New object types for Image, Texture, RenderTexture, Camera2D, Camera3D and Shader.
This commit is contained in:
58
src/state.c
58
src/state.c
@@ -18,14 +18,6 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
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state->luaState = NULL;
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state->guiFont = 0;
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state->logLevelInvalid = LOG_ERROR;
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/* Images. */
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state->imageAlloc = ALLOC_PAGE_SIZE;
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state->imageCount = 0;
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state->images = malloc( state->imageAlloc * sizeof( Image* ) );
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/* Textures. */
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state->textureAlloc = ALLOC_PAGE_SIZE;
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state->textureCount = 0;
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state->textures = malloc( state->textureAlloc * sizeof( ReiTexture* ) );
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/* Fonts. */
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state->fontAlloc = ALLOC_PAGE_SIZE;
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state->fontCount = 1;
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@@ -42,14 +34,6 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
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state->musicAlloc = ALLOC_PAGE_SIZE;
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state->musicCount = 0;
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state->musics = malloc( state->musicAlloc * sizeof( Music* ) );
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/* Camera2D's. */
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state->camera2DAlloc = ALLOC_PAGE_SIZE;
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state->camera2DCount = 0;
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state->camera2Ds = malloc( state->camera2DAlloc * sizeof( Camera2D* ) );
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/* Camera3D's. */
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state->camera3DAlloc = ALLOC_PAGE_SIZE;
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state->camera3DCount = 0;
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state->camera3Ds = malloc( state->camera3DAlloc * sizeof( Camera3D* ) );
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/* Meshes. */
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state->meshAlloc = ALLOC_PAGE_SIZE;
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state->meshCount = 0;
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@@ -66,26 +50,17 @@ bool stateInit( int argn, const char **argc, const char *exePath ) {
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state->animationAlloc = ALLOC_PAGE_SIZE;
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state->animationCount = 0;
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state->animations = malloc( state->animationAlloc * sizeof( ModelAnimations* ) );
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/* Shaders. */
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state->shaderAlloc = ALLOC_PAGE_SIZE;
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state->shaderCount = 0;
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state->shaders = malloc( state->shaderAlloc * sizeof( Shader* ) );
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/* Lights. */
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state->lightAlloc = ALLOC_PAGE_SIZE;
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state->lightCount = 0;
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state->lights = malloc( state->lightAlloc * sizeof( Light* ) );
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for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
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state->images[i] = NULL;
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state->textures[i] = NULL;
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state->waves[i] = NULL;
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state->sounds[i] = NULL;
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state->camera2Ds[i] = NULL;
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state->camera3Ds[i] = NULL;
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state->meshes[i] = NULL;
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state->models[i] = NULL;
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state->animations[i] = NULL;
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state->shaders[i] = NULL;
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state->lights[i] = NULL;
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/* The ones we want to save the first. */
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@@ -119,18 +94,6 @@ void stateInitInterpret( int argn, const char **argc ) {
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}
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void stateFree() {
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for ( int i = 0; i < state->imageCount; ++i ) {
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if ( state->images[i] != NULL ) {
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UnloadImage( *state->images[i] );
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free( state->images[i] );
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}
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}
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for ( int i = 0; i < state->textureCount; ++i ) {
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if ( state->textures[i] != NULL ) {
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texturesFreeTexture(i);
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free( state->textures[i] );
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}
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}
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for ( int i = 0; i < state->fontCount; ++i ) {
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if ( state->fonts[i] != NULL ) {
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UnloadFont( *state->fonts[i] );
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@@ -155,16 +118,6 @@ void stateFree() {
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free( state->musics[i] );
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}
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}
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for ( int i = 0; i < state->camera2DCount; ++i ) {
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if ( state->camera2Ds[i] != NULL ) {
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free( state->camera2Ds[i] );
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}
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}
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for ( int i = 0; i < state->camera3DCount; ++i ) {
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if ( state->camera3Ds[i] != NULL ) {
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free( state->camera3Ds[i] );
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}
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}
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for ( int i = 0; i < state->modelCount; ++i ) {
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if ( state->models[i] != NULL ) {
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//TODO Test if UnloadModel causes segfaults on exit.
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@@ -194,12 +147,6 @@ void stateFree() {
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free( state->animations[i] );
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}
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}
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for ( int i = 0; i < state->shaderCount; ++i ) {
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if ( state->shaders[i] != NULL ) {
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UnloadShader( *state->shaders[i] );
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free( state->shaders[i] );
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}
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}
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#if !defined( PLATFORM_RPI ) || !defined( PLATFORM_DRM )
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for ( int i = 0; i < state->lightCount; ++i ) {
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@@ -218,19 +165,14 @@ void stateFree() {
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if ( state->hasWindow ) {
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CloseWindow();
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}
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free( state->images );
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free( state->textures );
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free( state->fonts );
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free( state->waves );
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free( state->sounds );
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free( state->musics );
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free( state->camera2Ds );
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free( state->camera3Ds );
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free( state->meshes );
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free( state->materials );
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free( state->models );
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free( state->animations );
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free( state->shaders );
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free( state->lights );
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free( state->exePath );
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free( state );
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