replace VG_STATIC -> static
[vg.git] / vg.h
diff --git a/vg.h b/vg.h
index 8e5eafdc29f61964dcd9257afc2459763dd6ea94..4b8956a1989c7cd5ff7ba57d7b65712a606de78a 100644 (file)
--- a/vg.h
+++ b/vg.h
 |IMP| |        |.------------- vg_start(void) ---------------'
 |   | |        |
 |   | |        v
-|IMP| |   vg_update(void)
+|IMP| |   vg_pre_update(void)
 |   | |        |                                     
 |   | |  .-----+. 
-|   | | |        |
+|   | | |        |   called 0x to 8x
 |   | | |        v
-|IMP| |  '- vg_update_fixed(void)
+|IMP| |  '- vg_fixed_update(void)
 |   | |          |
 |   | |       .-'
 |   | |      |
 |   | |      v
-|IMP| |   vg_update_post(void)
+|IMP| |   vg_post_update(void)
 |   | |      |
 |   | |      v
 |IMP| |   vg_render(void)
 |IMP| |   vg_ui(void)
 |   | |      |
 |   |  '----'
-'___'
-
- .-.
-| ? |
-|   |  .-------------------------------------.
-|API| | vg_fatal_exit_loop( const char *err ) |
-|   |  '-------------------------------------'
-|   |         |
-|   |  .------+.
-|   | |         |
-|   | |         v
-|IMP|  '- vg_framebuffer_resize(void)
 '___'
 
 */
 #ifndef VG_HEADER_H
   #define VG_HEADER_H
 
+  const char *vg_get_basepath(void);
+
   #include "vg_platform.h"
   #include "vg_mem.h"
-
-  #ifndef _WIN32
-    #include <execinfo.h>
-  #endif
-
-VG_STATIC void vg_print_backtrace(void)
-{
-#ifndef _WIN32
-
-   void *array[20];
-   char **strings;
-   int size, i;
-
-   size = backtrace( array, 20 );
-   strings = backtrace_symbols( array, size );
-
-   if( strings != NULL ){
-      vg_error( "---------------- gnu backtrace -------------\n" );
-
-      for( int i=0; i<size; i++ )
-         vg_info( "%s\n", strings[i] );
-
-      vg_error( "---------------- gnu backtrace -------------\n" );
-   }
-
-   free( strings );
-
-#endif
-}
   
   #ifdef VG_GAME
     #include "dep/glad/glad.h"
-    #include "submodules/SDL/include/SDL.h"
+    #include "dep/sdl/include/SDL.h"
     #include "vg_stdint.h"
     
     void vg_register_exit( void( *funcptr )(void), const char *name );
@@ -106,7 +67,9 @@ VG_STATIC void vg_print_backtrace(void)
     #include "vg_m.h"
     #include "vg_io.h"
     #include "vg_log.h"
+#ifndef VG_NO_STEAM
     #include "vg_steam.h"
+#endif
 
   //#define VG_SYNC_DEBUG
   #ifdef VG_SYNC_DEBUG
@@ -117,51 +80,45 @@ VG_STATIC void vg_print_backtrace(void)
   #endif
 
 /* API */
-VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name );
+static void vg_enter( int argc, char *argv[], const char *window_name );
 
 /* Thread 1 */
-VG_STATIC void vg_preload(void);
-VG_STATIC void vg_load(void);
+static void vg_preload(void);
+static void vg_load(void);
 
 /* Main thread */
-VG_STATIC void vg_launch_opt(void);
-VG_STATIC void vg_start(void);
+static void vg_launch_opt(void);
+static void vg_start(void);
 
-VG_STATIC void vg_framebuffer_resize(int w, int h);
-VG_STATIC void vg_update(void);
-VG_STATIC void vg_update_fixed(void);
-VG_STATIC void vg_update_post(void);
+static void vg_framebuffer_resize(int w, int h);
+static void vg_pre_update(void);
+static void vg_fixed_update(void);
+static void vg_post_update(void);
 
-VG_STATIC void vg_render(void);
-VG_STATIC void vg_ui(void);
+static void vg_render(void);
+static void vg_gui(void);
 
-struct vg
-{
+struct vg{
    /* Engine sync */
    SDL_Window     *window;
    SDL_GLContext  gl_context;
+   const char     *base_path;
 
-   SDL_SpinLock  sl_context;
-   SDL_sem      *sem_allow_exec,
-                *sem_exec_finished,
-                *sem_loader;
+   SDL_sem *sem_loader;        /* allows only one loader at a time */
+   jmp_buf env_loader_exit;
 
