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authorjussi2022-02-18 18:27:10 +0200
committerjussi2022-02-18 18:27:10 +0200
commit6e4fdd3b3ae4e4656e151f098c40cfe551a36e8c (patch)
tree37e30d371ebd44dfc8bab0d33c26f0294bda5ae4 /src/state.c
parent345cc1d5aa3b3c97e2cce453dc65a62c3e05427b (diff)
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Added initial files.
Diffstat (limited to 'src/state.c')
-rw-r--r--src/state.c194
1 files changed, 194 insertions, 0 deletions
diff --git a/src/state.c b/src/state.c
new file mode 100644
index 0000000..d9b2ad4
--- /dev/null
+++ b/src/state.c
@@ -0,0 +1,194 @@
+#include "main.h"
+#include "state.h"
+#include "lua_core.h"
+#include "textures.h"
+
+State *state;
+
+bool stateInit( const char *exePath ) {
+ state = malloc( sizeof( State ) );
+
+ state->exePath = malloc( STRING_LEN * sizeof( char ) );
+ strncpy( state->exePath, exePath, STRING_LEN - 1 );
+
+ state->hasWindow = true;
+ state->run = true;
+ state->resolution = (Vector2){ 1024, 720 };
+ state->luaState = NULL;
+ state->targetFPS = 60;
+ state->textureSource = TEXTURE_SOURCE_TEXTURE;
+ /* Images. */
+ state->imageAlloc = ALLOC_PAGE_SIZE;
+ state->imageCount = 0;
+ state->images = malloc( state->imageAlloc * sizeof( Image* ) );
+ /* Textures. */
+ state->textureAlloc = ALLOC_PAGE_SIZE;
+ state->textureCount = 0;
+ state->textures = malloc( state->textureAlloc * sizeof( Texture2D* ) );
+ /* RenderTextures. */
+ state->renderTextureAlloc = ALLOC_PAGE_SIZE;
+ state->renderTextureCount = 0;
+ state->renderTextures = malloc( state->renderTextureAlloc * sizeof( RenderTexture2D* ) );
+ /* Fonts. */
+ state->fontAlloc = ALLOC_PAGE_SIZE;
+ state->fontCount = 1;
+ state->fonts = malloc( state->fontAlloc * sizeof( Font* ) );
+ /* Sounds. */
+ state->soundAlloc = ALLOC_PAGE_SIZE;
+ state->soundCount = 0;
+ state->sounds = malloc( state->soundAlloc * sizeof( Sound* ) );
+ /* Camera3D's. */
+ state->camera3DAlloc = ALLOC_PAGE_SIZE;
+ state->camera3DCount = 0;
+ state->camera3Ds = malloc( state->camera3DAlloc * sizeof( Camera3D* ) );
+ /* Meshes. */
+ state->meshAlloc = ALLOC_PAGE_SIZE;
+ state->meshCount = 0;
+ state->meshes = malloc( state->meshAlloc * sizeof( Mesh* ) );
+ /* Materials. */
+ state->materialAlloc = ALLOC_PAGE_SIZE;
+ state->materialCount = 1;
+ state->materials = malloc( state->materialAlloc * sizeof( Material* ) );
+ /* Models. */
+ state->modelAlloc = ALLOC_PAGE_SIZE;
+ state->modelCount = 0;
+ state->models = malloc( state->modelAlloc * sizeof( Model* ) );
+ /* ModelsAnimations. */
+ state->animationAlloc = ALLOC_PAGE_SIZE;
+ state->animationCount = 0;
+ state->animations = malloc( state->animationAlloc * sizeof( ModelAnimations* ) );
+ /* Shaders. */
+ state->shaderAlloc = ALLOC_PAGE_SIZE;
+ state->shaderCount = 0;
+ state->shaders = malloc( state->shaderAlloc * sizeof( Shader* ) );
+
+ for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
+ state->images[i] = NULL;
+ state->textures[i] = NULL;
+ state->renderTextures[i] = NULL;
+ state->sounds[i] = NULL;
+ state->camera3Ds[i] = NULL;
+ state->meshes[i] = NULL;
+ state->models[i] = NULL;
+ state->animations[i] = NULL;
