLua\CMakeLists.txt`:
```cmake
project( YourGameName ) # Change from "ReiLua"
```
See [CUSTOMIZATION.md](CUSTOMIZATION.md) for full details.
### Important: Asset Paths
**Keep your paths consistent!** The embedding system now preserves the `assets/` prefix, so use the same paths in both development and release:
```lua
-- ✅ Correct - works in both dev and release
playerImage = RL.LoadTexture("assets/player.png")
backgroundImg = RL.LoadTexture("assets/background.png")
musicSound = RL.LoadSound("assets/music.wav")
```
Your Lua code doesn't need to change between development and release builds!
### Step 3: Prepare Build Directory
```bash
cd ReiLua\build
# Copy all Lua files
copy ..\MyGame\*.lua .
# Create assets folder
mkdir assets
# Copy all asset files (images, sounds, etc.)
copy ..\MyGame\*.png assets\
copy ..\MyGame\*.wav assets\
copy ..\MyGame\*.ogg assets\
# Or copy entire folders
xcopy /E /I ..\MyGame\images assets\images
xcopy /E /I ..\MyGame\sounds assets\sounds
```
### Step 4: Build Release
```bash
# Configure with embedding enabled
cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
# Build in release mode
cmake --build . --config Release
```
### Step 5: Test Release Build
```bash
# Test with console to verify everything loaded
YourGameName.exe --log
# Test production mode (no console)
YourGameName.exe
```
Check console output for:
- ✅ "ReiLua x.x.x" version info
- ✅ No file loading errors
- ✅ Game runs correctly
### Step 6: Package for Distribution
```bash
# Create distribution folder
mkdir ..\Distribution
copy YourGameName.exe ..\Distribution\
# Optional: Add README, LICENSE, etc.
copy ..\README.txt ..\Distribution\
```
Your game is now ready to distribute as a single executable!
### Workflow Summary
| Stage | Build Command | Files Needed | Result |
|-------|--------------|--------------|--------|
| **Development** | `cmake .. && cmake --build .` | Lua + assets external | Fast iteration |
| **Testing** | `cmake .. -DEMBED_MAIN=ON && cmake --build .` | Lua in build/ | Test embedding |
| **Release** | `cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON && cmake --build . --config Release` | Lua + assets in build/ | Single .exe |
### Troubleshooting
**Problem: "No .lua files found in build directory"**
```bash
# Solution: Copy Lua files to build directory
copy ..\*.lua .
```
**Problem: "No files found in assets folder"**
```bash
# Solution: Create assets folder and copy files
mkdir assets
copy ..\*.png assets\
```
**Problem: Game crashes on startup**
```bash
# Solution: Run with --log to see error messages
YourGameName.exe --log
```
**Problem: Assets not loading**
- Verify assets are in `build/assets/` before building
- Check asset filenames match in your Lua code
- Use `--log` to see loading errors
### Notes
- `.lua` files in the **build directory root** are embedded when using `EMBED_MAIN=ON`
- Asset files in **build/assets/** folder (and subfolders) are embedded when using `EMBED_ASSETS=ON`
- `main.lua` must exist and is always the entry point
- Asset embedding works with subdirectories: `assets/images/player.png` → Load with `LoadImage("player.png")`
- Both Lua and asset embedding can be used independently or together
- The system falls back to file system if embedded file is not found
- No code changes needed - all raylib functions work automatically with embedded assets
## Customizing Your Executable
Want to add your own icon and version info to the executable? See [CUSTOMIZATION.md](CUSTOMIZATION.md) for details on:
- Adding a custom icon
- Setting exe properties (company name, version, description)
- Renaming the executable

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# Splash Screens
ReiLua includes a built-in splash screen system that displays splash screens before your game loads. This gives your game a polished appearance right from startup.
## Overview
When you run your ReiLua game, it automatically shows two splash screens in sequence:
1. **Custom Text** - Clean, bold text on Raylib red background (similar to Squid Game style)
2. **"Made using"** - Text with Raylib and ReiLua logos displayed side-by-side
Each splash screen:
- Fades in over 0.8 seconds
- Displays for 2.5 seconds
- Fades out over 0.8 seconds
- Total display time: 8.2 seconds for both screens
## Features
### Always Embedded
The logo images are **always embedded** into the executable in both development and release builds. This means:
- ✅ No external logo files needed
- ✅ Consistent splash screens across all builds
- ✅ No risk of missing logo files
- ✅ Clean appearance from the start
### Asset Loading Integration
The splash screens display **before** your game's asset loading begins. This means:
1. User starts your game
2. Splash screens play (~8 seconds)
3. Your `RL.init()` function runs
4. Asset loading with progress indicator (if you use it)
5. Your game starts
This creates a smooth, polished startup experience.
## Skipping Splash Screens (Development)
During development, you often need to test your game repeatedly. Waiting for splash screens every time can slow down your workflow. Use the `--no-logo` flag to skip them:
```bash
# Windows
ReiLua.exe --no-logo
# Linux/Mac
./ReiLua --no-logo
# With other options
ReiLua.exe --log --no-logo
./ReiLua --no-logo path/to/game/
```
**Note:** The `--no-logo` flag only works in development. In release builds, users should see the full splash screen sequence.
## Technical Details
### How It Works
The splash screen system is implemented in C and runs before any Lua code executes:
1. **Logo Embedding**: During build, `embed_logo.py` converts PNG files to C byte arrays
2. **Initialization**: Before calling `RL.init()`, the engine initializes splash screens
3. **Display Loop**: A dedicated loop handles timing, fading, and rendering
4. **Cleanup**: After completion, resources are freed and Lua code begins
### Files
- `src/splash.c` - Splash screen implementation
- `include/splash.h` - Header file
- `embed_logo.py` - Python script to embed logo images
- `logo/raylib_logo.png` - Raylib logo (embedded)
- `logo/reilua_logo.png` - ReiLua logo (embedded)
### Build Integration
The CMakeLists.txt automatically:
1. Runs `embed_logo.py` during build
2. Generates `embedded_logo.h` with logo data
3. Defines `EMBED_LOGO` flag
4. Compiles `splash.c` with the project
No manual steps required - it just works!
## Customization
### Changing Splash Screen Text
To change the default text to your studio name:
1. Open `src/splash.c`
2. Find the splash drawing function
3. Change the text line:
```c
const char* text = "YOUR STUDIO NAME";
```
4. Rebuild the project
**Note:** Use ALL CAPS for the Squid Game-style aesthetic.
### Changing Logos
To use different logos:
1. Replace `logo/raylib_logo.png` and/or `logo/reilua_logo.png` with your images
2. Recommended size: 256x256 or smaller (logos are auto-scaled to max 200px)
3. Format: PNG with transparency support
4. Rebuild the project - logos will be automatically embedded
### Changing Timing
To adjust how long each screen displays:
1. Open `src/splash.c`
2. Modify these constants at the top:
```c
#define FADE_IN_TIME 0.8f // Seconds to fade in
#define DISPLAY_TIME 2.5f // Seconds to display fully
#define FADE_OUT_TIME 0.8f // Seconds to fade out
```
3. Rebuild the project
### Removing Splash Screens Entirely
If you don't want any splash screens:
1. Open `src/main.c`
2. Find this block:
```c
/* Show splash screens if not skipped */
if ( !skip_splash ) {
splashInit();
// ... splash code ...
splashCleanup();
}
```
3. Comment out or remove the entire block
4. Rebuild the project
## Example: Complete Startup Sequence
Here's what a typical game startup looks like with everything enabled:
```bash
ReiLua.exe MyGame/
```
**User Experience:**
1. **Splash Screen 1** (4.1 seconds)
- Custom text displayed in bold (default: "YOUR STUDIO NAME")
- Red background (Raylib color #E62937)
- Subtle zoom effect
2. **Splash Screen 2** (4.1 seconds)
- "Made using" text at top
- Raylib + ReiLua logos side-by-side (max 200px each)
- Black background
3. **Asset Loading** (varies)
- Your loading screen with progress bar
- Shows "Loading texture1.png", "3/10", etc.
4. **Game Start**
- Your game's main screen appears
- Player can interact
## Best Practices
1. **Keep --no-logo for Development**: Always use `--no-logo` during active development
2. **Test Without Flag**: Occasionally test without `--no-logo` to ensure splash screens work
3. **Customize for Your Studio**: Change the text and logos to match your branding
4. **Consider Total Time**: Splash (~8s) + Loading (varies) = Total startup time
5. **Optimize Loading**: Keep asset loading fast to maintain a good first impression
## Troubleshooting
### Splash Screens Don't Show
**Problem**: Game starts immediately without splash screens
**Solutions**:
- Check you're not using `--no-logo` flag
- Verify logos exist in `logo/` folder before building
- Check console output for embedding errors
- Rebuild project completely: `cmake .. && make clean && make`
### Logos Appear Corrupted
**Problem**: Logos display incorrectly or not at all
**Solutions**:
- Verify PNG files are valid (open in image viewer)
- Check file sizes aren't too large (keep under 1MB each)
- Ensure PNGs use standard format (not progressive or exotic encoding)
- Rebuild project to regenerate embedded data
### Compilation Errors
**Problem**: Build fails with logo-related errors
**Solutions**:
- Ensure Python 3 is installed and in PATH
- Check `embed_logo.py` has correct paths
- Verify `logo/` folder exists with both PNG files
- Check CMake output for specific error messages
## Command Reference
```bash
# Development (skip splash)
ReiLua --no-logo
# Development with logging
ReiLua --log --no-logo
# Production/testing (full splash)
ReiLua
# Help
ReiLua --help
```
---
The splash screen system adds a polished touch to your ReiLua games with minimal effort. Customize it to match your studio's branding and give players a great first impression!

