#include #include #include #include struct GameState; struct GameApi { struct GameState *(*init)(); void (*step) (GameState *state); void (*finalize) (GameState *state); void (*reload) (GameState *state); void (*unload) (GameState *state); bool (*window_should_close)(); }; struct Game { time_t last_write_time; void *gamelib_handle; ino_t gamelib_id; GameApi api; GameState *state; }; time_t get_file_write_time(const char* path) { struct stat file_stat; if (stat(path, &file_stat) == 0) { return file_stat.st_mtime; } return 0; } bool load_game_api(Game* game) { const char* lib_path = "./game.so"; time_t write_time = get_file_write_time(lib_path); if (write_time <= game->last_write_time) { return false; } if (game->gamelib_handle) { dlclose(game->gamelib_handle); } game->gamelib_handle = dlopen(lib_path, RTLD_NOW); if (!game->gamelib_handle) { printf("Failed to load game.so: %s\n", dlerror()); return false; } game->api.init = (GameState*(*)())dlsym(game->gamelib_handle, "game_init"); game->api.step = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_step"); game->api.finalize = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_cleanup"); game->api.window_should_close = (bool(*)())dlsym(game->gamelib_handle, "window_should_close"); game->last_write_time = write_time; printf("Reloaded game.so\n"); return true; } int main(void) { Game game; load_game_api(&game); game.state = game.api.init(); while (!game.api.window_should_close()) { // game.frame_count++; // float dt = GetFrameTime(); load_game_api(&game); game.api.step(game.state); } game.api.finalize(game.state); return 0; }