#include "lumenarium_first.h" #include "user_space/user_space_incenter.cpp" internal App_State* lumenarium_init() { App_State* state = 0; permanent = bump_allocator_create_reserve(GB(1)); scratch = bump_allocator_create_reserve(KB(64)); platform_file_jobs_init(); run_tests(); App_Init_Desc desc = incenter_get_init_desc(); // TODO(PS): make sure the values make sense in desc state = allocator_alloc_struct(permanent, App_State); add_flag(state->flags, AppState_IsRunning); add_flag(state->flags, AppState_RunEditor); state->input_state = input_state_create(permanent); en_init(state, desc); if (has_flag(state->flags, AppState_RunEditor)) { ed_init(state); } incenter_init(state); return state; } internal void lumenarium_frame_prepare(App_State* state) { allocator_clear(scratch); input_state_swap_frames(state->input_state); en_frame_prepare(state); if (has_flag(state->flags, AppState_RunEditor)) { ed_frame_prepare(state); } incenter_frame_prepare(state); platform_file_async_jobs_do_work(4); } internal void lumenarium_frame(App_State* state) { //en_frame(state); if (has_flag(state->flags, AppState_RunEditor)) { ed_frame(state); } incenter_frame(state); } internal void lumenarium_event(Platform_Window_Event evt, App_State* state) { Input_Frame* frame = state->input_state->frame_hot; switch (evt.kind) { case WindowEvent_MouseScroll: { frame->mouse_scroll = evt.scroll_amt; } break; case WindowEvent_MouseMoved: { v2 mouse_pos_old = frame->mouse_pos; frame->mouse_pos = v2{ (r32)evt.mouse_x, (r32)evt.mouse_y }; state->input_state->mouse_pos_delta = frame->mouse_pos - mouse_pos_old; } break; case WindowEvent_ButtonDown: case WindowEvent_ButtonUp: { frame->key_flags[evt.key_code] = evt.key_flags; } break; case WindowEvent_Char: { frame->string_input[frame->string_input_len++] = evt.char_value; } break; case WindowEvent_WindowClosed: { rem_flag(state->flags, AppState_IsRunning); } break; invalid_default_case; } } internal void lumenarium_cleanup(App_State* state) { incenter_cleanup(state); en_cleanup(state); if (has_flag(state->flags, AppState_RunEditor)) { ed_cleanup(state); } }