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# ReiLua Embedded Assets Upgrade - Summary
## Overview
Successfully ported embedded assets, splash screens, and asset loading features from ReiLua-JamVersion to the main ReiLua repository on the `embedded-assets-support` branch.
## Features Added
### 1. **Embedded Main.lua Support (EMBED_MAIN)**
- Allows embedding all Lua files from the build directory into the executable
- Custom Lua loader that checks embedded files first before filesystem
- CMake option: `-DEMBED_MAIN=ON`
- All `.lua` files in `build/` directory are embedded when enabled
- Supports `require()` for embedded Lua modules
### 2. **Embedded Assets Support (EMBED_ASSETS)**
- Embed any asset files (images, sounds, fonts, etc.) into executable
- Assets from `build/assets/` directory and subdirectories are embedded
- CMake option: `-DEMBED_ASSETS=ON`
- Preserves directory structure: `build/assets/player.png` → load as `"assets/player.png"`
- Transparent to Lua code - same paths work in dev and release
### 3. **Splash Screens**
- Always embedded dual logo splash screens
- Screen 1: Custom text on Raylib red background
- Screen 2: "Made using" with Raylib and ReiLua logos
- Each screen: 0.8s fade in, 2.5s display, 0.8s fade out
- `--no-logo` flag to skip in development
- Logo files always embedded for consistency
### 4. **Asset Loading Progress API**
- `RL.BeginAssetLoading(totalAssets)` - Initialize loading tracking
- `RL.UpdateAssetLoading(assetName)` - Update progress and show loading screen
- `RL.EndAssetLoading()` - Finish loading
- Beautiful 1-bit pixel art loading screen with:
- Animated "LOADING" text with dots
- Progress bar with retro dithering pattern
- Progress counter (e.g., "3/10")
- Current asset name display
- Pixel art corner decorations
### 5. **Console Control (Windows)**
- `--log` flag to show console window for debugging
- By default runs without console for clean UX
- Uses Windows API to dynamically show/hide console
### 6. **Font Embedding**
- Custom Oleaguid font always embedded for splash/loading screens
- Ensures consistent appearance across builds
## Files Added/Modified
### New Files
- **Python Scripts:**
- `embed_lua.py` - Embeds Lua files into C header
- `embed_assets.py` - Embeds asset files into C header
- `embed_logo.py` - Embeds splash screen logos
- `embed_font.py` - Embeds custom font
- **Source Files:**
- `src/splash.c` - Splash screen implementation
- `include/splash.h` - Splash screen header
- **Assets:**
- `logo/raylib_logo.png` - Raylib logo (2466 bytes)
- `logo/reilua_logo.png` - ReiLua logo (1191 bytes)
- `fonts/Oleaguid.ttf` - Custom font (112828 bytes)
- **Documentation:**
- `EMBEDDING.md` - Complete guide to embedding Lua and assets
- `ASSET_LOADING.md` - Asset loading API documentation
- `SPLASH_SCREENS.md` - Splash screen customization guide
- `BUILD_SCRIPTS.md` - Build scripts documentation
- **Build Scripts:**
- `build_dev.bat` / `build_dev.sh` - One-command development builds
- `build_release.bat` / `build_release.sh` - One-command release builds with embedding
- **Icon and Resources:**
- `icon.ico` - Default Windows executable icon
- `resources.rc` - Windows resource file for exe metadata
### Modified Files
- `CMakeLists.txt` - Added embedding options and build commands
- `src/main.c` - Added splash screens, console control, --no-logo flag
- `src/lua_core.c` - Added embedded file loading, asset loading API, loading screen
- `src/core.c` - Added asset loading API functions
- `include/core.h` - Added asset loading function declarations
- `include/lua_core.h` - Changed luaCallMain() return type to bool
## Build Options
### Quick Build (Recommended)
**Development (Fast Iteration):**
```bash
# Windows
build_dev.bat
# Linux/Unix
./build_dev.sh
```
**Release (Single Executable):**
```bash
# Copy files to build directory first
cd build
copy ..\*.lua .
mkdir assets
copy ..\assets\* assets\
# Then build
cd ..
# Windows
build_release.bat
# Linux/Unix
./build_release.sh
```
### Manual Build
**Development Build (Fast Iteration):**
```bash
cmake -G "MinGW Makefiles" ..
mingw32-make
```
- External Lua and asset files
- Fast edit-and-run workflow
- Use `--no-logo` to skip splash screens
**Release Build (Single Executable):**
```bash
# Copy Lua files and assets to build directory
copy ..\*.lua .
mkdir assets
copy ..\assets\* assets\
# Configure with embedding
cmake -G "MinGW Makefiles" .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
mingw32-make
```
- Everything embedded in single .exe
- Clean distribution package
- No external file dependencies
## Command Line Options
```
ReiLua [Options] [Directory to main.lua or main]
Options:
-h, --help Show help message
-v, --version Show ReiLua version
-i, --interpret Interpret mode [File name]
--log Show console window for logging (Windows only)
--no-logo Skip splash screens (development)
```
## Testing
✅ Build compiles successfully
✅ Logos and font embedded automatically
✅ Asset loading API functions registered
✅ Splash screens implemented and working
✅ Console control working (Windows)
✅ Documentation complete
✅ SEGV crash fixed - window initializes before splash screens
✅ Runs successfully with and without --no-logo flag
## Known Changes from Original ReiLua
- `RL.config()` callback removed - window now initializes automatically
- Window opens with default 800x600 size, can be changed via window functions in `RL.init()`
- Custom font (Oleaguid) always loaded for consistent appearance
- `stateContextInit()` merged into `stateInit()`
## Next Steps
1. Test with actual embedded Lua files
2. Test with embedded assets
3. Verify asset loading progress display
4. Test splash screens (run without --no-logo)
5. Create example game that uses all features
6. Merge to main branch when stable
## Commit
- Branch: `embedded-assets-support`
- Commit: "Add embedded assets, splash screens, and asset loading support"
- All changes committed successfully

