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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 = "street-background",
.filePath = "assets/art/backgrounds/street-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"
},
{
.type = Texture_Asset,
.name = "barrel",
.filePath = "assets/art/props/barrel.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;
}
}
}
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