    SDL_threadID  thread_id_main,
-                 thread_id_loader,
-                 thread_id_with_opengl_context;
-   int           context_ownership_depth;
-
-   int exec_context;
+                 thread_id_loader;
+   void         *thread_data;
 
-   enum engine_status
-   {
+   SDL_SpinLock sl_status;
+   enum engine_status{
       k_engine_status_none,
+      k_engine_status_load_internal,
       k_engine_status_running,
       k_engine_status_crashed
    }
    engine_status;
-   const char *str_const_engine_err;
-   int         is_loaded;
 
    /* Window information */
    int window_x,
@@ -172,8 +129,7 @@ struct vg
    int display_refresh_rate,
        fps_limit;             /* 0: use vsync, >0: cap fps to this, no vsync */
 
-   enum vsync_feature
-   {
+   enum vsync_feature{
       k_vsync_feature_disabled=0,
       k_vsync_feature_enabled=1,
       k_vsync_feature_enabled_adaptive=2,
@@ -187,6 +143,7 @@ struct vg
 
    /* Runtime */
    double time,
+          time_real,
           time_delta,
           time_rate,
 
@@ -198,8 +155,7 @@ struct vg
 
    int fixed_iterations;
 
-   enum engine_stage
-   {
+   enum engine_stage{
       k_engine_stage_none,
       k_engine_stage_update,
       k_engine_stage_update_fixed,
@@ -210,14 +166,18 @@ struct vg
 
    /* graphics */
    m4x4f pv;
-   enum quality_profile
-   {
+   enum quality_profile{
       k_quality_profile_high = 0,
       k_quality_profile_low = 1,
    }
    quality_profile;
+
+   float loader_ring;
+}
+static vg = { .time_rate = 1.0 };
+const char *vg_get_basepath(void){
+   return vg.base_path;
 }
-VG_STATIC vg = { .time_rate = 1.0 };
 
 enum vg_thread_purpose
 {
@@ -226,156 +186,67 @@ enum vg_thread_purpose
    k_thread_purpose_loader
 };
 
-VG_STATIC void vg_fatal_exit_loop( const char *error );
+#include "vg_async.h"
 
-/*
- * Checks if the engine is running
- */
-VG_STATIC void _vg_ensure_engine_running(void)
+static enum engine_status _vg_engine_status(void)
 {
-   /* Check if the engine is no longer running */
-   SDL_AtomicLock( &vg.sl_context );
+   SDL_AtomicLock( &vg.sl_status );
    enum engine_status status = vg.engine_status;
-   SDL_AtomicUnlock( &vg.sl_context );
+   SDL_AtomicUnlock( &vg.sl_status );
 
-   if( status != k_engine_status_running ){
-      while(1) {
-         VG_SYNC_LOG( "[%d] No longer running...\n");
-         SDL_Delay(1000);
-      }
-   }
+   return status;
 }
 
-VG_STATIC enum vg_thread_purpose vg_thread_purpose(void)
+static enum vg_thread_purpose vg_thread_purpose(void)
 {
-   SDL_AtomicLock( &vg.sl_context );
+   SDL_AtomicLock( &vg.sl_status );
 
    if( vg.thread_id_main == SDL_GetThreadID(NULL) ){
-      SDL_AtomicUnlock( &vg.sl_context );
+      SDL_AtomicUnlock( &vg.sl_status );
       return k_thread_purpose_main;
    }
    else{
-      SDL_AtomicUnlock( &vg.sl_context );
+      SDL_AtomicUnlock( &vg.sl_status );
       return k_thread_purpose_loader;
    }
 }
 
