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#include "raylib.h"
#include "text.h"
#include "texture.h"
#include <libguile.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <pthread.h>
static void* game (void* data)
{
//rl_text_define_methods();
rl_texture_define_methods();
const int screen_width = 800;
const int screen_height = 600;
InitWindow(screen_width, screen_height, "SLGJ - 2024");
SetTargetFPS(60);
char filename[] = SCRIPTS_PATH"main.scm";
scm_c_primitive_load(filename);
SCM guile_update = scm_variable_ref(scm_c_lookup("update"));
SCM guile_draw = scm_variable_ref(scm_c_lookup("draw"));
while (!WindowShouldClose())
{
scm_call_with_blocked_asyncs(guile_update);
//scm_call_0(guile_update);
BeginDrawing();
ClearBackground(RAYWHITE);
scm_call_with_blocked_asyncs(guile_draw);
//scm_call_0(guile_draw);
EndDrawing();
// This doesn't change anything
// SCM_TICK;
// This line makes memory manageable - until it crashes again (takes more time to crash though)
// scm_run_finalizers();
// This crashes after just a couple of frames
// scm_gc();
}
CloseWindow();
return NULL;
}
int main(int argc, char* argv[]) {
scm_with_guile (&game, NULL);
return 0;
}
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