Fix SEGV crash: Initialize window and font in stateInit()
- Move window initialization and font loading to stateInit() - Window now opens before splash screens (required for rendering) - Custom font loaded in stateInit for splash screen use - Remove RL.config() call from luaCallMain() (window already initialized) - Remove stateContextInit() call (initialization now done in stateInit) - Add hasWindow, customFontLoaded, resolution fields to State - Fix memory management for custom font in stateFree() This matches the ReiLua-JamVersion architecture where the window is opened early so splash screens can render properly.
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@@ -1683,27 +1683,6 @@ bool luaCallMain() {
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/* Apply custom callback here. */
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SetTraceLogCallback( logCustom );
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lua_getglobal( L, "RL" );
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lua_getfield( L, -1, "config" );
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if ( lua_isfunction( L, -1 ) ) {
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if ( lua_pcall( L, 0, 0, tracebackidx ) != 0 ) {
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TraceLog( LOG_ERROR, "Lua error: %s", lua_tostring( L, -1 ) );
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return false;
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}
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}
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lua_pop( L, -1 );
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/* If InitWindow is not called in RL.config, call it here. */
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if ( !IsWindowReady() ) {
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InitWindow( 800, 600, "ReiLua" );
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}
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if ( IsWindowReady() ) {
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stateContextInit();
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}
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else {
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return false;
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}
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lua_getglobal( L, "RL" );
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lua_getfield( L, -1, "init" );
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77
src/state.c
77
src/state.c
@@ -4,31 +4,71 @@
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#include "textures.h"
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#include "models.h"
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#ifdef EMBED_FONT
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#include "embedded_font.h"
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#endif
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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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/* Ensure basePath ends with a slash */
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size_t len = strlen( state->basePath );
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if ( len > 0 && state->basePath[len - 1] != '/' && state->basePath[len - 1] != '\\' ) {
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if ( len < STRING_LEN - 2 ) {
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state->basePath[len] = '/';
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state->basePath[len + 1] = '\0';
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}
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}
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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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state->customFontLoaded = false;
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#if defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3
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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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InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
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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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/* Load custom default font */
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#ifdef EMBED_FONT
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/* Load from embedded data */
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state->defaultFont = LoadFontFromMemory( ".ttf", embedded_font_data, embedded_font_data_size, 48, NULL, 0 );
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SetTextureFilter( state->defaultFont.texture, TEXTURE_FILTER_POINT );
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state->customFontLoaded = true;
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#else
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/* Load from file (development mode) */
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char fontPath[STRING_LEN];
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snprintf( fontPath, STRING_LEN, "%sfonts/Oleaguid.ttf", state->basePath );
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if ( FileExists( fontPath ) ) {
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state->defaultFont = LoadFontEx( fontPath, 48, NULL, 0 );
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SetTextureFilter( state->defaultFont.texture, TEXTURE_FILTER_POINT );
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state->customFontLoaded = true;
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}
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else {
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TraceLog( LOG_WARNING, "Custom font not found at '%s', using default font", fontPath );
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state->defaultFont = GetFontDefault();
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state->customFontLoaded = false;
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}
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#endif
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return state->run;
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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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@@ -39,6 +79,17 @@ void stateContextInit() {
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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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#if defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3
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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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/* Init after InitWindow. (When there is OpenGL context.) */
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void stateContextInit() {
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/* This function is no longer needed as initialization is done in stateInit */
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}
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void stateInitInterpret( int argn, const char** argc ) {
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@@ -54,7 +105,11 @@ 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 ( IsWindowReady() ) {
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/* Unload custom font if it was loaded - must be done before CloseWindow */
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if ( state->hasWindow && state->customFontLoaded ) {
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UnloadFont( state->defaultFont );
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}
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if ( state->hasWindow ) {
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CloseWindow();
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}
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#ifdef PLATFORM_DESKTOP_SDL
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