-/*
- * Sync execution so that the OpenGL context is switched onto this thread.
- * Anything after this call will be in a valid context.
- */
-VG_STATIC void vg_acquire_thread_sync(void)
-{
-   /* We dont want to do anything if this is the main thread */
-
-   if( vg_thread_purpose() == k_thread_purpose_loader ){
-      VG_SYNC_LOG( "[%d] vg_acquire_thread_sync()\n" );
-      _vg_ensure_engine_running();
-
-      SDL_AtomicLock( &vg.sl_context );
-      if( vg.context_ownership_depth == 0 ){
-         vg.context_ownership_depth ++;
-         vg.exec_context = 1;
-         SDL_AtomicUnlock( &vg.sl_context );
-         
-         /* wait until told we can go */
-         VG_SYNC_LOG( "[%d] Waiting to acuire sync.\n" );
-         SDL_SemWait( vg.sem_allow_exec );
-         
-         _vg_ensure_engine_running();
-
-         SDL_GL_MakeCurrent( vg.window, vg.gl_context );
-         VG_SYNC_LOG( "[%d] granted\n" );
-      }
-      else{
-         vg.context_ownership_depth ++;
-         VG_SYNC_LOG( "[%d] granted\n" );
-         SDL_AtomicUnlock( &vg.sl_context );
-      }
-   }
-}
-
-/*
- * Signify that we are done with the OpenGL context in this thread.
- * Anything after this call will be in an undefined context.
- */
-VG_STATIC void vg_release_thread_sync(void)
-{
-   if( vg_thread_purpose() == k_thread_purpose_loader ){
-      VG_SYNC_LOG( "[%d] vg_release_thread_sync()\n" );
-
-      SDL_AtomicLock( &vg.sl_context );
-      vg.context_ownership_depth --;
-
-      if( vg.context_ownership_depth == 0 ){
-         SDL_AtomicUnlock( &vg.sl_context );
-         VG_SYNC_LOG( "[%d] Releasing context.\n" );
-         SDL_GL_MakeCurrent( NULL, NULL );
-         SDL_SemPost( vg.sem_exec_finished );
-      }
-      else
-         SDL_AtomicUnlock( &vg.sl_context );
-   }
-}
+static void vg_assert_thread( enum vg_thread_purpose required ){
+   enum vg_thread_purpose purpose = vg_thread_purpose();
 
-VG_STATIC void _vg_run_synced(void)
-{
-   SDL_AtomicLock( &vg.sl_context );
-
-   if( vg.exec_context != 0 ){
-      VG_SYNC_LOG( "[%d] _vg_run_synced() (%d).\n", vg.exec_context );
-      vg.exec_context = 0;
-      SDL_AtomicUnlock( &vg.sl_context );
-
-      /* allow operations to go */
-      SDL_GL_MakeCurrent( NULL, NULL );
-      SDL_SemPost( vg.sem_allow_exec );
-
-      /* wait for operations to complete */
-      VG_SYNC_LOG( "[%d] Waiting for content.\n" );
-      SDL_SemWait( vg.sem_exec_finished );
-      
-      /* check if we killed the engine */
-      _vg_ensure_engine_running();
-      
-      /* re-engage main thread */
-      VG_SYNC_LOG( "[%d] Re-engaging.\n" );
-      SDL_GL_MakeCurrent( vg.window, vg.gl_context );
-   }
-   else{
-      VG_SYNC_LOG( "[%d] Nothing to do.\n" );
-      SDL_AtomicUnlock( &vg.sl_context );
+   if( purpose != required ){
+      vg_fatal_error( "thread_purpose must be %u not %u\n", required, purpose );
    }
 }
 
-VG_STATIC void _vg_opengl_sync_init(void)
+static void _vg_opengl_sync_init(void)
 {
-   vg.sem_allow_exec = SDL_CreateSemaphore(0);
-   vg.sem_exec_finished = SDL_CreateSemaphore(0);
    vg.sem_loader = SDL_CreateSemaphore(1);
 }
 
-VG_STATIC void vg_checkgl( const char *src_info );
+static void vg_checkgl( const char *src_info );
 #define VG_STRINGIT( X ) #X
 #define VG_CHECK_GL_ERR() vg_checkgl( __FILE__ ":L" VG_STRINGIT(__LINE__) )
 
 #include "vg_console.h"
 #include "vg_profiler.h"
-#include "vg_audio.h"
+#ifndef VG_NO_AUDIO
+  #include "vg_audio.h"
+#endif
 #include "vg_shader.h"
 #include "vg_tex.h"
 #include "vg_input.h"
-#include "vg_ui.h"
+#include "vg_imgui.h"
 #include "vg_lines.h"
 #include "vg_loader.h"
 #include "vg_opt.h"
 
 /* Diagnostic */
-VG_STATIC struct vg_profile vg_prof_update = {.name="update()"},
+static struct vg_profile vg_prof_update = {.name="update()"},
                             vg_prof_render = {.name="render()"},
                             vg_prof_swap   = {.name="swap"};
 
-VG_STATIC void vg_checkgl( const char *src_info )
+static void vg_checkgl( const char *src_info )
 {
    int fail = 0;
 
@@ -386,54 +257,106 @@ VG_STATIC void vg_checkgl( const char *src_info )
    }
 
    if( fail )
-      vg_fatal_exit_loop( "OpenGL Error" );
+      vg_fatal_error( "OpenGL Error" );
 }
 
