Prepare for event system
Moved stuff around. Create an entry point for RSE. Created base for events module Signed-off-by: Piotr Krygier <piotrkrygier@everyonecancode@xyz>
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@@ -1,10 +1,9 @@
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#ifndef RSE_GRAPHICS_H
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#define RSE_GRAPHICS_H
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#include "src/graphics_context.h"
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#include "utilities/commons.h"
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struct rse_graphics_context_t;
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/**
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* @brief Initializes graphics backend. This has to be called before any new mesh, texture or any other object is
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* added
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@@ -12,20 +11,20 @@ struct rse_graphics_context_t;
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* @param context Graphics context handle. Must be NULL!
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* @return rse_err_t RSE_ERROR_NO_ERROR on success
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*/
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rse_err_t rse_graphics_init(struct rse_graphics_context_t** context);
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rse_err_t rse_graphics_init(struct graphics_context_t* context);
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/**
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* @brief Runs graphics engine. This has to be called after all objects are added to the scene
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*
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* @return rse_err_t RSE_ERROR_NO_ERROR on success
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*/
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int rse_graphics_run(void* arg);
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rse_err_t rse_graphics_main_loop(struct graphics_context_t* context);
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/**
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* @brief Custom function for testing engine. TODO: Remove it whe releasing
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*
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*/
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rse_err_t rse_graphics_test_function(struct rse_graphics_context_t* context);
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rse_err_t rse_graphics_test_function(struct graphics_context_t* context);
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#endif /* RSE_GRAPHICS_H */
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