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#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();