-VG_STATIC void vg_bake_shaders(void)
+static void async_vg_bake_shaders( void *payload, u32 size )
+{
+   vg_shaders_compile();
+}
+
+static void vg_bake_shaders(void)
 {
-   vg_acquire_thread_sync();
    vg_console_reg_cmd( "reload_shaders", vg_shaders_live_recompile, NULL );
+   vg_async_call( async_vg_bake_shaders, NULL, 0 );
+}
 
-   vg_shaders_compile();
-   vg_release_thread_sync();
+void async_internal_complete( void *payload, u32 size )
+{
+   vg_success( "Internal async setup complete\n" );
+   SDL_AtomicLock( &vg.sl_status );
+
+   if( vg.engine_status == k_engine_status_crashed ){
+      SDL_AtomicUnlock( &vg.sl_status );
+      return;
+   }
+   else{
+      vg.engine_status = k_engine_status_running;
+   }
+
+   SDL_AtomicUnlock( &vg.sl_status );
 }
 
-VG_STATIC void _vg_load_full(void)
+static void _vg_load_full( void *data )
 {
    vg_preload();
 
    /* internal */
    vg_loader_step( vg_input_init, vg_input_free );
    vg_loader_step( vg_lines_init, NULL );
+#ifndef VG_NO_AUDIO
    vg_loader_step( vg_audio_init, vg_audio_free );
+#endif
    vg_loader_step( vg_profiler_init, NULL );
 
+   vg_async_call( async_internal_complete, NULL, 0 );
+
    /* client */
    vg_load();
 }
 
-VG_STATIC void _vg_process_events(void)
+static void _vg_process_events(void)
 {
-   /* Update timers */
    v2_zero( vg.mouse_wheel );
    v2_zero( vg.mouse_delta );
 
+   /* Update input */
+   vg_process_inputs();
+
    /* SDL event loop */
    SDL_Event event;
    while( SDL_PollEvent( &event ) ){
       if( event.type == SDL_KEYDOWN ){
-         console_proc_key( event.key.keysym );
+         if( vg_console.enabled && 
+               (vg_ui.focused_control_type != k_ui_control_modal) ){
+            if( event.key.keysym.sym == SDLK_ESCAPE ||
+                event.key.keysym.scancode == SDL_SCANCODE_GRAVE ){
+               vg_console.enabled = 0;
+               ui_defocus_all();
+            }
+            else if( (event.key.keysym.mod & KMOD_CTRL) && 
+                      event.key.keysym.sym == SDLK_n ){
+               _console_suggest_next();
+            }
+            else if( (event.key.keysym.mod & KMOD_CTRL ) &&
+                      event.key.keysym.sym == SDLK_p ){
+               _console_suggest_prev();
+            }
+            else{
+               _ui_proc_key( event.key.keysym );
+            }
+         }
+         else{
+            if( event.key.keysym.scancode == SDL_SCANCODE_GRAVE ){
+               vg_console.enabled = 1;
+            }
+            else {
+               _ui_proc_key( event.key.keysym );
+            }
+         }
       }
       else if( event.type == SDL_MOUSEWHEEL ){
          vg.mouse_wheel[0] += event.wheel.preciseX;
          vg.mouse_wheel[1] += event.wheel.preciseY;
       }
+      else if( event.type == SDL_CONTROLLERDEVICEADDED ||
+               event.type == SDL_CONTROLLERDEVICEREMOVED )
+      {
+         vg_input_device_event( &event );
+      }
       else if( event.type == SDL_CONTROLLERAXISMOTION ||
                event.type == SDL_CONTROLLERBUTTONDOWN ||
-               event.type == SDL_CONTROLLERBUTTONUP ||
-               event.type == SDL_CONTROLLERDEVICEADDED ||
-               event.type == SDL_CONTROLLERDEVICEREMOVED
-               )
+               event.type == SDL_CONTROLLERBUTTONUP )
       {
          vg_input_controller_event( &event );
       }
@@ -462,23 +385,20 @@ VG_STATIC void _vg_process_events(void)
          }
       }
       else if( event.type == SDL_TEXTINPUT ){
-         console_proc_utf8( event.text.text );
+         ui_proc_utf8( event.text.text );
       }
    }
 
    vg.mouse_pos[0] += vg.mouse_delta[0];
    vg.mouse_pos[1] += vg.mouse_delta[1];
-
-   /* Update input */
-   vg_update_inputs();
 }
 
