Mercurial > molko
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> |
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date | Sat, 28 Nov 2020 18:00:05 +0100 |
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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 = ®istry_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 = ®istry_textures[textures[i].index]; |
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99 struct sprite *sprite = ®istry_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 = ®istry_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 { |
230
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125 load_images(); |
192
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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 { |
230
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133 for (size_t i = 0; i < NELEM(registry_images); ++i) |
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134 texture_finish(®istry_images[i]); |
192
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135 for (size_t i = 0; i < NELEM(registry_textures); ++i) |
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136 texture_finish(®istry_textures[i]); |
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137 for (size_t i = 0; i < NELEM(registry_sounds); ++i) |
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138 sound_finish(®istry_sounds[i]); |
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139 } |