Implement assets and assets management
Internal Changelog: - Use string-int mapping for assets tracking - static alloc assets (so there is a hard limit for now) - Add simple assets test code - Implement functions to load in assets - Current assets: - Texture + Sprites - Sound - Fontscene_man
parent
92cb1855ba
commit
340d507f14
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@ -1,3 +1,4 @@
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.cache/
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.cache/
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build/
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build/
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compile_commands.json
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compile_commands.json
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res/
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@ -118,3 +118,21 @@ target_link_libraries(menu_test
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${GAME_LIBS}
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${GAME_LIBS}
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)
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)
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add_executable(assets_test
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assets_test.c
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)
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target_include_directories(assets_test
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PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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${RAYLIB_DIR}/include
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)
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target_compile_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_directories(assets_test
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PRIVATE
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${RAYLIB_DIR}/lib
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)
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target_link_libraries(assets_test
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${GAME_LIBS}
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)
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29
assets.h
29
assets.h
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#ifndef __ASSETS_H
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#define __ASSETS_H
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#include "sc/map/sc_map.h"
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#include "raylib.h"
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typedef struct Animation
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{
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Image* sprite;
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int frame_count;
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int current_frame;
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int speed;
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Vector2 size;
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char* name;
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}Animation_t;
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typedef struct Assets
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{
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}Assets_t;
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#endif // __ASSETS_H
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void add_texture(Assets_t *assets, char *name, char *path);
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void add_animation(Assets_t *assets, char *name, char *path);
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void add_sound(Assets_t *assets, char *name, char *path);
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void add_font(Assets_t *assets, char *name, char *path);
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Image* get_texture(Assets_t *assets);
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Animation_t* get_animation(Assets_t *assets);
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Sound* get_sound(Assets_t *assets);
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Font* get_font(Assets_t *assets);
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@ -0,0 +1,57 @@
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#include "assets.h"
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#include <stdio.h>
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#include <unistd.h>
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#include "raylib.h"
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int main(void)
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{
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InitWindow(1280, 640, "raylib");
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InitAudioDevice();
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SetTargetFPS(60);
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Assets_t assets;
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init_assets(&assets);
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Texture2D* tex = add_texture(&assets, "testtex", "res/test_tex.png");
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Sprite_t* spr = add_sprite(&assets, "testspr1", tex);
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spr->origin = (Vector2){0, 0};
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spr->frame_size = (Vector2){32, 32};
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Sprite_t* spr2 = add_sprite(&assets, "testspr2", tex);
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spr2->frame_count = 4;
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spr2->origin = (Vector2){0, 0};
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spr2->frame_size = (Vector2){32, 32};
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spr2->speed = 15;
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Sound* snd = add_sound(&assets, "testsnd", "res/sound.ogg");
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Font* fnt = add_font(&assets, "testfont", "res/test_font.ttf");
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while(!WindowShouldClose())
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{
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if (IsKeyReleased(KEY_C))
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{
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PlaySound(*snd);
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}
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextEx(*fnt, "Press C to play a sound", (Vector2){64, 64}, 24, 1, RED);
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// Draw the static Sprite and animated Sprite
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draw_sprite(spr, (Vector2){64,128});
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draw_sprite(spr2, (Vector2){64,180});
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EndDrawing();
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// Update the animated Sprite
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spr2->elapsed++;
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if (spr2->elapsed == spr2->speed)
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{
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spr2->current_frame++;
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spr2->current_frame %= spr2->frame_count;
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spr2->elapsed = 0;
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}
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}
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CloseWindow();
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term_assets(&assets);
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}
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@ -1,6 +1,7 @@
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add_subdirectory(EC)
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add_subdirectory(EC)
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add_library(lib_scenes STATIC
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add_library(lib_scenes STATIC
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engine.c
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engine.c
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assets.c
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editor_scene.c
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editor_scene.c
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menu_scene.c
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menu_scene.c
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game_systems.c
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game_systems.c
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#include "assets.h"
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#include "assert.h"
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#define MAX_TEXTURES 16
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#define MAX_SPRITES 16
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#define MAX_SOUNDS 16
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#define MAX_FONTS 4
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uint8_t free_idx[4] = {0};
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// Hard limit number of
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static Texture2D textures[MAX_TEXTURES];
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static Font fonts[MAX_FONTS];
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static Sound sfx[MAX_SOUNDS];
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static Sprite_t sprites[MAX_SPRITES];
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// Maybe need a circular buffer??