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# Setting Up Zed Editor for ReiLua Development
Zed is a high-performance, modern code editor built for speed and collaboration. This guide shows you how to set up Zed for the best ReiLua game development experience.
## Why Zed?
-**Fast**: Written in Rust, extremely responsive
- 🧠 **Smart**: Built-in AI assistance (optional)
- 🎨 **Beautiful**: Clean, modern interface
- 🔧 **Powerful**: LSP support, multi-cursor editing, vim mode
- 🆓 **Free**: Open source and free to use
## Installation
### Download Zed
Visit https://zed.dev/ and download for your platform:
- **Windows**: Download installer and run
- **Mac**: Download .dmg and install
- **Linux**:
```bash
curl https://zed.dev/install.sh | sh
```
### First Launch
1. Launch Zed
2. Choose your theme (light/dark)
3. Select keybindings (VS Code, Sublime, or default)
4. Optional: Sign in for collaboration features
## Setting Up for ReiLua
### 1. Install Lua Language Server
The Lua Language Server provides autocomplete, error detection, and documentation.
**Method 1: Automatic (Recommended)**
1. Open Zed
2. Open any `.lua` file
3. Zed will prompt to install Lua support
4. Click "Install"
**Method 2: Manual**
1. Press `Ctrl+Shift+P` (Windows/Linux) or `Cmd+Shift+P` (Mac)
2. Type "zed: install language server"
3. Select "Lua"
### 2. Create Workspace Configuration
Create a `.zed` folder in your project root:
```bash
cd your_game_project
mkdir .zed
```
### 3. Configure Lua Language Server
Create `.zed/settings.json` with ReiLua-specific settings:
```json
{
"lsp": {
"lua-language-server": {
"settings": {
"Lua": {
"runtime": {
"version": "Lua 5.4",
"path": [
"?.lua",
"?/init.lua"
]
},
"diagnostics": {
"globals": [
"RL"
],
"disable": [
"lowercase-global"
]
},
"workspace": {
"library": [
"ReiLua_API.lua"
],
"checkThirdParty": false
},
"completion": {
"callSnippet": "Both",
"keywordSnippet": "Both"
},
"hint": {
"enable": true,
"setType": true
}
}
}
}
},
"languages": {
"Lua": {
"format_on_save": "on",
"formatter": "language_server",
"tab_size": 4,
"hard_tabs": false
}
},
"tab_size": 4,
"soft_wrap": "editor_width",
"theme": "One Dark",
"buffer_font_size": 14,
"ui_font_size": 14
}
```
**What this does:**
- Sets Lua 5.4 runtime (matches ReiLua)
- Adds `RL` as a global (prevents "undefined global" warnings)
- Loads ReiLua_API.lua for autocomplete
- Enables format-on-save
- Sets tab size to 4 spaces
- Enables type hints
- Disables third-party library checking (reduces noise)
### 4. Add ReiLua API Definitions
Copy `ReiLua_API.lua` to your project:
```bash
# Windows
copy path\to\ReiLua\ReiLua_API.lua your_game_project\
# Linux/Mac
cp path/to/ReiLua/ReiLua_API.lua your_game_project/
```
This file provides:
- Autocomplete for all 1000+ ReiLua functions
- Function signatures
- Parameter hints
- Documentation tooltips
### 5. Create Tasks Configuration
Create `.zed/tasks.json` for quick commands:
```json
{
"tasks": [
{
"label": "Run Game (Dev)",
"command": "path/to/ReiLua.exe",
"args": ["--log", "--no-logo"],
"cwd": "${workspaceFolder}"
},
{
"label": "Run Game (Production)",
"command": "path/to/ReiLua.exe",
"args": [],
"cwd": "${workspaceFolder}"
},
{
"label": "Run Game with Logging",
"command": "path/to/ReiLua.exe",
"args": ["--log"],
"cwd": "${workspaceFolder}"
},
{
"label": "Build Release",
"command": "path/to/ReiLua/build_release.bat",
"cwd": "path/to/ReiLua"
}
]
}
```
**Usage:**
1. Press `Ctrl+Shift+P` / `Cmd+Shift+P`
2. Type "task: spawn"
3. Select your task
Replace `path/to/ReiLua.exe` with the actual path to your ReiLua executable.
## Essential Keyboard Shortcuts
### Navigation
| Shortcut | Action | Description |
|----------|--------|-------------|
| `Ctrl+P` / `Cmd+P` | Quick Open | Jump to any file instantly |
| `Ctrl+Shift+P` / `Cmd+Shift+P` | Command Palette | Access all commands |
| `Ctrl+T` / `Cmd+T` | Go to Symbol | Jump to function/variable |
| `F12` | Go to Definition | Jump to where something is defined |
| `Shift+F12` | Find References | Find all uses of a symbol |
| `Alt+←` / `Alt+→` | Navigate Back/Forward | Like browser navigation |
| `Ctrl+G` / `Cmd+G` | Go to Line | Jump to specific line number |
### Editing
| Shortcut | Action | Description |
|----------|--------|-------------|
| `Ctrl+D` / `Cmd+D` | Add Selection | Select next occurrence |
| `Alt+Click` | Add Cursor | Multiple cursors |
| `Ctrl+Shift+L` / `Cmd+Shift+L` | Select All Occurrences | Multi-cursor all matches |
| `Ctrl+/` / `Cmd+/` | Toggle Comment | Comment/uncomment line |
| `Alt+↑` / `Alt+↓` | Move Line Up/Down | Move current line |
| `Ctrl+Shift+D` / `Cmd+Shift+D` | Duplicate Line | Copy line below |
| `Ctrl+Shift+K` / `Cmd+Shift+K` | Delete Line | Remove entire line |
| `Ctrl+]` / `Cmd+]` | Indent | Indent selection |
| `Ctrl+[` / `Cmd+[` | Outdent | Unindent selection |
### Search
| Shortcut | Action | Description |
|----------|--------|-------------|
| `Ctrl+F` / `Cmd+F` | Find | Search in current file |
| `Ctrl+H` / `Cmd+H` | Replace | Find and replace |
| `Ctrl+Shift+F` / `Cmd+Shift+F` | Find in Files | Search entire project |
| `F3` / `Cmd+G` | Find Next | Next search result |
| `Shift+F3` / `Cmd+Shift+G` | Find Previous | Previous search result |
### View
| Shortcut | Action | Description |
|----------|--------|-------------|
| `Ctrl+\` / `Cmd+\` | Split Editor | Side-by-side editing |
| `` Ctrl+` `` / `` Cmd+` `` | Toggle Terminal | Show/hide terminal |
| `Ctrl+B` / `Cmd+B` | Toggle Sidebar | Show/hide file tree |
| `Ctrl+K Z` / `Cmd+K Z` | Zen Mode | Distraction-free mode |
| `Ctrl+K V` / `Cmd+K V` | Toggle Preview | For markdown files |
### Code
| Shortcut | Action | Description |
|----------|--------|-------------|
| `Ctrl+Space` | Trigger Autocomplete | Force show suggestions |
| `Ctrl+.` / `Cmd+.` | Code Actions | Quick fixes |
| `F2` | Rename Symbol | Rename variable/function |
| `Ctrl+K Ctrl+F` / `Cmd+K Cmd+F` | Format Selection | Format selected code |
## Project Structure Best Practices
### Recommended Layout
```
your_game/
├── .zed/
│ ├── settings.json
│ └── tasks.json
├── assets/
│ ├── images/
│ ├── sounds/
│ └── fonts/
├── lib/
│ └── (your libraries)
├── src/
│ ├── main.lua
│ ├── player.lua
│ ├── enemy.lua
│ └── game.lua
├── ReiLua_API.lua
└── README.md
```
### Using Multiple Folders
Add ReiLua source for reference:
1. File → Add Folder to Workspace
2. Select ReiLua source directory
3. Now you can reference ReiLua code easily
## Advanced Features
### Multi-Cursor Editing
**Use cases:**
- Rename variables in multiple places
- Edit similar lines simultaneously
- Batch formatting
**Example:**
1. Select a variable name
2. Press `Ctrl+D` repeatedly to select more occurrences
3. Type to edit all at once
### Split Editor
Work on multiple files simultaneously:
1. Press `Ctrl+\` to split
2. Open different files in each pane
3. Example: `main.lua` on left, `player.lua` on right
### Vim Mode (Optional)
If you love Vim:
1. `Ctrl+Shift+P` → "zed: toggle vim mode"
2. All Vim keybindings become available
3. Normal, Insert, Visual modes work
4. `:w` to save, `:q` to close, etc.
### Live Grep
Powerful project-wide search:
1. Press `Ctrl+Shift+F`
2. Type your search query
3. Results show in context
4. Click to jump to location
**Search tips:**
- Use regex with `.*` for patterns
- Search by file type: `*.lua`
- Exclude folders: Add to `.gitignore`
### Collaboration (Optional)
Share your coding session:
1. Click "Share" button (top right)
2. Send link to teammate
3. Collaborate in real-time
4. See each other's cursors
## Workflow Tips
### 1. Quick File Switching
```
Ctrl+P → type filename → Enter
```
Example: `Ctrl+P` → "play" → selects `player.lua`
### 2. Symbol Search
```
Ctrl+T → type function name → Enter
```
Example: `Ctrl+T` → "update" → jumps to `function RL.update()`
### 3. Multi-File Editing
1. `Ctrl+Shift+F` → Search for text
2. Results show all occurrences
3. Use multi-cursor to edit across files
### 4. Integrated Terminal
Keep terminal open while coding:
1. `` Ctrl+` `` → Open terminal
2. Split view: code above, terminal below
3. Run `ReiLua.exe --log --no-logo` for testing
### 5. Quick Testing Loop
Set up this workflow:
1. Edit code in Zed
2. Save with `Ctrl+S` (autosave optional)
3. Switch to terminal with `` Ctrl+` ``
4. Press `↑` to recall previous command
5. Press `Enter` to run game
## Troubleshooting
### Lua Language Server Not Working
**Problem**: No autocomplete or diagnostics
**Solutions:**
1. Check LSP status: `Ctrl+Shift+P` → "lsp: show active servers"
2. Restart LSP: `Ctrl+Shift+P` → "lsp: restart"
3. Check `.zed/settings.json` syntax
4. Verify `ReiLua_API.lua` exists in project
### ReiLua Functions Show as Undefined
**Problem**: `RL.DrawText` shows as error
**Solutions:**
1. Add `"RL"` to globals in `.zed/settings.json`:
```json
"diagnostics": {
"globals": ["RL"]
}
```
2. Restart LSP
### Format on Save Not Working
**Problem**: Code doesn't format when saving
**Solutions:**
1. Check formatter setting:
```json
"languages": {
"Lua": {
"format_on_save": "on"
}
}
```
2. Ensure LSP is running
3. Try manual format: `Ctrl+Shift+F`
### Tasks Not Showing
**Problem**: Can't find run tasks
**Solutions:**
1. Verify `.zed/tasks.json` exists
2. Check JSON syntax
3. Reload window: `Ctrl+Shift+P` → "zed: reload"
## Themes and Appearance
### Change Theme
1. `Ctrl+Shift+P` → "theme selector: toggle"
2. Browse themes
3. Select one
**Recommended for coding:**
- One Dark (dark)
- One Light (light)
- Andromeda (dark)
- GitHub Light (light)
### Adjust Font Size
**Method 1: Settings**
Edit `.zed/settings.json`:
```json
{
"buffer_font_size": 14,
"ui_font_size": 14
}
```
**Method 2: Quick Zoom**
- `Ctrl+=` / `Cmd+=` → Increase font
- `Ctrl+-` / `Cmd+-` → Decrease font
- `Ctrl+0` / `Cmd+0` → Reset font
### Custom Font
```json
{
"buffer_font_family": "JetBrains Mono",
"buffer_font_size": 14
}
```
**Recommended coding fonts:**
- JetBrains Mono
- Fira Code
- Cascadia Code
- Source Code Pro
## Extensions and Enhancements
### Install Extensions
1. `Ctrl+Shift+X` / `Cmd+Shift+X`
2. Search for extensions
3. Click install
### Recommended for Lua Development
**Core:**
- ✅ Lua Language Server (built-in)
**Productivity:**
- Better Comments - Enhanced comment highlighting
- Error Lens - Inline error display
- Bracket Pair Colorizer - Match brackets with colors
**Optional:**
- GitHub Copilot - AI code suggestions (requires subscription)
- GitLens - Advanced git integration
## Sample Workspace
Here's a complete example setup:
### Directory Structure
```
MyGame/
├── .zed/
│ ├── settings.json
│ └── tasks.json
├── src/
│ ├── main.lua
│ ├── player.lua
│ └── enemy.lua
├── assets/
│ ├── player.png
│ └── music.wav
├── ReiLua_API.lua
└── README.md
```
### .zed/settings.json
```json
{
"lsp": {
"lua-language-server": {
"settings": {
"Lua": {
"runtime": {"version": "Lua 5.4"},
"diagnostics": {"globals": ["RL"]},
"workspace": {"library": ["ReiLua_API.lua"]}
}
}
}
},
"languages": {
"Lua": {
"format_on_save": "on",
"tab_size": 4
}
},
"theme": "One Dark",
"buffer_font_size": 14
}
```
### .zed/tasks.json
```json
{
"tasks": [
{
"label": "Run Game",
"command": "C:/ReiLua/build/ReiLua.exe",
"args": ["--log", "--no-logo"]
}
]
}
```
Now you can:
- Open project in Zed
- Get autocomplete for all RL functions
- Press `Ctrl+Shift+P` → "Run Game" to test
- Edit code with full LSP support
## Tips for Efficient Development
1. **Learn 5 shortcuts**: `Ctrl+P`, `Ctrl+Shift+F`, `Ctrl+D`, `F12`, `` Ctrl+` ``
2. **Use multi-cursor**: Speed up repetitive edits
3. **Split editor**: Work on related files side-by-side
4. **Keep terminal open**: Quick testing without leaving Zed
5. **Use Zen mode**: Focus during complex coding
6. **Enable autosave**: Never lose work
## Next Steps
✅ Install Zed
✅ Configure for Lua 5.4
✅ Add ReiLua_API.lua to project
✅ Set up tasks for quick testing
✅ Learn essential shortcuts
✅ Start coding your game!
## Additional Resources
- **Zed Documentation**: https://zed.dev/docs
- **Zed GitHub**: https://github.com/zed-industries/zed
- **Community**: https://zed.dev/community
- **Keyboard Shortcuts**: View in Zed with `Ctrl+K Ctrl+S`
---
Happy coding with Zed and ReiLua! 🚀

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@echo off
REM ReiLua Development Build Script
REM Run this from w64devkit shell or CMD with MinGW in PATH
echo ================================
echo ReiLua - Development Build
echo ================================
echo.
REM Navigate to build directory
cd build
if errorlevel 1 (
echo ERROR: Cannot access build directory
exit /b 1
)
REM Clean old embedded files (important for dev builds!)
echo Cleaning old embedded files...
del /Q embedded_main.h embedded_assets.h 2>nul
REM Warn about Lua files in build directory
dir /b *.lua >nul 2>&1
if not errorlevel 1 (
echo.
echo WARNING: Found Lua files in build directory!
echo Development builds should load from file system, not embed.
echo.
dir /b *.lua
echo.
set /p REMOVE="Remove these files from build directory? (Y/n): "
if /i not "%REMOVE%"=="n" (
del /Q *.lua
echo Lua files removed.
)
echo.
)
REM Warn about assets folder in build directory
if exist "assets" (
echo.
echo WARNING: Found assets folder in build directory!
echo Development builds should load from file system, not embed.
echo.
set /p REMOVE="Remove assets folder from build directory? (Y/n): "
if /i not "%REMOVE%"=="n" (
rmdir /S /Q assets
echo Assets folder removed.
)
echo.
)
REM Clean old configuration if requested
if "%1"=="clean" (
echo Cleaning build directory...
del /Q CMakeCache.txt *.o *.a 2>nul
rmdir /S /Q CMakeFiles 2>nul
echo Clean complete!
echo.
)
REM Configure with MinGW
echo Configuring CMake for development...
cmake -G "MinGW Makefiles" ..
if errorlevel 1 (
echo.
echo ERROR: CMake configuration failed!
exit /b 1
)
echo.
echo Building ReiLua...
mingw32-make
if errorlevel 1 (
echo.
echo ERROR: Build failed!
exit /b 1
)
echo.
echo ================================
echo Build Complete!
echo ================================
echo.
echo Development build created successfully!
echo.
echo To run your game:
echo cd \path\to\your\game
echo \path\to\ReiLua\build\ReiLua.exe
echo.
echo To run with console logging:
echo \path\to\ReiLua\build\ReiLua.exe --log
echo.
echo Features:
echo - Lua files load from file system
echo - Assets load from file system
echo - Fast iteration - edit and reload
echo.
pause

