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#pragma once
#define ALLOC_PAGE_SIZE 256
typedef struct {
ModelAnimation *animations;
unsigned int animCount;
} ModelAnimations;
typedef struct {
int type;
int texRef; /* TextureReference. */
Texture texture;
RenderTexture renderTexture;
} ReiTexture;
typedef struct {
char *exePath;
bool hasWindow;
bool run;
lua_State *luaState;
Vector2 resolution;
size_t guiFont;
int logLevelInvalid;
/* Resources. */
/* Images. */
Image **images;
size_t imageCount;
size_t imageAlloc;
/* Textures. */
ReiTexture **textures;
size_t textureCount;
size_t textureAlloc;
/* 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 **musics;
size_t musicCount;
size_t musicAlloc;
/* 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;
/* Raylib GLFW input callback events. */
/* Window events. */
GLFWwindowsizefun raylibWindowSizeCallback;
GLFWwindowmaximizefun raylibWindowMaximizeCallback;
GLFWwindowiconifyfun raylibWindowIconifyCallback;
GLFWwindowfocusfun raylibWindowFocusCallback;
GLFWdropfun raylibWindowDropCallback;
/* Input events. */
GLFWkeyfun raylibKeyCallback;
GLFWcharfun raylibCharCallback;
GLFWmousebuttonfun raylibMouseButtonCallback;
GLFWcursorposfun raylibMouseCursorPosCallback;
GLFWscrollfun raylibMouseScrollCallback;
GLFWcursorenterfun raylibCursorEnterCallback;
} State;
extern State *state;
bool stateInit( const char *exePath );
void stateInitInterpret();
void stateFree();
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