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#include "main.h"
#include "state.h"
#include "lua_core.h"
#include "textures.h"
State *state;
bool stateInit( const char *exePath ) {
state = malloc( sizeof( State ) );
state->exePath = malloc( STRING_LEN * sizeof( char ) );
strncpy( state->exePath, exePath, STRING_LEN - 1 );
state->hasWindow = true;
state->run = true;
state->resolution = (Vector2){ 1024, 720 };
state->luaState = NULL;
state->targetFPS = 60;
state->textureSource = TEXTURE_SOURCE_TEXTURE;
/* Images. */
state->imageAlloc = ALLOC_PAGE_SIZE;
state->imageCount = 0;
state->images = malloc( state->imageAlloc * sizeof( Image* ) );
/* Textures. */
state->textureAlloc = ALLOC_PAGE_SIZE;
state->textureCount = 0;
state->textures = malloc( state->textureAlloc * sizeof( Texture2D* ) );
/* RenderTextures. */
state->renderTextureAlloc = ALLOC_PAGE_SIZE;
state->renderTextureCount = 0;
state->renderTextures = malloc( state->renderTextureAlloc * sizeof( RenderTexture2D* ) );
/* Fonts. */
state->fontAlloc = ALLOC_PAGE_SIZE;
state->fontCount = 1;
state->fonts = malloc( state->fontAlloc * sizeof( Font* ) );
/* Sounds. */
state->soundAlloc = ALLOC_PAGE_SIZE;
state->soundCount = 0;
state->sounds = malloc( state->soundAlloc * sizeof( Sound* ) );
/* Camera3D's. */
state->camera3DAlloc = ALLOC_PAGE_SIZE;
state->camera3DCount = 0;
state->camera3Ds = malloc( state->camera3DAlloc * sizeof( Camera3D* ) );
/* Meshes. */
state->meshAlloc = ALLOC_PAGE_SIZE;
state->meshCount = 0;
state->meshes = malloc( state->meshAlloc * sizeof( Mesh* ) );
/* Materials. */
state->materialAlloc = ALLOC_PAGE_SIZE;
state->materialCount = 1;
state->materials = malloc( state->materialAlloc * sizeof( Material* ) );
/* Models. */
state->modelAlloc = ALLOC_PAGE_SIZE;
state->modelCount = 0;
state->models = malloc( state->modelAlloc * sizeof( Model* ) );
/* ModelsAnimations. */
state->animationAlloc = ALLOC_PAGE_SIZE;
state->animationCount = 0;
state->animations = malloc( state->animationAlloc * sizeof( ModelAnimations* ) );
/* Shaders. */
state->shaderAlloc = ALLOC_PAGE_SIZE;
state->shaderCount = 0;
state->shaders = malloc( state->shaderAlloc * sizeof( Shader* ) );
for ( int i = 0; i < ALLOC_PAGE_SIZE; i++ ) {
state->images[i] = NULL;
state->textures[i] = NULL;
state->renderTextures[i] = NULL;
state->sounds[i] = NULL;
state->camera3Ds[i] = NULL;
state->meshes[i] = NULL;
state->models[i] = NULL;
state->animations[i] = NULL;
state->shaders[i] = NULL;
/* The ones we want to save the first. */
if ( 0 < i ) {
state->fonts[i] = NULL;
state->materials[i] = NULL;
}
}
InitWindow( state->resolution.x, state->resolution.y, "ReiLua" );
/* Has to be after InitWindod where opengl context is created. */
state->materials[0] = malloc( sizeof( Material ) );
*state->materials[0] = LoadMaterialDefault();
state->fonts[0] = malloc( sizeof( Font ) );
*state->fonts[0] = GetFontDefault();
if ( !IsWindowReady() ) {
state->hasWindow = false;
state->run = false;
}
else {
SetTargetFPS( state->targetFPS );
}
InitAudioDevice();
state->run = luaInit();
return state->run;
}
void stateFree() {
for ( int i = 0; i < state->imageCount; ++i ) {
if ( state->images[i] != NULL ) {
UnloadImage( *state->images[i] );
free( state->images[i] );
}
}
for ( int i = 0; i < state->textureCount; ++i ) {
if ( state->textures[i] != NULL ) {
UnloadTexture( *state->textures[i] );
free( state->textures[i] );
}
}
for ( int i = 0; i < state->renderTextureCount; ++i ) {
if ( state->renderTextures[i] != NULL ) {
UnloadRenderTexture( *state->renderTextures[i] );
free( state->renderTextures[i] );
}
}
for ( int i = 0; i < state->fontCount; ++i ) {
if ( state->fonts[i] != NULL ) {
UnloadFont( *state->fonts[i] );
free( state->fonts[i] );
}
}
for ( int i = 0; i < state->soundCount; ++i ) {
if ( state->sounds[i] != NULL ) {
UnloadSound( *state->sounds[i] );
free( state->sounds[i] );
}
}
for ( int i = 0; i < state->camera3DCount; ++i ) {
if ( state->camera3Ds[i] != NULL ) {
free( state->camera3Ds[i] );
}
}
for ( int i = 0; i < state->modelCount; ++i ) {
if ( state->models[i] != NULL ) {
// UnloadModel( *state->models[i] );
UnloadModelKeepMeshes( *state->models[i] );
free( state->models[i] );
}
}
for ( int i = 0; i < state->meshCount; ++i ) {
if ( state->meshes[i] != NULL ) {
UnloadMesh( *state->meshes[i] );
free( state->meshes[i] );
}
}
for ( int i = 0; i < state->materialCount; ++i ) {
if ( state->materials[i] != NULL ) {
UnloadMaterial( *state->materials[i] );
free( state->materials[i] );
}
}
for ( int i = 0; i < state->animationCount; ++i ) {
if ( state->animations[i] != NULL ) {
UnloadModelAnimations( state->animations[i]->animations, state->animations[i]->animCount );
free( state->animations[i] );
}
}
for ( int i = 0; i < state->shaderCount; ++i ) {
if ( state->shaders[i] != NULL ) {
UnloadShader( *state->shaders[i] );
free( state->shaders[i] );
}
}
if ( IsAudioDeviceReady() ) {
CloseAudioDevice();
UnloadMusicStream( state->music );
}
if ( state->hasWindow ) {
CloseWindow();
}
if ( state->luaState != NULL ) {
lua_close( state->luaState );
}
free( state->images );
free( state->textures );
free( state->renderTextures );
free( state->fonts );
free( state->sounds );
free( state->camera3Ds );
free( state->meshes );
free( state->materials );
free( state->models );
free( state->animations );
free( state->shaders );
free( state );
}
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