HATPC/scenes/engine/assets.c

241 lines
6.6 KiB
C

#include "assets.h"
#include "assert.h"
#include <stdio.h>
#define MAX_TEXTURES 16
#define MAX_SPRITES 64
#define MAX_SOUNDS 16
#define MAX_FONTS 4
#define MAX_N_TILES 4096
#define MAX_NAME_LEN 32
#define MAX_LEVEL_PACK 4
uint8_t n_loaded[5] = {0};
// Hard limit number of
typedef struct TextureData
{
Texture2D texture;
char name[MAX_NAME_LEN];
}TextureData_t;
typedef struct SpriteData
{
Sprite_t sprite;
char name[MAX_NAME_LEN];
}SpriteData_t;
typedef struct FontData
{
Font font;
char name[MAX_NAME_LEN];
}FontData_t;
typedef struct SoundData
{
Sound sound;
char name[MAX_NAME_LEN];
}SoundData_t;
typedef struct LevelPackData
{
LevelPack_t pack;
char name[MAX_NAME_LEN];
}LevelPackData_t;
static TextureData_t textures[MAX_TEXTURES];
static FontData_t fonts[MAX_FONTS];
static SoundData_t sfx[MAX_SOUNDS];
static SpriteData_t sprites[MAX_SPRITES];
static LevelPackData_t levelpacks[MAX_LEVEL_PACK];
static void unload_level_pack(LevelPack_t pack)
{
for (uint8_t i = 0; i < pack.n_levels; ++i)
{
free(pack.levels[i].tiles);
}
free(pack.levels);
}
// Maybe need a circular buffer??
Texture2D* add_texture(Assets_t* assets, const char* name, const char* path)
{
uint8_t tex_idx = n_loaded[0];
assert(tex_idx < MAX_TEXTURES);
Texture2D tex = LoadTexture(path);
if (tex.width == 0 || tex.height == 0) return NULL;
textures[tex_idx].texture = tex;
strncpy(textures[tex_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_textures, textures[tex_idx].name, tex_idx);
n_loaded[0]++;
return &textures[tex_idx].texture;
}
Sprite_t* add_sprite(Assets_t* assets, const char* name, Texture2D* texture)
{
uint8_t spr_idx = n_loaded[1];
assert(spr_idx < MAX_SPRITES);
memset(sprites + spr_idx, 0, sizeof(Sprite_t));
sprites[spr_idx].sprite.texture = texture;
strncpy(sprites[spr_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_sprites, sprites[spr_idx].name, spr_idx);
n_loaded[1]++;
return &sprites[spr_idx].sprite;
}
Sound* add_sound(Assets_t* assets, const char* name, const char* path)
{
uint8_t snd_idx = n_loaded[2];
assert(snd_idx < MAX_SOUNDS);
sfx[snd_idx].sound = LoadSound(path);
strncpy(sfx[snd_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_sounds, sfx[snd_idx].name, snd_idx);
n_loaded[2]++;
return &sfx[snd_idx].sound;
}
Font* add_font(Assets_t* assets, const char* name, const char* path)
{
uint8_t fnt_idx = n_loaded[3];
assert(fnt_idx < MAX_FONTS);
fonts[fnt_idx].font = LoadFont(path);
strncpy(fonts[fnt_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_fonts, fonts[fnt_idx].name, fnt_idx);
n_loaded[3]++;
return &fonts[fnt_idx].font;
}
LevelPack_t* add_level_pack(Assets_t* assets, const char* name, const char* path)
{
FILE* file = fopen(path, "rb");
if (file == NULL) return NULL;
LevelPackData_t* pack_info = levelpacks + n_loaded[4];
fread(&pack_info->pack.n_levels, sizeof(uint32_t), 1, file);
pack_info->pack.levels = calloc(pack_info->pack.n_levels, sizeof(LevelMap_t));
for (uint8_t i = 0; i < pack_info->pack.n_levels; ++i)
{
fread(pack_info->pack.levels[i].level_name, sizeof(char), 32, file);