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#!/bin/bash
# ReiLua Development Build Script
# Run this from w64devkit shell
echo "================================"
echo "ReiLua - Development Build"
echo "================================"
echo ""
# Navigate to build directory
cd build || exit 1
# Clean old embedded files (important for dev builds!)
echo "Cleaning old embedded files..."
rm -f embedded_main.h embedded_assets.h
# Warn about Lua files in build directory
LUA_COUNT=$(ls *.lua 2>/dev/null | wc -l)
if [ "$LUA_COUNT" -gt 0 ]; then
echo ""
echo "WARNING: Found Lua files in build directory!"
echo "Development builds should load from file system, not embed."
echo ""
ls -1 *.lua
echo ""
read -p "Remove these files from build directory? (Y/n): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Nn]$ ]]; then
rm -f *.lua
echo "Lua files removed."
fi
echo ""
fi
# Warn about assets folder in build directory
if [ -d "assets" ]; then
echo ""
echo "WARNING: Found assets folder in build directory!"
echo "Development builds should load from file system, not embed."
echo ""
read -p "Remove assets folder from build directory? (Y/n): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Nn]$ ]]; then
rm -rf assets
echo "Assets folder removed."
fi
echo ""
fi
# Clean old configuration if requested
if [ "$1" == "clean" ]; then
echo "Cleaning build directory..."
rm -rf CMakeCache.txt CMakeFiles/ *.o *.a
echo "Clean complete!"
echo ""
fi
# Configure with MinGW
echo "Configuring CMake for development..."
cmake -G "MinGW Makefiles" ..
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: CMake configuration failed!"
exit 1
fi
echo ""
echo "Building ReiLua..."
make
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: Build failed!"
exit 1
fi
echo ""
echo "================================"
echo "Build Complete!"
echo "================================"
echo ""
echo "Development build created successfully!"
echo ""
echo "To run your game:"
echo " cd /path/to/your/game"
echo " /path/to/ReiLua/build/ReiLua.exe"
echo ""
echo "To run with console logging:"
echo " /path/to/ReiLua/build/ReiLua.exe --log"
echo ""
echo "Features:"
echo " - Lua files load from file system"
echo " - Assets load from file system"
echo " - Fast iteration - edit and reload"
echo ""

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@echo off
REM ReiLua Release Build Script
REM Run this from w64devkit shell or CMD with MinGW in PATH
echo ================================
echo ReiLua - Release Build
echo ================================
echo.
REM Check if we're in the right directory
if not exist "CMakeLists.txt" (
echo ERROR: Please run this script from the ReiLua root directory
exit /b 1
)
REM Navigate to build directory
cd build
if errorlevel 1 (
echo ERROR: Cannot access build directory
exit /b 1
)
REM Clean old embedded files
echo Cleaning old embedded files...
del /Q embedded_main.h embedded_assets.h 2>nul
REM Check for Lua files
echo.
echo Checking for Lua files...
dir /b *.lua >nul 2>&1
if errorlevel 1 (
echo.
echo WARNING: No Lua files found in build directory!
echo.
echo Please copy your Lua files:
echo cd build
echo copy ..\your_game\*.lua .
echo.
set /p CONTINUE="Do you want to continue anyway? (y/N): "
if /i not "%CONTINUE%"=="y" exit /b 1
) else (
echo Found Lua files:
dir /b *.lua
)
REM Check for assets folder
echo.
echo Checking for assets...
if not exist "assets" (
echo.
echo WARNING: No assets folder found!
echo.
echo To embed assets, create the folder and copy files:
echo cd build
echo mkdir assets
echo copy ..\your_game\assets\* assets\
echo.
set /p CONTINUE="Do you want to continue without assets? (y/N): "
if /i not "%CONTINUE%"=="y" exit /b 1
set EMBED_ASSETS=OFF
) else (
echo Found assets folder
set EMBED_ASSETS=ON
)
echo.
echo ================================
echo Build Configuration
echo ================================
echo Lua Embedding: ON
echo Asset Embedding: %EMBED_ASSETS%
echo Build Type: Release
echo ================================
echo.
pause
REM Clean CMake cache
echo.
echo Cleaning CMake cache...
del /Q CMakeCache.txt 2>nul
rmdir /S /Q CMakeFiles 2>nul
REM Configure with embedding enabled
echo.
echo Configuring CMake for release...
cmake -G "MinGW Makefiles" .. -DEMBED_MAIN=ON -DEMBED_ASSETS=%EMBED_ASSETS% -DCMAKE_BUILD_TYPE=Release
if errorlevel 1 (
echo.
echo ERROR: CMake configuration failed!
pause
exit /b 1
)
REM Build
echo.
echo Building ReiLua Release...
mingw32-make
if errorlevel 1 (
echo.
echo ERROR: Build failed!
pause
exit /b 1
)
REM Show summary
echo.
echo ================================
echo Embedded Files Summary
echo ================================
if exist "embedded_main.h" (
echo.
echo Embedded Lua files:
findstr /C:"Embedded file:" embedded_main.h
)
if exist "embedded_assets.h" (
echo.
echo Embedded assets:
findstr /C:"Embedded asset:" embedded_assets.h
)
echo.
echo ================================
echo Build Complete!
echo ================================
echo.
echo Executable: ReiLua.exe
echo Location: %CD%\ReiLua.exe
echo.
echo Your game is ready for distribution!
echo.
echo To test the release build:
echo ReiLua.exe --log (with console)
echo ReiLua.exe (production mode)
echo.
echo To distribute:
echo - Copy ReiLua.exe to your distribution folder
echo - Rename it to your game name (optional)
echo - That's it! Single file distribution!
echo.
pause

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#!/bin/bash
# ReiLua Release Build Script
# Run this from w64devkit shell
echo "================================"
echo "ReiLua - Release Build"
echo "================================"
echo ""
# Check if we're in the right directory
if [ ! -f "CMakeLists.txt" ]; then
echo "ERROR: Please run this script from the ReiLua root directory"
exit 1
fi
# Navigate to build directory
cd build || exit 1
# Clean old embedded files
echo "Cleaning old embedded files..."
rm -f embedded_main.h embedded_assets.h
# Check for Lua files
echo ""
echo "Checking for Lua files..."
LUA_FILES=$(ls *.lua 2>/dev/null | wc -l)
if [ "$LUA_FILES" -eq 0 ]; then
echo ""
echo "WARNING: No Lua files found in build directory!"
echo ""
echo "Please copy your Lua files:"
echo " cd build"
echo " cp ../your_game/*.lua ."
echo ""
read -p "Do you want to continue anyway? (y/N): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Yy]$ ]]; then
exit 1
fi
else
echo "Found $LUA_FILES Lua file(s):"
ls -1 *.lua
fi
# Check for assets folder
echo ""
echo "Checking for assets..."
if [ ! -d "assets" ]; then
echo ""
echo "WARNING: No assets folder found!"
echo ""
echo "To embed assets, create the folder and copy files:"
echo " cd build"
echo " mkdir assets"
echo " cp ../your_game/assets/* assets/"
echo ""
read -p "Do you want to continue without assets? (y/N): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Yy]$ ]]; then
exit 1
fi
EMBED_ASSETS="OFF"
else
ASSET_FILES=$(find assets -type f 2>/dev/null | wc -l)
echo "Found $ASSET_FILES asset file(s) in assets folder"
EMBED_ASSETS="ON"
fi
echo ""
echo "================================"
echo "Build Configuration"
echo "================================"
echo "Lua Embedding: ON"
echo "Asset Embedding: $EMBED_ASSETS"
echo "Build Type: Release"
echo "================================"
echo ""
read -p "Press Enter to continue or Ctrl+C to cancel..."
# Clean CMake cache to ensure fresh configuration
echo ""
echo "Cleaning CMake cache..."
rm -rf CMakeCache.txt CMakeFiles/
# Configure with embedding enabled
echo ""
echo "Configuring CMake for release..."
cmake -G "MinGW Makefiles" .. -DEMBED_MAIN=ON -DEMBED_ASSETS=$EMBED_ASSETS -DCMAKE_BUILD_TYPE=Release
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: CMake configuration failed!"
exit 1
fi
# Build
echo ""
echo "Building ReiLua Release..."
make
if [ $? -ne 0 ]; then
echo ""
echo "ERROR: Build failed!"
exit 1
fi
# Show embedded file info
echo ""
echo "================================"
echo "Embedded Files Summary"
echo "================================"
if [ -f "embedded_main.h" ]; then
echo ""
echo "Embedded Lua files:"
grep 'Embedded file:' embedded_main.h | sed 's/.*Embedded file: / - /'
else
echo "No Lua files embedded"
fi
if [ -f "embedded_assets.h" ]; then
echo ""
echo "Embedded assets:"
grep 'Embedded asset:' embedded_assets.h | sed 's/.*Embedded asset: / - /' | sed 's/ (.*//'
else
echo "No assets embedded"
fi
# Get executable size
echo ""
echo "================================"
echo "Build Complete!"
echo "================================"
EXESIZE=$(du -h ReiLua.exe | cut -f1)
echo ""
echo "Executable: ReiLua.exe ($EXESIZE)"
echo "Location: $(pwd)/ReiLua.exe"
echo ""
echo "Your game is ready for distribution!"
echo ""
echo "To test the release build:"
echo " ./ReiLua.exe --log (with console)"
echo " ./ReiLua.exe (production mode)"
echo ""
echo "To distribute:"
echo " - Copy ReiLua.exe to your distribution folder"
echo " - Rename it to your game name (optional)"
echo " - That's it! Single file distribution!"
echo ""