-VG_STATIC void _vg_gameloop_update(void)
+static void _vg_gameloop_update(void)
 {
    vg_profile_begin( &vg_prof_update );
 
    vg.engine_stage = k_engine_stage_update;
-   vg_update();
+   vg_pre_update();
 
    /* Fixed update loop */
    vg.engine_stage = k_engine_stage_update_fixed;
@@ -488,11 +408,9 @@ VG_STATIC void _vg_gameloop_update(void)
    vg.time_fixed_accumulator += vg.time_delta;
 
    while( vg.time_fixed_accumulator >= VG_TIMESTEP_FIXED ){
-      vg_update_fixed();
+      vg_fixed_update();
       vg_lines.allow_input = 0;
-
       vg.time_fixed_accumulator -= VG_TIMESTEP_FIXED;
-      //vg.accumulator  = VG_MAX( 0.0, vg.accumulator );
 
       vg.fixed_iterations ++;
       if( vg.fixed_iterations == 8 ){
@@ -503,76 +421,73 @@ VG_STATIC void _vg_gameloop_update(void)
    vg.time_fixed_extrapolate = vg.time_fixed_accumulator / VG_TIMESTEP_FIXED;
 
    vg.engine_stage = k_engine_stage_update;
-   vg_update_post();
+   vg_post_update();
    vg_profile_end( &vg_prof_update );
 }
 
-VG_STATIC void _vg_gameloop_render(void)
+static void _vg_gameloop_render(void)
 {
    vg_profile_begin( &vg_prof_render );
 
-   if( vg.is_loaded ){
-      /* render */
-      vg.engine_stage = k_engine_stage_rendering;
-      vg_render();
-
-      /* ui */
-      vg.engine_stage = k_engine_stage_ui;
-      {
-         ui_begin( vg.window_x, vg.window_y );
-
-         /* TODO */
-         ui_set_mouse( vg.mouse_pos[0], vg.mouse_pos[1], 0 );
+   /* render */
+   vg.engine_stage = k_engine_stage_rendering;
+   vg_render();
 
-         int frame_target = vg.display_refresh_rate;
+   /* ui */
+   vg.engine_stage = k_engine_stage_ui;
+   {
+      ui_prerender();
+      if( vg_console.enabled ){ 
+         vg_ui.ignore_input_frames = 10;
+         vg_gui();
+         vg_ui.ignore_input_frames = 0;
+         vg_ui.wants_mouse = 1;
+         _vg_console_draw();
+      }
+      else vg_gui();
 
-         if( vg.fps_limit > 0 ){
-            frame_target = vg.fps_limit;
-         }
-         
-         vg_profile_drawn( 
-               (struct vg_profile *[]){
-                  &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
-               (1.0f/(float)frame_target)*1000.0f, 
-               (ui_rect){ 4, 4, 250, 0 }, 0
-         );
-
-         if( vg_profiler ){
-            char perf[256];
-            
-            snprintf( perf, 255, 
-                  "x: %d y: %d\n"
-                  "refresh: %d (%.1fms)\n"
-                  "samples: %d\n"
-                  "iterations: %d (acc: %.3fms%%)\n"
-                  "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
-                  "      extrap(%.2f) frame(%.2f) spin( %lu )\n",
-                  vg.window_x, vg.window_y, 
-                  frame_target, (1.0f/(float)frame_target)*1000.0f,
-                  vg.samples, 
-                  vg.fixed_iterations, 
-                  (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
-                  vg.time, vg.time_delta, vg.time_rate,
-                  vg.time_fixed_extrapolate, vg.time_frame_delta,
-                  vg.time_spinning );
-
-            ui_text( (ui_rect){258, 4+24+12+12,0,0},perf, 1,0);
-         }
+      /* vg tools */
+#ifndef VG_NO_AUDIO
+      audio_debug_ui( vg.pv );
+#endif
 
-         /* FIXME */
-         audio_debug_ui( vg.pv );
-         vg_ui();
-         _vg_console_draw();
+               /* profiling */
+      int frame_target = vg.display_refresh_rate;
+      if( vg.fps_limit > 0 ) frame_target = vg.fps_limit;
+      vg_profile_drawn( 
+            (struct vg_profile *[]){
+               &vg_prof_update,&vg_prof_render,&vg_prof_swap}, 3,
+            (1.0f/(float)frame_target)*1000.0f, 
+            (ui_rect){ 4, 4, 250, 0 }, 0
+      );
+      if( vg_profiler ){
+         char perf[256];
          
