Merge EC into engine directly
There is not much gained separating EC from engine. Merge it. sc is still separated though.scene_man
parent
92555708d7
commit
b3de60b4bc
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@ -1,4 +1,4 @@
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add_subdirectory(EC)
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add_subdirectory(sc)
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add_library(lib_engine STATIC
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assets.c
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AABB.c
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@ -6,6 +6,8 @@ add_library(lib_engine STATIC
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engine.c
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collisions.c
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rres.c
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mempool.c
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entManager.c
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${LIBZSTD_DIR}/lib/libzstd.a
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)
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target_include_directories(lib_engine
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@ -13,9 +15,18 @@ target_include_directories(lib_engine
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${LIBZSTD_DIR}/include
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PUBLIC
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${CMAKE_CURRENT_LIST_DIR}
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${RAYLIB_DIR}/include
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)
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target_link_directories(lib_engine
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PUBLIC
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${RAYLIB_DIR}/lib
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)
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target_link_libraries(lib_engine
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PUBLIC
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lib_EC
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zstd
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raylib
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sc_queue
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sc_map
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sc_array
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m
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)
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@ -1,23 +0,0 @@
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add_subdirectory(sc)
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add_library(lib_EC STATIC
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mempool.c
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entManager.c
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)
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target_include_directories(lib_EC
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PUBLIC
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${CMAKE_CURRENT_LIST_DIR}
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${RAYLIB_DIR}/include
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)
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target_link_directories(lib_EC
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PUBLIC
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${RAYLIB_DIR}/lib
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)
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target_link_libraries(lib_EC
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PUBLIC
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raylib
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sc_queue
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sc_map
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sc_array
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m
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)
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@ -62,6 +62,7 @@ bool load_sfx(GameEngine_t* engine, const char* snd_name, uint32_t tag_idx)
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engine->sfx_list.sfx[tag_idx].snd = snd;
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engine->sfx_list.sfx[tag_idx].cooldown = 0;
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engine->sfx_list.sfx[tag_idx].plays = 0;
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return true;
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}
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void play_sfx(GameEngine_t* engine, unsigned int tag_idx)
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