117 lines
3.1 KiB
C
117 lines
3.1 KiB
C
#include "main.h"
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#include "state.h"
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#include "lua_core.h"
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#include "textures.h"
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#include "models.h"
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State *state;
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bool stateInit( int argn, const char **argc, const char *exePath ) {
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state = malloc( sizeof( State ) );
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state->exePath = malloc( STRING_LEN * sizeof( char ) );
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strncpy( state->exePath, exePath, 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->logLevelInvalid = LOG_ERROR;
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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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state->meshes = malloc( state->meshAlloc * sizeof( Mesh* ) );
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/* Materials. */
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state->materialAlloc = ALLOC_PAGE_SIZE;
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state->materialCount = 1;
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state->materials = malloc( state->materialAlloc * sizeof( Material* ) );
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/* Models. */
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state->modelAlloc = ALLOC_PAGE_SIZE;
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state->modelCount = 0;
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state->models = malloc( state->modelAlloc * sizeof( Model* ) );
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/* ModelsAnimations. */
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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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for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
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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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/* The ones we want to save the first. */
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if ( 0 < i ) {
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state->materials[i] = NULL;
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}
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}
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InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
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/* Has to be after InitWindod where opengl context is created. */
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state->materials[0] = malloc( sizeof( Material ) );
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*state->materials[0] = LoadMaterialDefault();
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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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InitAudioDevice();
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state->run = luaInit( argn, argc );
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}
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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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state = malloc( sizeof( State ) );
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luaInit( argn, argc );
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}
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void stateFree() {
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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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UnloadModelKeepMeshes( *state->models[i] );
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// UnloadModel( *state->models[i] );
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free( state->models[i] );
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}
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}
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for ( int i = 0; i < state->meshCount; ++i ) {
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if ( state->meshes[i] != NULL ) {
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UnloadMesh( *state->meshes[i] );
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free( state->meshes[i] );
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}
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}
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for ( int i = 0; i < state->materialCount; ++i ) {
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if ( state->materials[i] != NULL ) {
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/* Prevent unloading shader that would result in double free when freeing shaders. */
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state->materials[i]->shader.id = rlGetShaderIdDefault();
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UnloadMaterial( *state->materials[i] );
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free( state->materials[i] );
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}
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}
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for ( int i = 0; i < state->animationCount; ++i ) {
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if ( state->animations[i] != NULL ) {
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UnloadModelAnimations( state->animations[i]->animations, state->animations[i]->animCount );
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free( state->animations[i] );
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}
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}
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if ( IsAudioDeviceReady() ) {
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CloseAudioDevice();
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}
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if ( state->luaState != NULL ) {
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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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CloseWindow();
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}
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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->exePath );
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free( state );
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}
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