-         ui_resolve();
-         ui_draw( NULL );
+         snprintf( perf, 255, 
+               "x: %d y: %d\n"
+               "refresh: %d (%.1fms)\n"
+               "samples: %d\n"
+               "iterations: %d (acc: %.3fms%%)\n"
+               "time: real(%.2f) delta(%.2f) rate(%.2f)\n"
+               "      extrap(%.2f) frame(%.2f) spin( "PRINTF_U64" )\n",
+               vg.window_x, vg.window_y, 
+               frame_target, (1.0f/(float)frame_target)*1000.0f,
+               vg.samples, 
+               vg.fixed_iterations, 
+               (vg.time_fixed_accumulator/VG_TIMESTEP_FIXED)*100.0f,
+               vg.time_real, vg.time_delta, vg.time_rate,
+               vg.time_fixed_extrapolate, vg.time_frame_delta,
+               vg.time_spinning );
+
+         ui_text( (ui_rect){258, 4+24+12+12,900,900},perf,1,0,k_ui_align_left);
       }
+      ui_postrender();
    }
 
    vg_profile_end( &vg_prof_render );
 }
 
-VG_STATIC int vg_framefilter( double dt )
+static int vg_framefilter( double dt )
 {
    if( (vg.fps_limit <= 0) && (vg.vsync_feature != k_vsync_feature_error) ){
       /* turn on vsync if not enabled */
@@ -638,8 +553,29 @@ VG_STATIC int vg_framefilter( double dt )
    return 0;
 }
 
-VG_STATIC void _vg_gameloop(void)
+static int _vg_crashscreen(void)
 {
+#if 0
+   if( vg_getkey( SDLK_ESCAPE ) )
+      return 1;
+#endif
+
+   glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+   glEnable(GL_BLEND);
+   glDisable(GL_DEPTH_TEST);
+   glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
+   glBlendEquation(GL_FUNC_ADD);
+
+   glClearColor( 0.15f + sinf(vg.time_real)*0.1f, 0.0f, 0.0f,1.0f );
+   glClear( GL_COLOR_BUFFER_BIT );
+   glViewport( 0,0, vg.window_x, vg.window_y );
+
+   _vg_render_log();
+
+   return 0;
+}
+
+static void _vg_gameloop(void){
    //vg.time_fixed_accumulator = 0.75f * (1.0f/60.0f);
 
    vg.time_hp = SDL_GetPerformanceCounter();
@@ -661,36 +597,45 @@ VG_STATIC void _vg_gameloop(void)
 
       vg_profile_begin( &vg_prof_swap );
       SDL_GL_SwapWindow( vg.window );
-      _vg_run_synced();
       vg_profile_end( &vg_prof_swap );
 
+      enum engine_status status = _vg_engine_status();
+
+      vg.time_real += vg.time_frame_delta;
       vg.time_delta = vg.time_frame_delta * vg.time_rate;
       vg.time += vg.time_delta;
 
+      vg_run_async_checked();
       _vg_process_events();
 
       if( vg.window_should_close )
          break;
-      
-      if( vg.is_loaded ){
-         if( !post_start ){
-            vg_start();
-            post_start = 1;
-         }
+         
+      if( status == k_engine_status_crashed ){
+         if( _vg_crashscreen() )
+            break;
       }
       else{
-         _vg_loader_render();
+         if( status == k_engine_status_running ){
+            _vg_gameloop_update();
+            _vg_gameloop_render();
+         }
+         else{
+            _vg_loader_render();
+         }
       }
 
-      _vg_gameloop_update();
-      _vg_gameloop_render();
+      if( vg.loader_ring > 0.01f ){
+         _vg_loader_render_ring( vg.loader_ring );
+         vg.loader_ring -= vg.time_frame_delta * 0.5f;
+      }
 
       vg.time_frame_delta = 0.0;
       vg.time_spinning = 0;
    }
 }
 
-VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
+static void _vg_process_launch_opts_internal( int argc, char *argv[] )
 {
    char *arg;
    while( vg_argp( argc, argv ) ){
@@ -718,7 +663,7 @@ VG_STATIC void _vg_process_launch_opts_internal( int argc, char *argv[] )
    }
 }
 
-VG_STATIC void _vg_init_window( const char *window_name )
+static void _vg_init_window( const char *window_name )
 {
    vg_info( "SDL_INIT\n" );
 
@@ -727,9 +672,20 @@ VG_STATIC void _vg_init_window( const char *window_name )
       exit(0);
    }
 
+#ifndef VG_NO_AUDIO
    SDL_InitSubSystem( SDL_INIT_AUDIO );
+#endif
    SDL_InitSubSystem( SDL_INIT_GAMECONTROLLER );
 
