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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include "assets.h"

Asset assets[] = {
  {
    .type = Texture_Asset,
    .name = "bar-background",
    .filePath = "assets/art/backgrounds/bar-background.png"
  },
  {
    .type = Texture_Asset,
    .name = "rails",
    .filePath = "assets/art/backgrounds/rails.png"
  },
  {
    .type = Texture_Asset,
    .name = "human-shadow",
    .filePath = "assets/art/characters/shadow.png"
  },
  {
    .type = Texture_Asset,
    .name = "player-body",
    .filePath = "assets/art/characters/player.png"
  }
};

#define ASSET_COUNT (sizeof(assets) / sizeof(Asset))

void LoadAssets() {

  for (size_t i = 0; i < ASSET_COUNT; i++) {
    Asset* c = &assets[i];

    switch (c->type) {
    case Texture_Asset:
      c->texture = LoadTexture(c->filePath);

      if (c->texture.id == 0) {
        TraceLog(LOG_ERROR, "Failed to load texture %s, exitting!", c->filePath);
        exit(EXIT_FAILURE);
      }
      break;

    default:
      break;
    }
  }
}

Asset* GetMatchingAssetWithType(const char* targetName, AssetType targetType) {
  for (size_t i = 0; i < ASSET_COUNT; i++) {
    Asset* c = &assets[i];

    if (strcmp(targetName, c->name) == 0 && c->type == targetType)
      return c;
  }

  return NULL;
}

Asset* GetMatchingAssetExitOnFail(const char* targetName, AssetType targetType) {
  Asset* matchingAsset = GetMatchingAssetWithType(targetName, targetType);

  if (!matchingAsset) {
    TraceLog(LOG_ERROR, "Failed to load asset %s, exitting!", targetName);
    exit(EXIT_FAILURE);
  }

  return matchingAsset;
}

void UnloadAssets() {
  for (size_t i = 0; i < ASSET_COUNT; i++) {
    Asset* c = &assets[i];

    switch (c->type) {
    case Texture_Asset:
      UnloadTexture(c->texture);
      break;

    default:
      break;
    }
  }
}