+ state->shaders[i] = NULL;
+
+ /* The ones we want to save the first. */
+ if ( 0 < i ) {
+ state->fonts[i] = NULL;
+ state->materials[i] = NULL;
+ }
+ }
+
+ InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
+ /* Has to be after InitWindod where opengl context is created. */
+ state->materials[0] = malloc( sizeof( Material ) );
+ *state->materials[0] = LoadMaterialDefault();
+ state->fonts[0] = malloc( sizeof( Font ) );
+ *state->fonts[0] = GetFontDefault();
+
+ if ( !IsWindowReady() ) {
+ state->hasWindow = false;
+ state->run = false;
+ }
+ else {
+ SetTargetFPS( state->targetFPS );
+ }
+
+ InitAudioDevice();
+ state->run = luaInit();
+
+ return state->run;
+}
+
+void stateFree() {
+ for ( int i = 0; i < state->imageCount; ++i ) {
+ if ( state->images[i] != NULL ) {
+ UnloadImage( *state->images[i] );
+ free( state->images[i] );
+ }
+ }
+ for ( int i = 0; i < state->textureCount; ++i ) {
+ if ( state->textures[i] != NULL ) {
+ UnloadTexture( *state->textures[i] );
+ free( state->textures[i] );
+ }
+ }
+ for ( int i = 0; i < state->renderTextureCount; ++i ) {
+ if ( state->renderTextures[i] != NULL ) {
+ UnloadRenderTexture( *state->renderTextures[i] );
+ free( state->renderTextures[i] );
+ }
+ }
+ for ( int i = 0; i < state->fontCount; ++i ) {
+ if ( state->fonts[i] != NULL ) {
+ UnloadFont( *state->fonts[i] );
+ free( state->fonts[i] );
+ }
+ }
+ for ( int i = 0; i < state->soundCount; ++i ) {
+ if ( state->sounds[i] != NULL ) {
+ UnloadSound( *state->sounds[i] );
+ free( state->sounds[i] );
+ }
+ }
+ for ( int i = 0; i < state->camera3DCount; ++i ) {
+ if ( state->camera3Ds[i] != NULL ) {
+ free( state->camera3Ds[i] );
+ }
+ }
+ for ( int i = 0; i < state->modelCount; ++i ) {
+ if ( state->models[i] != NULL ) {
+ // UnloadModel( *state->models[i] );
+ UnloadModelKeepMeshes( *state->models[i] );
+ free( state->models[i] );
+ }
+ }
+ for ( int i = 0; i < state->meshCount; ++i ) {
+ if ( state->meshes[i] != NULL ) {
+ UnloadMesh( *state->meshes[i] );
+ free( state->meshes[i] );
+ }
+ }
+ for ( int i = 0; i < state->materialCount; ++i ) {
+ if ( state->materials[i] != NULL ) {
+ UnloadMaterial( *state->materials[i] );
+ free( state->materials[i] );
+ }
+ }
+ for ( int i = 0; i < state->animationCount; ++i ) {
+ if ( state->animations[i] != NULL ) {
+ UnloadModelAnimations( state->animations[i]->animations, state->animations[i]->animCount );
+ free( state->animations[i] );
+ }
+ }
+ for ( int i = 0; i < state->shaderCount; ++i ) {
+ if ( state->shaders[i] != NULL ) {
+ UnloadShader( *state->shaders[i] );
+ free( state->shaders[i] );
+ }
+ }
+
+ if ( IsAudioDeviceReady() ) {
+ CloseAudioDevice();
+ UnloadMusicStream( state->music );
+ }
+ if ( state->hasWindow ) {
+ CloseWindow();
+ }
+ if ( state->luaState != NULL ) {
+ lua_close( state->luaState );
+ }
+ free( state->images );
+ free( state->textures );
+ free( state->renderTextures );
+ free( state->fonts );
+ free( state->sounds );
+ free( state->camera3Ds );
+ free( state->meshes );
+ free( state->materials );
+ free( state->models );
+ free( state->animations );
+ free( state->shaders );
+ free( state );
+}