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Texture2D* add_texture(Assets_t *assets, char *name, char *path)
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{
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uint8_t tex_idx = free_idx[0];
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assert(tex_idx < MAX_TEXTURES);
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textures[tex_idx] = LoadTexture(path);
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sc_map_put_s64(&assets->m_textures, name, tex_idx);
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free_idx[0]++;
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return textures + tex_idx;
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}
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Sprite_t* add_sprite(Assets_t *assets, char *name, Texture2D* texture)
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{
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uint8_t spr_idx = free_idx[1];
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assert(spr_idx < MAX_SPRITES);
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memset(sprites + spr_idx, 0, sizeof(Sprite_t));
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sprites[spr_idx].texture = texture;
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sc_map_put_s64(&assets->m_sprites, name, spr_idx);
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free_idx[1]++;
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return sprites + spr_idx;
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}
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Sound* add_sound(Assets_t *assets, char *name, char *path)
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{
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uint8_t snd_idx = free_idx[2];
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assert(snd_idx < MAX_SOUNDS);
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sfx[snd_idx] = LoadSound(path);
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sc_map_put_s64(&assets->m_sounds, name, snd_idx);
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free_idx[2]++;
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return sfx + snd_idx;
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}
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Font* add_font(Assets_t *assets, char *name, char *path)
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{
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uint8_t fnt_idx = free_idx[3];
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assert(fnt_idx < MAX_FONTS);
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fonts[fnt_idx] = LoadFont(path);
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sc_map_put_s64(&assets->m_fonts, name, fnt_idx);
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free_idx[3]++;
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return fonts + fnt_idx;
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}
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void init_assets(Assets_t *assets)
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{
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sc_map_init_s64(&assets->m_fonts, MAX_FONTS, 0);
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sc_map_init_s64(&assets->m_sprites, MAX_SPRITES, 0);
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sc_map_init_s64(&assets->m_textures, MAX_TEXTURES, 0);
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sc_map_init_s64(&assets->m_sounds, MAX_SOUNDS, 0);
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}
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void free_all_assets(Assets_t *assets)
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{
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sc_map_clear_s64(&assets->m_textures);
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sc_map_clear_s64(&assets->m_fonts);
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sc_map_clear_s64(&assets->m_sounds);
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sc_map_clear_s64(&assets->m_sprites);
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memset(free_idx, 0, sizeof(free_idx));
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}
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void term_assets(Assets_t *assets)
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{
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free_all_assets(assets);
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sc_map_term_s64(&assets->m_textures);
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sc_map_term_s64(&assets->m_fonts);
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sc_map_term_s64(&assets->m_sounds);
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sc_map_term_s64(&assets->m_sprites);
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}
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Texture2D* get_texture(Assets_t *assets, const char *name)
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{
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uint8_t tex_idx = sc_map_get_s64(&assets->m_textures, name);
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if (sc_map_found(&assets->m_textures))
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{
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return textures + tex_idx;
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}
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return NULL;
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}
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Sprite_t* get_sprite(Assets_t *assets, const char *name)
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{
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uint8_t spr_idx = sc_map_get_s64(&assets->m_sprites, name);
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if (sc_map_found(&assets->m_sprites))
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{
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return sprites + spr_idx;
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}
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return NULL;
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}
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Sound* get_sound(Assets_t *assets, const char *name)
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{
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uint8_t snd_idx = sc_map_get_s64(&assets->m_sounds, name);
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if (sc_map_found(&assets->m_sounds))
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{
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return sfx + snd_idx;
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}
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return NULL;
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}
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Font* get_font(Assets_t *assets, const char *name)
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{
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uint8_t fnt_idx = sc_map_get_s64(&assets->m_fonts, name);
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if (sc_map_found(&assets->m_fonts))
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{
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return fonts + fnt_idx;
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}
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return NULL;
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}
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void draw_sprite(Sprite_t *spr, Vector2 pos)
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{
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Rectangle rec = {
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spr->origin.x + spr->frame_size.x * spr->current_frame,
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spr->origin.y,
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spr->frame_size.x,
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spr->frame_size.y
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};
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DrawTextureRec(*spr->texture, rec, pos, WHITE);
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}
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@ -0,0 +1,44 @@
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#ifndef __ASSETS_H
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#define __ASSETS_H
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#include "sc/map/sc_map.h"
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#include "raylib.h"
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// Credits to bedroomcoders.co.uk for this
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typedef struct Sprite
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{
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Texture2D* texture;
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Vector2 frame_size;
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Vector2 origin;
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int frame_count;
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int current_frame;
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int elapsed;
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int speed;
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char* name;
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}Sprite_t;
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typedef struct Assets
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{
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struct sc_map_s64 m_textures;
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struct sc_map_s64 m_sounds;
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struct sc_map_s64 m_fonts;
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struct sc_map_s64 m_sprites;
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}Assets_t;
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void init_assets(Assets_t *assets);
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void free_all_assets(Assets_t *assets);
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void term_assets(Assets_t *assets);
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Texture2D* add_texture(Assets_t *assets, char *name, char *path);
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Sprite_t* add_sprite(Assets_t *assets, char *name, Texture2D* texture);
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Sound* add_sound(Assets_t *assets, char *name, char *path);
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Font* add_font(Assets_t *assets, char *name, char *path);
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Texture2D* get_texture(Assets_t *assets, const char *name);
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Sprite_t* get_sprite(Assets_t *assets, const char *name);
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Sound* get_sound(Assets_t *assets, const char *name);
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Font* get_font(Assets_t *assets, const char *name);
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void draw_sprite(Sprite_t *spr, Vector2 pos);
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#endif // __ASSETS_H
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