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#include "main.h"
#include "state.h"
#include "lua_core.h"
#include "textures.h"
#include "models.h"
#ifdef EMBED_FONT
#include "embedded_font.h"
#endif
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 );
/* Ensure basePath ends with a slash */
size_t len = strlen( state->basePath );
if ( len > 0 && state->basePath[len - 1] != '/' && state->basePath[len - 1] != '\\' ) {
if ( len < STRING_LEN - 2 ) {
state->basePath[len] = '/';
state->basePath[len + 1] = '\0';
}
}
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 };
state->customFontLoaded = false;
InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
if ( !IsWindowReady() ) {
state->hasWindow = false;
state->run = false;
}
if ( state->run ) {
state->run = luaInit( argn, argc );
}
/* Load custom default font */
#ifdef EMBED_FONT
/* Load from embedded data */
state->defaultFont = LoadFontFromMemory( ".ttf", embedded_font_data, embedded_font_data_size, 48, NULL, 0 );
SetTextureFilter( state->defaultFont.texture, TEXTURE_FILTER_POINT );
state->customFontLoaded = true;
#else
/* Load from file (development mode) */
char fontPath[STRING_LEN];
snprintf( fontPath, STRING_LEN, "%sfonts/Oleaguid.ttf", state->basePath );
if ( FileExists( fontPath ) ) {
state->defaultFont = LoadFontEx( fontPath, 48, NULL, 0 );
SetTextureFilter( state->defaultFont.texture, TEXTURE_FILTER_POINT );
state->customFontLoaded = true;
}
else {
TraceLog( LOG_WARNING, "Custom font not found at '%s', using default font", fontPath );
state->defaultFont = GetFontDefault();
state->customFontLoaded = false;
}
#endif
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];
}
#if defined PLATFORM_DESKTOP_SDL2 || defined PLATFORM_DESKTOP_SDL3
state->SDL_eventQueue = malloc( PLATFORM_SDL_EVENT_QUEUE_LEN * sizeof( SDL_Event ) );
state->SDL_eventQueueLen = 0;
#endif
return state->run;
}
/* Init after InitWindow. (When there is OpenGL context.) */
void stateContextInit() {
/* This function is no longer needed as initialization is done in stateInit */
}
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;
}
/* Unload custom font if it was loaded - must be done before CloseWindow */
if ( state->hasWindow && state->customFontLoaded ) {
UnloadFont( state->defaultFont );
}
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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