Add embedded assets, splash screens, and asset loading support
Features added: - Embedded main.lua and Lua files support (EMBED_MAIN option) - Embedded assets support (EMBED_ASSETS option) - Splash screens with dual logo display (always embedded) - Asset loading progress tracking API (BeginAssetLoading, UpdateAssetLoading, EndAssetLoading) - Custom font embedding for splash/loading screens - --log flag for Windows console control - --no-logo flag to skip splash screens in development - Python scripts for embedding (embed_lua.py, embed_assets.py, embed_logo.py, embed_font.py) - Documentation (EMBEDDING.md, ASSET_LOADING.md, SPLASH_SCREENS.md) This allows building single-executable releases with all Lua code and assets embedded.
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@@ -140,6 +140,9 @@ int lcoreGetDirectoryPath( lua_State* L );
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int lcoreGetPrevDirectoryPath( lua_State* L );
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int lcoreGetWorkingDirectory( lua_State* L );
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int lcoreGetApplicationDirectory( lua_State* L );
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int lcoreBeginAssetLoading( lua_State* L );
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int lcoreUpdateAssetLoading( lua_State* L );
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int lcoreEndAssetLoading( lua_State* L );
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int lcoreMakeDirectory( lua_State* L );
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int lcoreChangeDirectory( lua_State* L );
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int lcoreIsPathFile( lua_State* L );
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@@ -50,7 +50,7 @@ void assingGlobalFunction( const char* name, int ( *functionPtr )( lua_State* )
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bool luaInit( int argn, const char** argc );
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int luaTraceback( lua_State* L );
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void luaCallMain();
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bool luaCallMain();
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void luaCallInit();
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void luaCallUpdate();
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void luaCallDraw();
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6
include/splash.h
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6
include/splash.h
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@@ -0,0 +1,6 @@
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#pragma once
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void splashInit();
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bool splashUpdate( float delta );
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void splashDraw();
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void splashCleanup();
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