#pragma once #define ALLOC_PAGE_SIZE 256 typedef struct { ModelAnimation *animations; unsigned int animCount; } ModelAnimations; typedef struct { char *exePath; bool hasWindow; bool run; lua_State *luaState; Vector2 resolution; int targetFPS; int textureSource; /* Resources. */ /* Images. */ Image **images; size_t imageCount; size_t imageAlloc; /* Textures. */ Texture **textures; size_t textureCount; size_t textureAlloc; /* RenderTextures. */ RenderTexture **renderTextures; size_t renderTextureCount; size_t renderTextureAlloc; /* Fonts. */ Font **fonts; size_t fontCount; size_t fontAlloc; /* Sounds. */ Wave **waves; size_t waveCount; size_t waveAlloc; /* Sounds. */ Sound **sounds; size_t soundCount; size_t soundAlloc; /* Music. */ Music music; /* Camera2D's. */ Camera2D **camera2Ds; size_t camera2DCount; size_t camera2DAlloc; /* Camera3D's. */ Camera3D **camera3Ds; size_t camera3DCount; size_t camera3DAlloc; /* Meshes. */ Mesh **meshes; size_t meshCount; size_t meshAlloc; /* Materials. */ Material **materials; size_t materialCount; size_t materialAlloc; /* Models. */ Model **models; size_t modelCount; size_t modelAlloc; /* ModelAnimations. */ ModelAnimations **animations; size_t animationCount; size_t animationAlloc; /* Shaders. */ Shader **shaders; size_t shaderCount; size_t shaderAlloc; /* Lights. */ Light **lights; size_t lightCount; size_t lightAlloc; } State; extern State *state; bool stateInit( const char *exePath ); // bool stateRun(); void stateFree();