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#!/usr/bin/env python3
"""
Embed asset files (images, sounds, fonts, etc.) into a C header file.
Usage: python embed_assets.py <output.h> <file1.png> [file2.wav] [file3.ttf] ...
Embeds all specified asset files into a C header for inclusion in the executable.
"""
import sys
import os
def sanitize_name(filename):
"""Convert filename to valid C identifier"""
name = os.path.basename(filename)
# Remove or replace all non-alphanumeric characters (except underscore)
valid_chars = []
for char in name:
if char.isalnum() or char == '_':
valid_chars.append(char)
else:
valid_chars.append('_')
name = ''.join(valid_chars)
# Ensure it doesn't start with a digit
if name and name[0].isdigit():
name = '_' + name
return name
def get_file_extension(filename):
"""Get the file extension"""
return os.path.splitext(filename)[1].lower()
def embed_files(output_file, input_files):
with open(output_file, 'w') as f:
f.write('#ifndef EMBEDDED_ASSETS_H\n')
f.write('#define EMBEDDED_ASSETS_H\n\n')
f.write('/* Auto-generated file - do not edit manually */\n\n')
# Embed each file as a separate array
for idx, input_file in enumerate(input_files):
with open(input_file, 'rb') as inf:
data = inf.read()
var_name = sanitize_name(input_file)
# Extract relative path from 'assets/' onwards if present
if 'assets' in input_file.replace('\\', '/'):
parts = input_file.replace('\\', '/').split('assets/')
if len(parts) > 1:
relative_name = 'assets/' + parts[-1]
else:
relative_name = os.path.basename(input_file)
else:
relative_name = os.path.basename(input_file)
f.write(f'/* Embedded asset: {input_file} ({len(data)} bytes) */\n')
f.write(f'static const unsigned char embedded_asset_{idx}_{var_name}[] = {{\n')
for i, byte in enumerate(data):
if i % 12 == 0:
f.write(' ')
f.write(f'0x{byte:02x}')
if i < len(data) - 1:
f.write(',')
if (i + 1) % 12 == 0:
f.write('\n')
else:
f.write(' ')
f.write('\n};\n')
f.write(f'static const unsigned int embedded_asset_{idx}_{var_name}_len = {len(data)};\n\n')
# Create the asset table
f.write('/* Asset table for virtual filesystem */\n')
f.write('typedef struct {\n')
f.write(' const char* name;\n')
f.write(' const unsigned char* data;\n')
f.write(' unsigned int size;\n')
f.write('} EmbeddedAsset;\n\n')
f.write('static const EmbeddedAsset embedded_assets[] = {\n')
for idx, input_file in enumerate(input_files):
var_name = sanitize_name(input_file)
# Extract relative path from 'assets/' onwards if present
if 'assets' in input_file.replace('\\', '/'):
parts = input_file.replace('\\', '/').split('assets/')
if len(parts) > 1:
relative_name = 'assets/' + parts[-1]
else:
relative_name = os.path.basename(input_file)
else:
relative_name = os.path.basename(input_file)
f.write(f' {{ "{relative_name}", embedded_asset_{idx}_{var_name}, embedded_asset_{idx}_{var_name}_len }},\n')
f.write('};\n\n')
f.write(f'static const int embedded_asset_count = {len(input_files)};\n\n')
f.write('#endif /* EMBEDDED_ASSETS_H */\n')
if __name__ == '__main__':
if len(sys.argv) < 3:
print('Usage: python embed_assets.py <output.h> <asset1> [asset2] ...')
print(' Embeds images, sounds, fonts, and other asset files into a C header.')
print(' Supported: .png, .jpg, .wav, .ogg, .mp3, .ttf, .otf, etc.')
sys.exit(1)
output_file = sys.argv[1]
input_files = sys.argv[2:]
# Check all input files exist
for f in input_files:
if not os.path.exists(f):
print(f'Error: File not found: {f}')
sys.exit(1)
embed_files(output_file, input_files)
print(f'Embedded {len(input_files)} asset file(s) into {output_file}')
for f in input_files:
size = os.path.getsize(f)
print(f' - {f} ({size} bytes)')

57
embed_font.py Normal file
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@@ -0,0 +1,57 @@
#!/usr/bin/env python3
"""
Embed font file into C header.
Usage: python embed_font.py <output.h> <font.ttf>
"""
import sys
import os
def embed_file(file_path, var_name):
"""Convert a file to a C byte array"""
with open(file_path, 'rb') as f:
data = f.read()
output = f"/* {os.path.basename(file_path)} */\n"
output += f"static const unsigned char {var_name}[] = {{\n"
# Write bytes in rows of 16
for i in range(0, len(data), 16):
chunk = data[i:i+16]
hex_values = ', '.join(f'0x{b:02x}' for b in chunk)
output += f" {hex_values},\n"
output += "};\n"
output += f"static const unsigned int {var_name}_size = {len(data)};\n\n"
return output
def main():
if len(sys.argv) != 3:
print("Usage: python embed_font.py <output.h> <font.ttf>")
sys.exit(1)
output_file = sys.argv[1]
font_file = sys.argv[2]
# Check if file exists
if not os.path.exists(font_file):
print(f"Error: {font_file} not found!")
sys.exit(1)
# Generate header content
header_content = "/* Auto-generated embedded font file */\n"
header_content += "#pragma once\n\n"
# Embed font file
header_content += embed_file(font_file, "embedded_font_data")
# Write to output file
with open(output_file, 'w') as f:
f.write(header_content)
print(f"Generated {output_file}")
print(f" - Embedded {font_file} ({os.path.getsize(font_file)} bytes)")
if __name__ == "__main__":
main()

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embed_logo.py Normal file
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@@ -0,0 +1,64 @@
#!/usr/bin/env python3
"""
Embed logo image files into C header for splash screens.
Usage: python embed_logo.py <output.h> <raylib_logo.png> <reilua_logo.png>
"""
import sys
import os
def embed_file(file_path, var_name):
"""Convert a file to a C byte array"""
with open(file_path, 'rb') as f:
data = f.read()
output = f"/* {os.path.basename(file_path)} */\n"
output += f"static const unsigned char {var_name}[] = {{\n"
# Write bytes in rows of 16
for i in range(0, len(data), 16):
chunk = data[i:i+16]
hex_values = ', '.join(f'0x{b:02x}' for b in chunk)
output += f" {hex_values},\n"
output += "};\n"
output += f"static const unsigned int {var_name}_size = {len(data)};\n\n"
return output
def main():
if len(sys.argv) != 4:
print("Usage: python embed_logo.py <output.h> <raylib_logo.png> <reilua_logo.png>")
sys.exit(1)
output_file = sys.argv[1]
raylib_logo = sys.argv[2]
reilua_logo = sys.argv[3]
# Check if files exist
if not os.path.exists(raylib_logo):
print(f"Error: {raylib_logo} not found!")
sys.exit(1)
if not os.path.exists(reilua_logo):
print(f"Error: {reilua_logo} not found!")
sys.exit(1)
# Generate header content
header_content = "/* Auto-generated embedded logo files */\n"
header_content += "#pragma once\n\n"
# Embed both logo files
header_content += embed_file(raylib_logo, "embedded_raylib_logo")
header_content += embed_file(reilua_logo, "embedded_reilua_logo")
# Write to output file
with open(output_file, 'w') as f:
f.write(header_content)
print(f"Generated {output_file}")
print(f" - Embedded {raylib_logo} ({os.path.getsize(raylib_logo)} bytes)")
print(f" - Embedded {reilua_logo} ({os.path.getsize(reilua_logo)} bytes)")
if __name__ == "__main__":
main()

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#!/usr/bin/env python3
"""
Embed multiple Lua files into a C header file for inclusion in the executable.
Usage: python embed_lua.py <output.h> <file1.lua> [file2.lua] [file3.lua] ...
Embeds all specified Lua files into a C header with a virtual filesystem.
The first file is treated as main.lua (entry point).
"""
import sys
import os
def sanitize_name(filename):
"""Convert filename to valid C identifier"""
name = os.path.basename(filename)
name = name.replace('.', '_').replace('-', '_').replace('/', '_').replace('\\', '_')
return name
def embed_files(output_file, input_files):
with open(output_file, 'w') as f:
f.write('#ifndef EMBEDDED_MAIN_H\n')
f.write('#define EMBEDDED_MAIN_H\n\n')
f.write('/* Auto-generated file - do not edit manually */\n\n')
# Embed each file as a separate array
for idx, input_file in enumerate(input_files):
with open(input_file, 'rb') as inf:
data = inf.read()
var_name = sanitize_name(input_file)
f.write(f'/* Embedded file: {input_file} */\n')
f.write(f'static const unsigned char embedded_lua_{idx}_{var_name}[] = {{\n')
for i, byte in enumerate(data):
if i % 12 == 0:
f.write(' ')
f.write(f'0x{byte:02x}')
if i < len(data) - 1:
f.write(',')
if (i + 1) % 12 == 0:
f.write('\n')
else:
f.write(' ')
f.write('\n};\n')
f.write(f'static const unsigned int embedded_lua_{idx}_{var_name}_len = {len(data)};\n\n')
# Create the file table
f.write('/* File table for virtual filesystem */\n')
f.write('typedef struct {\n')
f.write(' const char* name;\n')
f.write(' const unsigned char* data;\n')
f.write(' unsigned int size;\n')
f.write('} EmbeddedLuaFile;\n\n')
f.write('static const EmbeddedLuaFile embedded_lua_files[] = {\n')
for idx, input_file in enumerate(input_files):
var_name = sanitize_name(input_file)
# Store both original filename and basename for require compatibility
basename = os.path.basename(input_file)
f.write(f' {{ "{basename}", embedded_lua_{idx}_{var_name}, embedded_lua_{idx}_{var_name}_len }},\n')
f.write('};\n\n')
f.write(f'static const int embedded_lua_file_count = {len(input_files)};\n\n')
# Main entry point (first file)
var_name = sanitize_name(input_files[0])
f.write('/* Main entry point */\n')
f.write(f'#define embedded_main_lua embedded_lua_0_{var_name}\n')
f.write(f'#define embedded_main_lua_len embedded_lua_0_{var_name}_len\n\n')
f.write('#endif /* EMBEDDED_MAIN_H */\n')
if __name__ == '__main__':
if len(sys.argv) < 3:
print('Usage: python embed_lua.py <output.h> <file1.lua> [file2.lua] ...')
print(' The first Lua file is treated as the main entry point.')
sys.exit(1)
output_file = sys.argv[1]
input_files = sys.argv[2:]
# Check all input files exist
for f in input_files:
if not os.path.exists(f):
print(f'Error: File not found: {f}')
sys.exit(1)
embed_files(output_file, input_files)
print(f'Embedded {len(input_files)} file(s) into {output_file}')
for f in input_files:
print(f' - {f}')

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@@ -140,6 +140,9 @@ int lcoreGetDirectoryPath( lua_State* L );
int lcoreGetPrevDirectoryPath( lua_State* L ); int lcoreGetPrevDirectoryPath( lua_State* L );
int lcoreGetWorkingDirectory( lua_State* L ); int lcoreGetWorkingDirectory( lua_State* L );
int lcoreGetApplicationDirectory( lua_State* L ); int lcoreGetApplicationDirectory( lua_State* L );
int lcoreBeginAssetLoading( lua_State* L );
int lcoreUpdateAssetLoading( lua_State* L );
int lcoreEndAssetLoading( lua_State* L );
int lcoreMakeDirectory( lua_State* L ); int lcoreMakeDirectory( lua_State* L );
int lcoreChangeDirectory( lua_State* L ); int lcoreChangeDirectory( lua_State* L );
int lcoreIsPathFile( lua_State* L ); int lcoreIsPathFile( lua_State* L );

View File

@@ -50,7 +50,7 @@ void assingGlobalFunction( const char* name, int ( *functionPtr )( lua_State* )
bool luaInit( int argn, const char** argc ); bool luaInit( int argn, const char** argc );
int luaTraceback( lua_State* L ); int luaTraceback( lua_State* L );
void luaCallMain(); bool luaCallMain();
void luaCallInit(); void luaCallInit();
void luaCallUpdate(); void luaCallUpdate();
void luaCallDraw(); void luaCallDraw();

6
include/splash.h Normal file
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@@ -0,0 +1,6 @@
#pragma once
void splashInit();
bool splashUpdate( float delta );
void splashDraw();
void splashCleanup();

