annotate examples/example-battle/registry.c @ 241:76afe639fd72

misc: add support for NLS, closes #22510 @4h While here cleanup the path functions in sys.c/sys.h
author David Demelier <markand@malikania.fr>
date Sat, 28 Nov 2020 18:00:05 +0100
parents 86b71e1f9dd5
children bfde372bf152
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1 /*
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2 * registry.h -- registry of resources
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3 *
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr>
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5 *
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6 * Permission to use, copy, modify, and/or distribute this software for any
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7 * purpose with or without fee is hereby granted, provided that the above
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8 * copyright notice and this permission notice appear in all copies.
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9 *
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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17 */
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18
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19 #include <stddef.h>
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20
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21 #include <core/image.h>
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22 #include <core/panic.h>
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23 #include <core/util.h>
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24
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25 #include <assets/images/battle-background.h>
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26 #include <assets/images/black-cat.h>
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27 #include <assets/images/haunted-wood.h>
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28
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29 #include <assets/sprites/cursor.h>
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30 #include <assets/sprites/explosion.h>
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31 #include <assets/sprites/john-sword.h>
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32 #include <assets/sprites/john-walk.h>
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33
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34 #include <assets/sounds/fire.h>
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35
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36 #include "registry.h"
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37
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38 struct texture registry_images[REGISTRY_IMAGE_NUM];
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39 struct texture registry_textures[REGISTRY_TEXTURE_NUM];
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40 struct sprite registry_sprites[REGISTRY_TEXTURE_NUM];
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41 struct sound registry_sounds[REGISTRY_SOUND_NUM];
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42
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43 #define REGISTRY_IMAGE(i, ptr) \
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44 { (i), (ptr), sizeof ((ptr)) }
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45
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46 static const struct {
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47 enum registry_image index;
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48 const void *data;
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49 size_t datasz;
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50 } images[] = {
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51 REGISTRY_IMAGE(REGISTRY_IMAGE_BATTLE_BACKGROUND, images_battle_background)
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52 };
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53
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54 #define REGISTRY_TEXTURE(s, ptr, cw, ch) \
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55 { (s), (ptr), sizeof ((ptr)), (cw), (ch) }
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56
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57 static const struct {
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58 enum registry_texture index;
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59 const void *data;
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60 size_t datasz;
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61 unsigned int cellw;
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62 unsigned int cellh;
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63 } textures[] = {
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64 REGISTRY_TEXTURE(REGISTRY_TEXTURE_CURSOR, sprites_cursor, 24, 24),
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65 REGISTRY_TEXTURE(REGISTRY_TEXTURE_EXPLOSION, sprites_explosion, 256, 256),
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66 REGISTRY_TEXTURE(REGISTRY_TEXTURE_JOHN_SWORD, sprites_john_sword, 256, 256),
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67 REGISTRY_TEXTURE(REGISTRY_TEXTURE_JOHN_WALK, sprites_john_walk, 256, 256),
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68 REGISTRY_TEXTURE(REGISTRY_TEXTURE_HAUNTED_WOOD, images_haunted_wood, 0, 0),
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69 REGISTRY_TEXTURE(REGISTRY_TEXTURE_BLACK_CAT, images_black_cat, 0, 0)
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70 };
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71
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72 #define REGISTRY_SOUND(s, ptr) \
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73 { (s), (ptr), sizeof ((ptr)) }
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74
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75 static const struct {
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76 enum registry_sound index;
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77 const void *data;
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78 size_t datasz;
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79 } sounds[] = {
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80 REGISTRY_SOUND(REGISTRY_SOUND_FIRE, sounds_fire)
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81 };
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82
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83 static void
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84 load_images(void)
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85 {
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86 for (size_t i = 0; i < NELEM(images); ++i) {
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87 struct texture *texture = &registry_images[images[i].index];
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88
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89 if (!image_openmem(texture, images[i].data, images[i].datasz))
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90 panic();
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91 }
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92 }
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93
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94 static void
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95 load_textures_and_sprites(void)
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96 {
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97 for (size_t i = 0; i < NELEM(textures); ++i) {
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98 struct texture *texture = &registry_textures[textures[i].index];
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99 struct sprite *sprite = &registry_sprites[textures[i].index];
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100
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101 if (!image_openmem(texture, textures[i].data, textures[i].datasz))
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102 panic();
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103
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104 if (textures[i].cellw == 0 || textures[i].cellh == 0)
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105 sprite_init(sprite, texture, texture->w, texture->h);
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106 else
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107 sprite_init(sprite, texture, textures[i].cellw, textures[i].cellh);
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108 }
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109 }
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110
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111 static void
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112 load_sounds(void)
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113 {
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114 for (size_t i = 0; i < NELEM(sounds); ++i) {
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115 struct sound *sound = &registry_sounds[sounds[i].index];
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116
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117 if (!sound_openmem(sound, sounds[i].data, sounds[i].datasz))
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118 panic();
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119 }
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120 }
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121
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122 void
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123 registry_init(void)
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124 {
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125 load_images();
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126 load_textures_and_sprites();
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127 load_sounds();
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128 }
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129
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130 void
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131 registry_finish(void)
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132 {
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133 for (size_t i = 0; i < NELEM(registry_images); ++i)
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134 texture_finish(&registry_images[i]);
192
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David Demelier <markand@malikania.fr>
parents:
diff changeset
135 for (size_t i = 0; i < NELEM(registry_textures); ++i)
4ad7420ab678 rpg: add minimalist battle system, continue #2477 @60h
David Demelier <markand@malikania.fr>
parents:
diff changeset
136 texture_finish(&registry_textures[i]);
4ad7420ab678 rpg: add minimalist battle system, continue #2477 @60h
David Demelier <markand@malikania.fr>
parents:
diff changeset
137 for (size_t i = 0; i < NELEM(registry_sounds); ++i)
4ad7420ab678 rpg: add minimalist battle system, continue #2477 @60h
David Demelier <markand@malikania.fr>
parents:
diff changeset
138 sound_finish(&registry_sounds[i]);
4ad7420ab678 rpg: add minimalist battle system, continue #2477 @60h
David Demelier <markand@malikania.fr>
parents:
diff changeset
139 }