+   char *exe_basepath = SDL_GetBasePath();
+   u32 len = vg_align8( strlen(exe_basepath)+1 );
+   char *dest  = vg_linear_alloc( vg_mem.rtmemory, len );
+   strcpy( dest, exe_basepath );
+   SDL_free( exe_basepath );
+   vg.base_path = dest;
+
+   vg_info( "Basepath: %s\n", vg.base_path );
+
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
    SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 3 );
    SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 3 );
@@ -753,11 +709,6 @@ VG_STATIC void _vg_init_window( const char *window_name )
        display_index = 0, 
        mode_index = 0;
 
-#ifdef VG_DEVWINDOW
-   vg.window_x = 1000;
-   vg.window_y = 800;
-#else
-
    SDL_DisplayMode video_mode;
    if( SDL_GetDesktopDisplayMode( display_index, &video_mode ) ){
       vg_error( "SDL_GetDesktopDisplayMode failed: %s\n", SDL_GetError() );
@@ -768,6 +719,10 @@ VG_STATIC void _vg_init_window( const char *window_name )
    vg.display_refresh_rate = video_mode.refresh_rate;
    vg.window_x = video_mode.w;
    vg.window_y = video_mode.h;
+
+#ifdef VG_DEVWINDOW
+   vg.window_x = 1200;
+   vg.window_y = 880;
 #endif
 
 #ifndef _WIN32
@@ -785,7 +740,9 @@ VG_STATIC void _vg_init_window( const char *window_name )
 #ifdef VG_DEVWINDOW
          0, 0, vg.window_x, vg.window_y, 
          SDL_WINDOW_BORDERLESS|SDL_WINDOW_OPENGL|SDL_WINDOW_INPUT_GRABBED
-      ))){}
+      ))){
+      SDL_SetWindowPosition( vg.window, video_mode.w-vg.window_x, 0 );
+   }
 #else
                                      0, 0,
                                      vg.window_x, vg.window_y,
@@ -811,6 +768,9 @@ VG_STATIC void _vg_init_window( const char *window_name )
 
    vg_info( "CreateContext\n" );
 
+   /* ????? */
+   if( SDL_IsTextInputActive() ) SDL_StopTextInput();
+
    /* 
     * OpenGL loading 
     */
@@ -849,139 +809,91 @@ VG_STATIC void _vg_init_window( const char *window_name )
 
    vg_info( "Display refresh rate: %d\n", dispmode.refresh_rate );
 
-#ifdef _WIN32
+#if defined(_WIN32) || defined(VG_DEVWINDOW)
    vg.fps_limit = vg.display_refresh_rate;
 #else
-   /* request vsync by default on linux to avoid screen tearing.
-    * this does have its own issues with compositing on X11. */
    vg.fps_limit = 0;
 #endif
 }
 
-VG_STATIC void vg_enter( int argc, char *argv[], const char *window_name )
+static void _vg_terminate(void)
 {
+   /* Shutdown */
+   _vg_console_write_persistent();
+
+   SDL_AtomicLock( &vg.sl_status );
+   vg.engine_status = k_engine_status_none;
+   SDL_AtomicUnlock( &vg.sl_status );
+
+   _vg_loader_free();
+
+   vg_success( "If you see this it means everything went.. \"well\".....\n" );
+
+   SDL_GL_DeleteContext( vg.gl_context );
+   SDL_Quit();
+   exit(0);
+}
+
+static void vg_enter( int argc, char *argv[], const char *window_name )
+{
+   vg_rand_seed( 461 );
    _vg_process_launch_opts_internal( argc, argv );
 
    /* Systems init */
    vg_alloc_quota();
-   _vg_log_init();
    _vg_console_init();
    
    vg_console_reg_var( "fps_limit", &vg.fps_limit, k_var_dtype_i32, 0 );
-
    _vg_init_window( window_name );
-   
+
+   vg_async_init();
    SDL_SetRelativeMouseMode(1);
+
    vg.thread_id_main = SDL_GetThreadID(NULL);
    
    /* Opengl-required systems */
    _vg_ui_init();
    _vg_loader_init();
 
-   vg.engine_status = k_engine_status_running;
+   vg.engine_status = k_engine_status_load_internal;
 