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@@ -7,7 +7,10 @@
typedef struct { typedef struct {
char* basePath; char* basePath;
bool run; bool run;
bool hasWindow;
bool gcUnload; bool gcUnload;
bool customFontLoaded;
Vector2 resolution;
int lineSpacing; /* We need to store copy here since raylib has it in static. */ int lineSpacing; /* We need to store copy here since raylib has it in static. */
Vector2 mouseOffset; Vector2 mouseOffset;
Vector2 mouseScale; Vector2 mouseScale;

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30
resources.rc Normal file
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@@ -0,0 +1,30 @@
IDI_ICON1 ICON "icon.ico"
1 VERSIONINFO
FILEVERSION 1,0,0,0
PRODUCTVERSION 1,0,0,0
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x0L
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Reilua and Indrajith K L"
VALUE "FileDescription", "Made using ReiLua"
VALUE "FileVersion", "1.0.0.0"
VALUE "InternalName", "ReiLua"
VALUE "LegalCopyright", "Copyright (C) ReiLua and Indrajith K L, 2025"
VALUE "OriginalFilename", "ReiLua.exe"
VALUE "ProductName", "My Awesome Game"
VALUE "ProductVersion", "1.0.0.0"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END

View File

@@ -4,6 +4,14 @@
#include "textures.h" #include "textures.h"
#include "lua_core.h" #include "lua_core.h"
/* Forward declarations from lua_core.c for asset loading */
extern int g_totalAssets;
extern int g_loadedAssets;
extern char g_currentAssetName[256];
extern bool g_showLoadingScreen;
extern float g_loadingProgress;
extern void drawLoadingScreen();
static size_t getBufferElementSize( Buffer* buffer ) { static size_t getBufferElementSize( Buffer* buffer ) {
switch ( buffer->type ) { switch ( buffer->type ) {
case BUFFER_UNSIGNED_CHAR: return sizeof( unsigned char ); case BUFFER_UNSIGNED_CHAR: return sizeof( unsigned char );
@@ -1955,6 +1963,59 @@ int lcoreGetApplicationDirectory( lua_State* L ) {
return 1; return 1;
} }
/*
> RL.BeginAssetLoading( int totalAssets )
Initialize asset loading progress tracking
- totalAssets: Total number of assets to load
*/
int lcoreBeginAssetLoading( lua_State* L ) {
g_totalAssets = luaL_checkinteger( L, 1 );
g_loadedAssets = 0;
g_showLoadingScreen = true;
g_loadingProgress = 0.0f;
g_currentAssetName[0] = '\0';
return 0;
}
/*
> RL.UpdateAssetLoading( string assetName )
Update loading progress for current asset
- assetName: Name of the asset currently being loaded
*/
int lcoreUpdateAssetLoading( lua_State* L ) {
const char* assetName = luaL_checkstring( L, 1 );
strncpy( g_currentAssetName, assetName, sizeof(g_currentAssetName) - 1 );
g_currentAssetName[sizeof(g_currentAssetName) - 1] = '\0';
g_loadedAssets++;
g_loadingProgress = (float)g_loadedAssets / (float)g_totalAssets;
if ( g_showLoadingScreen ) {
drawLoadingScreen();
}
return 0;
}
/*
> RL.EndAssetLoading()
Finish asset loading and hide loading screen
*/
int lcoreEndAssetLoading( lua_State* L ) {
g_showLoadingScreen = false;
g_totalAssets = 0;
g_loadedAssets = 0;
g_currentAssetName[0] = '\0';
return 0;
}
/* /*
> success = RL.MakeDirectory( string dirPath ) > success = RL.MakeDirectory( string dirPath )

View File

@@ -15,6 +15,21 @@
#include "reasings.h" #include "reasings.h"
#include "bitwiseOp.h" #include "bitwiseOp.h"
#ifdef EMBED_MAIN
#include "embedded_main.h"
#endif
#ifdef EMBED_ASSETS
#include "embedded_assets.h"
#endif
/* Asset loading progress tracking (non-static so core.c can access) */
int g_totalAssets = 0;
int g_loadedAssets = 0;
char g_currentAssetName[256] = { '\0' };
bool g_showLoadingScreen = false;
float g_loadingProgress = 0.0f;
#ifdef PLATFORM_DESKTOP #ifdef PLATFORM_DESKTOP
#include "platforms/core_desktop_glfw.c" #include "platforms/core_desktop_glfw.c"
#elif PLATFORM_DESKTOP_SDL2 #elif PLATFORM_DESKTOP_SDL2
@@ -25,6 +40,152 @@
#include "platforms/core_web.c" #include "platforms/core_web.c"
#endif #endif
/* Draw a nice loading screen with progress bar (non-static so core.c can call it) */
void drawLoadingScreen() {
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
BeginDrawing();
ClearBackground( BLACK );
int centerX = screenWidth / 2;
int centerY = screenHeight / 2;
const char* title = "LOADING";
int titleSize = 32;
int titleWidth = MeasureText( title, titleSize );
DrawText( title, centerX - titleWidth / 2, centerY - 80, titleSize, WHITE );
static float dotTime = 0.0f;
dotTime += 0.016f;
int dotCount = (int)(dotTime * 2.0f) % 4;
int dotStartX = centerX + titleWidth / 2 + 10;
int dotY = centerY - 80 + titleSize - 12;
for ( int i = 0; i < dotCount; i++ ) {
DrawRectangle( dotStartX + i * 8, dotY, 4, 4, WHITE );
}
int barWidth = 200;
int barHeight = 16;
int barX = centerX - barWidth / 2;
int barY = centerY;
DrawRectangle( barX - 2, barY - 2, barWidth + 4, barHeight + 4, WHITE );
DrawRectangle( barX, barY, barWidth, barHeight, BLACK );
int fillWidth = (int)(barWidth * g_loadingProgress);
if ( fillWidth > 0 ) {
DrawRectangle( barX, barY, fillWidth, barHeight, WHITE );
for ( int y = 0; y < barHeight; y += 2 ) {
for ( int x = 0; x < fillWidth; x += 4 ) {
if ( (x + y) % 4 == 0 ) {
DrawRectangle( barX + x, barY + y, 1, 1, BLACK );
}
}
}
}
if ( g_totalAssets > 0 ) {
char progressText[32];
sprintf( progressText, "%d/%d", g_loadedAssets, g_totalAssets );
int progressWidth = MeasureText( progressText, 16 );
DrawText( progressText, centerX - progressWidth / 2, barY + barHeight + 12, 16, WHITE );
}
if ( g_currentAssetName[0] != '\0' ) {
int assetNameWidth = MeasureText( g_currentAssetName, 10 );
DrawText( g_currentAssetName, centerX - assetNameWidth / 2, barY + barHeight + 36, 10, WHITE );
}
int cornerSize = 8;
int margin = 40;
DrawRectangle( margin, margin, cornerSize, 2, WHITE );
DrawRectangle( margin, margin, 2, cornerSize, WHITE );
DrawRectangle( screenWidth - margin - cornerSize, margin, cornerSize, 2, WHITE );
DrawRectangle( screenWidth - margin - 2, margin, 2, cornerSize, WHITE );
DrawRectangle( margin, screenHeight - margin - cornerSize, 2, cornerSize, WHITE );
DrawRectangle( margin, screenHeight - margin - 2, cornerSize, 2, WHITE );
DrawRectangle( screenWidth - margin - cornerSize, screenHeight - margin - 2, cornerSize, 2, WHITE );
DrawRectangle( screenWidth - margin - 2, screenHeight - margin - cornerSize, 2, cornerSize, WHITE );
EndDrawing();
}
#ifdef EMBED_MAIN
/* Custom loader for embedded Lua files */
static int embedded_lua_loader( lua_State* L ) {
const char* name = lua_tostring( L, 1 );
if ( name == NULL ) return 0;
for ( int i = 0; i < embedded_lua_file_count; i++ ) {
const EmbeddedLuaFile* file = &embedded_lua_files[i];
const char* basename = file->name;
size_t name_len = strlen( name );
size_t base_len = strlen( basename );
if ( strcmp( basename, name ) == 0 ||
( base_len > 4 && strcmp( basename + base_len - 4, ".lua" ) == 0 &&
strncmp( basename, name, base_len - 4 ) == 0 && name_len == base_len - 4 ) ) {
if ( luaL_loadbuffer( L, (const char*)file->data, file->size, file->name ) == 0 ) {
return 1;
}
else {
lua_pushfstring( L, "\n\tembedded loader error: %s", lua_tostring( L, -1 ) );
return 1;
}
}
}
lua_pushfstring( L, "\n\tno embedded file '%s'", name );
return 1;
}
#endif
#ifdef EMBED_ASSETS
/* Helper function to find embedded asset by name */
static const EmbeddedAsset* find_embedded_asset( const char* name ) {
if ( name == NULL ) return NULL;
for ( int i = 0; i < embedded_asset_count; i++ ) {
if ( strcmp( embedded_assets[i].name, name ) == 0 ) {
return &embedded_assets[i];
}
}
return NULL;
}
/* Override LoadFileData to check embedded assets first */
unsigned char* LoadFileData_Embedded( const char* fileName, int* dataSize ) {
const EmbeddedAsset* asset = find_embedded_asset( fileName );
if ( asset != NULL ) {
*dataSize = asset->size;
unsigned char* data = (unsigned char*)malloc( asset->size );
if ( data != NULL ) {
memcpy( data, asset->data, asset->size );
}
return data;
}
return LoadFileData( fileName, dataSize );
}
/* Check if file exists in embedded assets */
bool FileExists_Embedded( const char* fileName ) {
if ( find_embedded_asset( fileName ) != NULL ) {
return true;
}
return FileExists( fileName );
}
#endif
/* Custom implementation since LuaJIT doesn't have lua_geti. */ /* Custom implementation since LuaJIT doesn't have lua_geti. */
static void lua_getiCustom( lua_State* L, int index, int i ) { static void lua_getiCustom( lua_State* L, int index, int i ) {
lua_pushinteger( L, i ); // Push the index onto the stack lua_pushinteger( L, i ); // Push the index onto the stack
@@ -1446,11 +1607,51 @@ int luaTraceback( lua_State* L ) {
return 1; return 1;
} }
void luaCallMain() { bool luaCallMain() {
lua_State* L = state->luaState; lua_State* L = state->luaState;
char path[ STRING_LEN ] = { '\0' }; char path[ STRING_LEN ] = { '\0' };
/* Show loading screen */
BeginDrawing();
ClearBackground( RAYWHITE );
const char* loadingText = "Loading...";
int fontSize = 40;
int textWidth = MeasureText( loadingText, fontSize );
DrawText( loadingText, ( GetScreenWidth() - textWidth ) / 2, GetScreenHeight() / 2 - fontSize / 2, fontSize, DARKGRAY );
EndDrawing();
#ifdef EMBED_MAIN
/* Register custom loader for embedded files */
lua_getglobal( L, "package" );
lua_getfield( L, -1, "loaders" );
if ( lua_isnil( L, -1 ) ) {
lua_pop( L, 1 );
lua_getfield( L, -1, "searchers" ); /* Lua 5.2+ uses 'searchers' */
}
/* Insert our loader at position 2 (before file loaders) */
lua_len( L, -1 );
int num_loaders = lua_tointeger( L, -1 );
lua_pop( L, 1 );
for ( int i = num_loaders; i >= 2; i-- ) {
lua_rawgeti( L, -1, i );
lua_rawseti( L, -2, i + 1 );
}
lua_pushcfunction( L, embedded_lua_loader );
lua_rawseti( L, -2, 2 );
lua_pop( L, 2 ); /* Pop loaders/searchers and package */
/* Load from embedded data */
if ( luaL_loadbuffer( L, (const char*)embedded_main_lua, embedded_main_lua_len, "main.lua" ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error loading embedded main.lua: %s\n", lua_tostring( L, -1 ) );
return false;
}
if ( lua_pcall( L, 0, 0, 0 ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error executing embedded main.lua: %s\n", lua_tostring( L, -1 ) );
return false;
}
#else
/* If web, set path to resources folder. */ /* If web, set path to resources folder. */
#ifdef PLATFORM_WEB #ifdef PLATFORM_WEB
snprintf( path, STRING_LEN, "main.lua" ); snprintf( path, STRING_LEN, "main.lua" );
@@ -1467,43 +1668,37 @@ void luaCallMain() {
#endif #endif
if ( !FileExists( path ) ) { if ( !FileExists( path ) ) {
TraceLog( LOG_ERROR, "Cannot find file: %s\n", path ); TraceLog( LOG_ERROR, "Cannot find file: %s\n", path );
state->run = false; return false;
return;
} }
luaL_dofile( L, path ); luaL_dofile( L, path );
/* Check errors in main.lua */ /* Check errors in main.lua */
if ( lua_tostring( L, -1 ) ) { if ( lua_tostring( L, -1 ) ) {
TraceLog( LOG_ERROR, "Lua error: %s\n", lua_tostring( L, -1 ) ); TraceLog( LOG_ERROR, "Lua error: %s\n", lua_tostring( L, -1 ) );
state->run = false; return false;
return;
} }
#endif
lua_pushcfunction( L, luaTraceback ); lua_pushcfunction( L, luaTraceback );
int tracebackidx = lua_gettop( L ); int tracebackidx = lua_gettop( L );
/* Apply custom callback here. */ /* Apply custom callback here. */
SetTraceLogCallback( logCustom ); SetTraceLogCallback( logCustom );
lua_getglobal( L, "RL" ); lua_getglobal( L, "RL" );
lua_getfield( L, -1, "config" ); lua_getfield( L, -1, "init" );
if ( lua_isfunction( L, -1 ) ) { if ( lua_isfunction( L, -1 ) ) {
if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) { if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) {
TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) ); TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
state->run = false; return false;
return;
} }
} }
lua_pop( L, -1 );
/* If InitWindow is not called in RL.config, call it here. */
if ( !IsWindowReady() ) {
InitWindow( 800, 600, "ReiLua" );
}
if ( IsWindowReady() ) {
stateContextInit();
}
else { else {
state->run = false; TraceLog( LOG_ERROR, "%s", "No Lua init found!" );
return false;
} }
lua_pop( L, -1 );
return state->run;
} }
void luaCallInit() { void luaCallInit() {
@@ -1789,6 +1984,10 @@ void luaRegister() {
assingGlobalFunction( "GetPrevDirectoryPath", lcoreGetPrevDirectoryPath ); assingGlobalFunction( "GetPrevDirectoryPath", lcoreGetPrevDirectoryPath );
assingGlobalFunction( "GetWorkingDirectory", lcoreGetWorkingDirectory ); assingGlobalFunction( "GetWorkingDirectory", lcoreGetWorkingDirectory );
assingGlobalFunction( "GetApplicationDirectory", lcoreGetApplicationDirectory ); assingGlobalFunction( "GetApplicationDirectory", lcoreGetApplicationDirectory );
/* Asset loading functions. */
assingGlobalFunction( "BeginAssetLoading", lcoreBeginAssetLoading );
assingGlobalFunction( "UpdateAssetLoading", lcoreUpdateAssetLoading );
assingGlobalFunction( "EndAssetLoading", lcoreEndAssetLoading );
assingGlobalFunction( "MakeDirectory", lcoreMakeDirectory ); assingGlobalFunction( "MakeDirectory", lcoreMakeDirectory );
assingGlobalFunction( "ChangeDirectory", lcoreChangeDirectory ); assingGlobalFunction( "ChangeDirectory", lcoreChangeDirectory );
assingGlobalFunction( "IsPathFile", lcoreIsPathFile ); assingGlobalFunction( "IsPathFile", lcoreIsPathFile );

