RL.config and InitWindow.
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30
src/state.c
30
src/state.c
@@ -8,46 +8,36 @@ State* state;
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bool stateInit( int argn, const char** argc, const char* basePath ) {
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state = malloc( sizeof( State ) );
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state->basePath = malloc( STRING_LEN * sizeof( char ) );
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strncpy( state->basePath, basePath, STRING_LEN - 1 );
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state->hasWindow = true;
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state->run = true;
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state->resolution = (Vector2){ 800, 600 };
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state->luaState = NULL;
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state->run = luaInit( argn, argc );;
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state->logLevelInvalid = LOG_ERROR;
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state->gcUnload = true;
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state->lineSpacing = 15;
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state->mouseOffset = (Vector2){ 0, 0 };
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state->mouseScale = (Vector2){ 1, 1 };
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InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
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return state->run;
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}
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if ( !IsWindowReady() ) {
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state->hasWindow = false;
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state->run = false;
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}
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if ( state->run ) {
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state->run = luaInit( argn, argc );
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}
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/* Init after InitWindow. (When there is OpenGL context.) */
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void stateContextInit() {
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state->defaultFont = GetFontDefault();
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state->guiFont = GuiGetFont();
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state->defaultMaterial = LoadMaterialDefault();
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state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
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state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 };
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state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
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#ifdef PLATFORM_DESKTOP_SDL
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state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
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state->SDL_eventQueueLen = 0;
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#endif
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int* defaultShaderLocs = rlGetShaderLocsDefault();
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for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) {
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state->RLGLcurrentShaderLocs[i] = defaultShaderLocs[i];
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}
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#ifdef PLATFORM_DESKTOP_SDL
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state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
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state->SDL_eventQueueLen = 0;
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#endif
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return state->run;
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}
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void stateInitInterpret( int argn, const char** argc ) {
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@@ -63,7 +53,7 @@ void stateFree() {
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lua_close( state->luaState );
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state->luaState = NULL;
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}
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if ( state->hasWindow ) {
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if ( IsWindowReady() ) {
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CloseWindow();
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}
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#ifdef PLATFORM_DESKTOP_SDL
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