    _vg_opengl_sync_init();
-    vg_loader_start( _vg_load_full );
+    vg_loader_start( _vg_load_full, NULL );
    _vg_gameloop();
-
-   /* Shutdown */
-   _vg_console_write_persistent();
-
-   SDL_AtomicLock( &vg.sl_context );
-   vg.engine_status = k_engine_status_none;
-   SDL_AtomicUnlock( &vg.sl_context );
-
-   _vg_loader_free();
-
-   vg_success( "If you see this it means everything went.. \"well\".....\n" );
-
-   SDL_GL_DeleteContext( vg.gl_context );
-   SDL_Quit();
+   _vg_terminate();
 }
 
-/*
- * Immediately transfer away from calling thread into a safe loop, signal for 
- * others to shutdown, then free everything once the user closes the window.
- *
- * FIXME(bug): glfwWindowShouldClose() never returns 1 in windows via wine, ONLY
- *             when calling the program from outside its normal directory.
- */
-VG_STATIC void vg_fatal_exit_loop( const char *error )
+static void vg_fatal_error( const char *fmt, ... )
 {
-   /* 
-    *    https://www.gnu.org/software/libc/manual/html_node/Backtraces.html
-    *    thanks gnu <3
-    *
-    *    TODO: this on windows?
-    */
+   va_list args;
+   va_start( args, fmt );
+   _vg_logx_va( stderr, NULL, "fatal", KRED, fmt, args );
+   va_end( args );
 
    vg_print_backtrace();
-   vg_error( "Fatal error: %s\n", error );
 
-   SDL_AtomicLock( &vg.sl_context );
-   if( vg.engine_status == k_engine_status_none ){
-      SDL_AtomicUnlock( &vg.sl_context );
+   SDL_AtomicLock( &vg.sl_status );
+   vg.engine_status = k_engine_status_crashed;
+   SDL_AtomicUnlock( &vg.sl_status );
 
-      /* TODO: Correct shutdown before other systems */
-      exit(0);
+   if( vg_thread_purpose() == k_thread_purpose_loader ){
+      longjmp( vg.env_loader_exit, 1 );
    }
    else{
-      SDL_AtomicUnlock( &vg.sl_context );
-      
-      vg_acquire_thread_sync();
-
-      SDL_AtomicLock( &vg.sl_context );
-      vg.engine_status = k_engine_status_crashed;
-      vg.str_const_engine_err = error;
-      SDL_AtomicUnlock( &vg.sl_context );
-
-      /* Notify other thread for curtosey */
-      if( vg_thread_purpose() == k_thread_purpose_main ){
-         SDL_AtomicLock( &vg.sl_context );
-
-         if( vg.exec_context != 0 )
-            SDL_SemPost( vg.sem_allow_exec );
-
-         SDL_AtomicUnlock( &vg.sl_context );
-      }
-
-      vg_audio_free();
-
-      while(1){
-         _vg_process_events();
-         if( vg.window_should_close )
-            break;
-
-         if( vg_getkey( SDLK_ESCAPE ) )
-            break;
-
-         glBindFramebuffer( GL_FRAMEBUFFER, 0 );
-         glEnable(GL_BLEND);
-         glDisable(GL_DEPTH_TEST);
-         glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
-         glBlendEquation(GL_FUNC_ADD);
-
-         glClearColor( 0.15f + sinf(vg.time)*0.1f, 0.0f, 0.0f,1.0f );
-         glClear( GL_COLOR_BUFFER_BIT );
-         glViewport( 0,0, vg.window_x, vg.window_y );
-
-         _vg_render_log();
-         SDL_GL_SwapWindow( vg.window );
-      }
-
-      /* Can now shutdown and EXIT */
-      _vg_loader_free();
-      SDL_GL_DeleteContext( vg.gl_context );
-      SDL_Quit();
-      exit(0);
+      vg_error( "There is no jump to the error runner thing yet! bai bai\n" );
+      _vg_terminate();
    }
 }
 
 #else /* VG_GAME */
 
-VG_STATIC void vg_fatal_exit_loop( const char *error )
+#include "vg_log.h"
+static void vg_fatal_error( const char *fmt, ... )
 {
-   vg_error( "Fatal error: %s\n", error );
+   va_list args;
+   va_start( args, fmt );
+   _vg_logx_va( stderr, NULL, "fatal", KRED, fmt, args );
+   va_end( args );
    exit(0);
 }
 
@@ -993,4 +905,6 @@ VG_STATIC void vg_fatal_exit_loop( const char *error )
 u32 NvOptimusEnablement = 0x00000001;
 int AmdPowerXpressRequestHighPerformance = 1;
 
+#include "vg_log.c"
+
 #endif /* VG_HEADER_H */