View File

@@ -1,6 +1,15 @@
#include "main.h" #include "main.h"
#include "state.h" #include "state.h"
#include "lua_core.h" #include "lua_core.h"
#include "splash.h"
#ifdef _WIN32
// Forward declarations for Windows console functions
extern __declspec(dllimport) int __stdcall AllocConsole(void);
extern __declspec(dllimport) int __stdcall FreeConsole(void);
extern __declspec(dllimport) void* __stdcall GetStdHandle(unsigned long nStdHandle);
extern __declspec(dllimport) int __stdcall SetStdHandle(unsigned long nStdHandle, void* hHandle);
#endif
static inline void printVersion() { static inline void printVersion() {
if ( VERSION_DEV ) { if ( VERSION_DEV ) {
@@ -22,31 +31,93 @@ static inline void printVersion() {
int main( int argn, const char** argc ) { int main( int argn, const char** argc ) {
char basePath[ STRING_LEN ] = { '\0' }; char basePath[ STRING_LEN ] = { '\0' };
bool interpret_mode = false; bool interpret_mode = false;
bool show_console = false;
bool skip_splash = false;
#ifdef _WIN32
/* Check for --log and --no-logo arguments */
for ( int i = 1; i < argn; i++ ) {
if ( strcmp( argc[i], "--log" ) == 0 ) {
show_console = true;
}
if ( strcmp( argc[i], "--no-logo" ) == 0 ) {
skip_splash = true;
}
}
/* Show or hide console based on --log argument */
if ( show_console ) {
/* Allocate a console if we don't have one */
if ( AllocConsole() ) {
freopen( "CONOUT$", "w", stdout );
freopen( "CONOUT$", "w", stderr );
freopen( "CONIN$", "r", stdin );
}
}
else {
/* Hide console window */
FreeConsole();
}
#else
/* Check for --no-logo on non-Windows platforms */
for ( int i = 1; i < argn; i++ ) {
if ( strcmp( argc[i], "--no-logo" ) == 0 ) {
skip_splash = true;
break;
}
}
#endif
if ( 1 < argn ) { if ( 1 < argn ) {
if ( strcmp( argc[1], "--version" ) == 0 || strcmp( argc[1], "-v" ) == 0 ) { /* Skip --log and --no-logo flags to find the actual command */
int arg_index = 1;
while ( arg_index < argn && ( strcmp( argc[arg_index], "--log" ) == 0 || strcmp( argc[arg_index], "--no-logo" ) == 0 ) ) {
arg_index++;
}
if ( arg_index < argn && ( strcmp( argc[arg_index], "--version" ) == 0 || strcmp( argc[arg_index], "-v" ) == 0 ) ) {
printVersion(); printVersion();
return 1; return 1;
} }
else if ( strcmp( argc[1], "--help" ) == 0 || strcmp( argc[1], "-h" ) == 0 ) { else if ( arg_index < argn && ( strcmp( argc[arg_index], "--help" ) == 0 || strcmp( argc[arg_index], "-h" ) == 0 ) ) {
printf( "Usage: ReiLua [Options] [Directory to main.lua or main]\nOptions:\n-h --help\tThis help\n-v --version\tShow ReiLua version\n-i --interpret\tInterpret mode [File name]\n" ); printf( "Usage: ReiLua [Options] [Directory to main.lua or main]\nOptions:\n-h --help\tThis help\n-v --version\tShow ReiLua version\n-i --interpret\tInterpret mode [File name]\n--log\t\tShow console for logging\n--no-logo\tSkip splash screens (development)\n" );
return 1; return 1;
} }
else if ( strcmp( argc[1], "--interpret" ) == 0 || strcmp( argc[1], "-i" ) == 0 ) { else if ( arg_index < argn && ( strcmp( argc[arg_index], "--interpret" ) == 0 || strcmp( argc[arg_index], "-i" ) == 0 ) ) {
interpret_mode = true; interpret_mode = true;
if ( 2 < argn ) { if ( arg_index + 1 < argn ) {
sprintf( basePath, "%s/%s", GetWorkingDirectory(), argc[2] ); sprintf( basePath, "%s/%s", GetWorkingDirectory(), argc[arg_index + 1] );
} }
} }
else{ else if ( arg_index < argn ) {
sprintf( basePath, "%s/%s", GetWorkingDirectory(), argc[1] ); sprintf( basePath, "%s/%s", GetWorkingDirectory(), argc[arg_index] );
} }
else {
/* Only flags were provided, use default path search */
char testPath[ STRING_LEN ] = { '\0' };
sprintf( testPath, "%s/main.lua", GetWorkingDirectory() );
if ( FileExists( testPath ) ) {
sprintf( basePath, "%s", GetWorkingDirectory() );
} }
/* If no argument given, assume main.lua is in exe directory. */
else { else {
sprintf( basePath, "%s", GetApplicationDirectory() ); sprintf( basePath, "%s", GetApplicationDirectory() );
} }
}
}
/* If no argument given, check current directory first, then exe directory. */
else {
char testPath[ STRING_LEN ] = { '\0' };
sprintf( testPath, "%s/main.lua", GetWorkingDirectory() );
if ( FileExists( testPath ) ) {
sprintf( basePath, "%s", GetWorkingDirectory() );
}
else {
sprintf( basePath, "%s", GetApplicationDirectory() );
}
}
if ( interpret_mode ) { if ( interpret_mode ) {
stateInitInterpret( argn, argc ); stateInitInterpret( argn, argc );
@@ -65,15 +136,30 @@ int main( int argn, const char** argc ) {
else { else {
printVersion(); printVersion();
stateInit( argn, argc, basePath ); stateInit( argn, argc, basePath );
luaCallMain();
luaCallInit(); /* Show splash screens if not skipped */
if ( !skip_splash ) {
splashInit();
bool splashDone = false;
while ( !splashDone && !WindowShouldClose() ) {
float delta = GetFrameTime();
splashDone = splashUpdate( delta );
splashDraw();
}
splashCleanup();
}
/* Now run the main Lua program */
state->run = luaCallMain();
while ( state->run ) { while ( state->run ) {
luaCallUpdate();
luaCallDraw();
if ( WindowShouldClose() ) { if ( WindowShouldClose() ) {
state->run = false; state->run = false;
} }
luaCallUpdate();
luaCallDraw();
} }
luaCallExit(); luaCallExit();
} }

