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#include "main.h"
#include "state.h"
#include "lua_core.h"
#include "textures.h"
#include "models.h"
State* state;
bool stateInit( int argn, const char** argc, const char* basePath ) {
state = malloc( sizeof( State ) );
state->basePath = malloc( STRING_LEN * sizeof( char ) );
strncpy( state->basePath, basePath, STRING_LEN - 1 );
state->hasWindow = true;
state->run = true;
state->resolution = (Vector2){ 800, 600 };
state->luaState = NULL;
state->logLevelInvalid = LOG_ERROR;
state->gcUnload = true;
state->lineSpacing = 15;
state->mouseOffset = (Vector2){ 0, 0 };
state->mouseScale = (Vector2){ 1, 1 };
InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
if ( !IsWindowReady() ) {
state->hasWindow = false;
state->run = false;
}
if ( state->run ) {
state->run = luaInit( argn, argc );
}
state->defaultFont = GetFontDefault();
state->guiFont = GuiGetFont();
state->defaultMaterial = LoadMaterialDefault();
state->defaultTexture = (Texture){ 1, 1, 1, 1, 7 };
state->shapesTexture = (Texture){ 1, 1, 1, 1, 7 };
state->RLGLcurrentShaderLocs = malloc( RL_MAX_SHADER_LOCATIONS * sizeof( int ) );
int* defaultShaderLocs = rlGetShaderLocsDefault();
for ( int i = 0; i < RL_MAX_SHADER_LOCATIONS; i++ ) {
state->RLGLcurrentShaderLocs[i] = defaultShaderLocs[i];
}
#ifdef PLATFORM_DESKTOP_SDL
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif
return state->run;
}
void stateInitInterpret( int argn, const char** argc ) {
state = malloc( sizeof( State ) );
luaInit( argn, argc );
}
void stateFree() {
if ( IsAudioDeviceReady() ) {
CloseAudioDevice();
}
if ( state->luaState != NULL ) {
lua_close( state->luaState );
state->luaState = NULL;
}
if ( state->hasWindow ) {
CloseWindow();
}
#ifdef PLATFORM_DESKTOP_SDL
free( state->SDL_eventQueue );
#endif
free( state->basePath );
free( state->RLGLcurrentShaderLocs );
free( state );
}
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