fread(&pack_info->pack.levels[i].width, sizeof(uint16_t), 1, file);
fread(&pack_info->pack.levels[i].height, sizeof(uint16_t), 1, file);
uint32_t n_tiles = pack_info->pack.levels[i].width * pack_info->pack.levels[i].height;
pack_info->pack.levels[i].tiles = calloc(n_tiles, sizeof(LevelTileInfo_t));
fread(pack_info->pack.levels[i].tiles, 4, n_tiles, file);
}
fclose(file);
uint8_t pack_idx = n_loaded[4];
strncpy(pack_info->name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_levelpacks, levelpacks[pack_idx].name, pack_idx);
n_loaded[4]++;
return &levelpacks[pack_idx].pack;
}
void init_assets(Assets_t* assets)
{
sc_map_init_s64(&assets->m_fonts, MAX_FONTS, 0);
sc_map_init_s64(&assets->m_sprites, MAX_SPRITES, 0);
sc_map_init_s64(&assets->m_textures, MAX_TEXTURES, 0);
sc_map_init_s64(&assets->m_sounds, MAX_SOUNDS, 0);
sc_map_init_s64(&assets->m_levelpacks, MAX_LEVEL_PACK, 0);
}
void free_all_assets(Assets_t* assets)
{
for (uint8_t i = 0; i < n_loaded[0]; ++i)
{
UnloadTexture(textures[i].texture);
}
for (uint8_t i = 0; i < n_loaded[2]; ++i)
{
UnloadSound(sfx[i].sound);
}
for (uint8_t i = 0; i < n_loaded[3]; ++i)
{
UnloadFont(fonts[i].font);
}
for (uint8_t i = 0; i < n_loaded[4]; ++i)
{
unload_level_pack(levelpacks[i].pack);
}
sc_map_clear_s64(&assets->m_textures);
sc_map_clear_s64(&assets->m_fonts);
sc_map_clear_s64(&assets->m_sounds);
sc_map_clear_s64(&assets->m_sprites);
sc_map_clear_s64(&assets->m_levelpacks);
memset(n_loaded, 0, sizeof(n_loaded));
}
void term_assets(Assets_t* assets)
{
free_all_assets(assets);
sc_map_term_s64(&assets->m_textures);
sc_map_term_s64(&assets->m_fonts);
sc_map_term_s64(&assets->m_sounds);
sc_map_term_s64(&assets->m_sprites);
sc_map_term_s64(&assets->m_levelpacks);
}
Texture2D* get_texture(Assets_t* assets, const char* name)
{
uint8_t tex_idx = sc_map_get_s64(&assets->m_textures, name);
if (sc_map_found(&assets->m_textures))
{
return &textures[tex_idx].texture;
}
return NULL;
}
Sprite_t* get_sprite(Assets_t* assets, const char* name)
{
uint8_t spr_idx = sc_map_get_s64(&assets->m_sprites, name);
if (sc_map_found(&assets->m_sprites))
{
return &sprites[spr_idx].sprite;
}
return NULL;
}
Sound* get_sound(Assets_t* assets, const char* name)
{
uint8_t snd_idx = sc_map_get_s64(&assets->m_sounds, name);
if (sc_map_found(&assets->m_sounds))
{
return &sfx[snd_idx].sound;
}
return NULL;
}
Font* get_font(Assets_t* assets, const char* name)
{
uint8_t fnt_idx = sc_map_get_s64(&assets->m_fonts, name);
if (sc_map_found(&assets->m_fonts))
{
return &fonts[fnt_idx].font;
}
return NULL;
}
LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
{
uint8_t pack_idx = sc_map_get_s64(&assets->m_levelpacks, name);
if (sc_map_found(&assets->m_levelpacks))
{
return &levelpacks[pack_idx].pack;
}
return NULL;
}
void draw_sprite(Sprite_t* spr, Vector2 pos, bool flip_x)
{
Rectangle rec = {
spr->origin.x + spr->frame_size.x * spr->current_frame,
spr->origin.y,
spr->frame_size.x * (flip_x ? -1:1),
spr->frame_size.y
};
DrawTextureRec(*spr->texture, rec, pos, WHITE);
}