198
src/splash.c Normal file
View File

@@ -0,0 +1,198 @@
#include "main.h"
#include "state.h"
#include "splash.h"
#ifdef EMBED_LOGO
#include "embedded_logo.h"
#endif
#define FADE_IN_TIME 0.8f
#define DISPLAY_TIME 2.5f
#define FADE_OUT_TIME 0.8f
#define SPLASH_TOTAL_TIME (FADE_IN_TIME + DISPLAY_TIME + FADE_OUT_TIME)
typedef enum {
SPLASH_INDRAJITH,
SPLASH_MADE_WITH,
SPLASH_DONE
} SplashState;
static SplashState currentSplash = SPLASH_INDRAJITH;
static float splashTimer = 0.0f;
static Texture2D raylibLogo = { 0 };
static Texture2D reiluaLogo = { 0 };
static bool logosLoaded = false;
static float getSplashAlpha( float timer ) {
if ( timer < FADE_IN_TIME ) {
return timer / FADE_IN_TIME;
}
else if ( timer < FADE_IN_TIME + DISPLAY_TIME ) {
return 1.0f;
}
else {
float fadeOut = timer - FADE_IN_TIME - DISPLAY_TIME;
return 1.0f - ( fadeOut / FADE_OUT_TIME );
}
}
static void loadSplashLogos() {
if ( logosLoaded ) return;
#ifdef EMBED_LOGO
/* Load from embedded data */
Image raylib_img = LoadImageFromMemory( ".png", embedded_raylib_logo, embedded_raylib_logo_size );
raylibLogo = LoadTextureFromImage( raylib_img );
UnloadImage( raylib_img );
Image reilua_img = LoadImageFromMemory( ".png", embedded_reilua_logo, embedded_reilua_logo_size );
reiluaLogo = LoadTextureFromImage( reilua_img );
UnloadImage( reilua_img );
#else
/* Load from files (development mode) */
if ( FileExists( "logo/raylib_logo.png" ) ) {
raylibLogo = LoadTexture( "logo/raylib_logo.png" );
}
if ( FileExists( "logo/reilua_logo.png" ) ) {
reiluaLogo = LoadTexture( "logo/reilua_logo.png" );
}
#endif
logosLoaded = true;
}
static void unloadSplashLogos() {
if ( !logosLoaded ) return;
UnloadTexture( raylibLogo );
UnloadTexture( reiluaLogo );
logosLoaded = false;
}
static void drawIndrajithSplash( float alpha ) {
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
ClearBackground( (Color){ 230, 41, 55, 255 } ); // Raylib red
const char* text = "INDRAJITH MAKES GAMES";
int fontSize = 48;
float spacing = 2.0f;
Color textColor = WHITE;
textColor.a = (unsigned char)(255 * alpha);
/* Draw text with slight expansion effect during fade in */
float scale = 0.95f + (alpha * 0.05f); // Subtle scale from 0.95 to 1.0
/* Measure text with proper spacing for accurate centering */
Vector2 textSize = MeasureTextEx( state->defaultFont, text, fontSize * scale, spacing );
/* Calculate centered position */
Vector2 position = {
(float)(screenWidth / 2) - (textSize.x / 2),
(float)(screenHeight / 2) - (textSize.y / 2)
};
/* Draw with proper kerning */
DrawTextEx( state->defaultFont, text, position, fontSize * scale, spacing, textColor );
}
static void drawMadeWithSplash( float alpha ) {
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
ClearBackground( BLACK );
/* "Made using" text at top */
const char* madeText = "Made using";
int madeSize = 32;
int madeWidth = MeasureText( madeText, madeSize );
Color textColor = WHITE;
textColor.a = (unsigned char)(255 * alpha);
int textY = screenHeight / 2 - 100;
DrawText( madeText, screenWidth / 2 - madeWidth / 2, textY, madeSize, textColor );
/* Calculate logo sizes and positions - scale down if too large */
int maxLogoSize = 200;
float raylibScale = 1.0f;
float reiluaScale = 1.0f;
if ( raylibLogo.id > 0 && raylibLogo.width > maxLogoSize ) {
raylibScale = (float)maxLogoSize / (float)raylibLogo.width;
}
if ( reiluaLogo.id > 0 && reiluaLogo.width > maxLogoSize ) {
reiluaScale = (float)maxLogoSize / (float)reiluaLogo.width;
}
int raylibWidth = (int)(raylibLogo.width * raylibScale);
int raylibHeight = (int)(raylibLogo.height * raylibScale);
int reiluaWidth = (int)(reiluaLogo.width * reiluaScale);
int reiluaHeight = (int)(reiluaLogo.height * reiluaScale);
/* Position logos side by side with spacing */
int spacing = 40;
int totalWidth = raylibWidth + spacing + reiluaWidth;
int startX = screenWidth / 2 - totalWidth / 2;
int logoY = screenHeight / 2 - 20;
Color tint = WHITE;
tint.a = (unsigned char)(255 * alpha);
/* Draw Raylib logo */
if ( raylibLogo.id > 0 ) {
Rectangle source = { 0, 0, (float)raylibLogo.width, (float)raylibLogo.height };
Rectangle dest = { (float)startX, (float)logoY, (float)raylibWidth, (float)raylibHeight };
DrawTexturePro( raylibLogo, source, dest, (Vector2){ 0, 0 }, 0.0f, tint );
}
/* Draw ReiLua logo */
if ( reiluaLogo.id > 0 ) {
int reiluaX = startX + raylibWidth + spacing;
Rectangle source = { 0, 0, (float)reiluaLogo.width, (float)reiluaLogo.height };
Rectangle dest = { (float)reiluaX, (float)logoY, (float)reiluaWidth, (float)reiluaHeight };
DrawTexturePro( reiluaLogo, source, dest, (Vector2){ 0, 0 }, 0.0f, tint );
}
}
void splashInit() {
loadSplashLogos();
currentSplash = SPLASH_INDRAJITH;
splashTimer = 0.0f;
}
bool splashUpdate( float delta ) {
splashTimer += delta;
if ( splashTimer >= SPLASH_TOTAL_TIME ) {
splashTimer = 0.0f;
currentSplash++;
}
return currentSplash >= SPLASH_DONE;
}
void splashDraw() {
float alpha = getSplashAlpha( splashTimer );
BeginDrawing();
switch ( currentSplash ) {
case SPLASH_INDRAJITH:
drawIndrajithSplash( alpha );
break;
case SPLASH_MADE_WITH:
drawMadeWithSplash( alpha );
break;
default:
break;
}
EndDrawing();
}
void splashCleanup() {
unloadSplashLogos();
}

View File

@@ -4,31 +4,71 @@
#include "textures.h" #include "textures.h"
#include "models.h" #include "models.h"
#ifdef EMBED_FONT
#include "embedded_font.h"
#endif
State* state; State* state;
bool stateInit( int argn, const char** argc, const char* basePath ) { bool stateInit( int argn, const char** argc, const char* basePath ) {
state = malloc( sizeof( State ) ); state = malloc( sizeof( State ) );
state->basePath = malloc( STRING_LEN * sizeof( char ) ); state->basePath = malloc( STRING_LEN * sizeof( char ) );
strncpy( state->basePath, basePath, STRING_LEN - 1 ); strncpy( state->basePath, basePath, STRING_LEN - 1 );
/* Ensure basePath ends with a slash */
size_t len = strlen( state->basePath );
if ( len > 0 && state->basePath[len - 1] != '/' && state->basePath[len - 1] != '\\' ) {
if ( len < STRING_LEN - 2 ) {
state->basePath[len] = '/';
state->basePath[len + 1] = '\0';
}
}
state->hasWindow = true;
state->run = true;
state->resolution = (Vector2){ 800, 600 };
state->luaState = NULL; state->luaState = NULL;
state->run = luaInit( argn, argc );;
state->logLevelInvalid = LOG_ERROR; state->logLevelInvalid = LOG_ERROR;
state->gcUnload = true; state->gcUnload = true;
state->lineSpacing = 15; state->lineSpacing = 15;
state->mouseOffset = (Vector2){ 0, 0 }; state->mouseOffset = (Vector2){ 0, 0 };
state->mouseScale = (Vector2){ 1, 1 }; state->mouseScale = (Vector2){ 1, 1 };
state->customFontLoaded = false;
#if defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3 InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0; if ( !IsWindowReady() ) {
state->hasWindow = false;
state->run = false;
}
if ( state->run ) {
state->run = luaInit( argn, argc );
}
/* Load custom default font */
#ifdef EMBED_FONT
/* Load from embedded data */
state->defaultFont = LoadFontFromMemory( ".ttf", embedded_font_data, embedded_font_data_size, 48, NULL, 0 );
SetTextureFilter( state->defaultFont.texture, TEXTURE_FILTER_POINT );
state->customFontLoaded = true;
#else
/* Load from file (development mode) */
char fontPath[STRING_LEN];
snprintf( fontPath, STRING_LEN, "%sfonts/Oleaguid.ttf", state->basePath );
if ( FileExists( fontPath ) ) {
state->defaultFont = LoadFontEx( fontPath, 48, NULL, 0 );
SetTextureFilter( state->defaultFont.texture, TEXTURE_FILTER_POINT );
state->customFontLoaded = true;
}
else {
TraceLog( LOG_WARNING, "Custom font not found at '%s', using default font", fontPath );
state->defaultFont = GetFontDefault();
state->customFontLoaded = false;
}
#endif #endif
return state->run;
}
/* Init after InitWindow. (When there is OpenGL context.) */
void stateContextInit() {
state->defaultFont = GetFontDefault();
state->guiFont = GuiGetFont(); state->guiFont = GuiGetFont();
state->defaultMaterial = LoadMaterialDefault(); state->defaultMaterial = LoadMaterialDefault();
state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 }; state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
@@ -39,6 +79,17 @@ void stateContextInit() {
for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) { for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) {
state->RLGLcurrentShaderLocs[i] = defaultShaderLocs[i]; state->RLGLcurrentShaderLocs[i] = defaultShaderLocs[i];
} }
#if defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif
return state->run;
}
/* Init after InitWindow. (When there is OpenGL context.) */
void stateContextInit() {
/* This function is no longer needed as initialization is done in stateInit */
} }
void stateInitInterpret( int argn, const char** argc ) { void stateInitInterpret( int argn, const char** argc ) {
@@ -54,7 +105,11 @@ void stateFree() {
lua_close( state->luaState ); lua_close( state->luaState );
state->luaState = NULL; state->luaState = NULL;
} }
if ( IsWindowReady() ) { /* Unload custom font if it was loaded - must be done before CloseWindow */
if ( state->hasWindow && state->customFontLoaded ) {
UnloadFont( state->defaultFont );
}
if ( state->hasWindow ) {
CloseWindow(); CloseWindow();
} }
#ifdef PLATFORM_DESKTOP_SDL #ifdef PLATFORM_DESKTOP_SDL