annotate examples/example/registry.c @ 431:8f59201dc76b

core: cleanup hierarchy
author David Demelier <markand@malikania.fr>
date Sat, 15 Oct 2022 20:23:14 +0200
parents 6947c1fefe5c
children 773a082f0b91
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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) 2020-2022 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 <mlk/core/image.h>
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22 #include <mlk/core/panic.h>
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23 #include <mlk/core/util.h>
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24 #include <mlk/core/sys.h>
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25
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26 #include <assets/images/battle-background.h>
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27 #include <assets/images/black-cat.h>
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28 #include <assets/images/haunted-wood.h>
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29
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30 #include <assets/sounds/fire.h>
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31
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32 #include <assets/sprites/explosion.h>
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33 #include <assets/sprites/john-sword.h>
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34 #include <assets/sprites/john-walk.h>
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35 #include <assets/sprites/ui-cursor.h>
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36
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37 #include "registry.h"
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38
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39 struct texture registry_images[REGISTRY_IMAGE_NUM];
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40 struct texture registry_textures[REGISTRY_TEXTURE_NUM];
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41 struct sprite registry_sprites[REGISTRY_TEXTURE_NUM];
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42 struct sound registry_sounds[REGISTRY_SOUND_NUM];
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43
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44 #define REGISTRY_IMAGE(i, data) \
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45 { (i), (data), sizeof (data) }
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46
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47 static const struct {
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48 enum registry_image index;
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49 const unsigned char *data;
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50 size_t datasz;
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51 } images[] = {
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52 REGISTRY_IMAGE(REGISTRY_IMAGE_BATTLE_BACKGROUND, assets_battle_background)
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53 };
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54
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55 #define REGISTRY_TEXTURE(s, data, cw, ch) \
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56 { (s), (data), sizeof (data), (cw), (ch) }
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57
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58 static const struct {
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59 enum registry_texture index;
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60 const unsigned char *data;
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61 size_t datasz;
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62 unsigned int cellw;
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63 unsigned int cellh;
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64 } textures[] = {
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65 REGISTRY_TEXTURE(REGISTRY_TEXTURE_CURSOR, assets_ui_cursor, 24, 24),
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66 REGISTRY_TEXTURE(REGISTRY_TEXTURE_EXPLOSION, assets_explosion, 256, 256),
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67 REGISTRY_TEXTURE(REGISTRY_TEXTURE_JOHN_SWORD, assets_john_sword, 256, 256),
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68 REGISTRY_TEXTURE(REGISTRY_TEXTURE_JOHN_WALK, assets_john_walk, 256, 256),
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69 REGISTRY_TEXTURE(REGISTRY_TEXTURE_HAUNTED_WOOD, assets_haunted_wood, 0, 0),
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70 REGISTRY_TEXTURE(REGISTRY_TEXTURE_BLACK_CAT, assets_black_cat, 0, 0)
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71 };
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72
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73 #define REGISTRY_SOUND(s, data) \
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74 { (s), (data), sizeof (data) }
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75
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76 static const struct {
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77 enum registry_sound index;
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78 const unsigned char *data;
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79 size_t datasz;
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80 } sounds[] = {
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81 REGISTRY_SOUND(REGISTRY_SOUND_FIRE, assets_fire)
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82 };
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83
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84 static void
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85 load_images(void)
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86 {
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87 for (size_t i = 0; i < UTIL_SIZE(images); ++i) {
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88 struct texture *texture = &registry_images[images[i].index];
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89
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90 if (image_openmem(texture, images[i].data, images[i].datasz) < 0)
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91 panic();
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92 }
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93 }
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94
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95 static void
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96 load_textures_and_sprites(void)
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97 {
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98 for (size_t i = 0; i < UTIL_SIZE(textures); ++i) {
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99 struct texture *texture = &registry_textures[textures[i].index];
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100 struct sprite *sprite = &registry_sprites[textures[i].index];
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101
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102 if (image_openmem(texture, textures[i].data, textures[i].datasz) < 0)
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103 panic();
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104
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105 if (textures[i].cellw == 0 || textures[i].cellh == 0)
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106 sprite_init(sprite, texture, texture->w, texture->h);
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107 else
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108 sprite_init(sprite, texture, textures[i].cellw, textures[i].cellh);
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109 }
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110 }
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111
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112 static void
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113 load_sounds(void)
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114 {
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115 for (size_t i = 0; i < UTIL_SIZE(sounds); ++i) {
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116 struct sound *sound = &registry_sounds[sounds[i].index];
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117
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118 if (sound_openmem(sound, sounds[i].data, sounds[i].datasz) < 0)
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119 panic();
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120 }
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121 }
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122
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123 void
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124 registry_init(void)
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125 {
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126 load_images();
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127 load_textures_and_sprites();
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128 load_sounds();
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129 }
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130
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131 void
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132 registry_finish(void)
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133 {
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134 for (size_t i = 0; i < UTIL_SIZE(registry_images); ++i)
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135 texture_finish(&registry_images[i]);
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136 for (size_t i = 0; i < UTIL_SIZE(registry_textures); ++i)
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137 texture_finish(&registry_textures[i]);
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David Demelier <markand@malikania.fr>
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138 for (size_t i = 0; i < UTIL_SIZE(registry_sounds); ++i)
192
4ad7420ab678 rpg: add minimalist battle system, continue #2477 @60h
David Demelier <markand@malikania.fr>
parents:
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139 sound_finish(&registry_sounds[i]);
4ad7420ab678 rpg: add minimalist battle system, continue #2477 @60h
David Demelier <markand@malikania.fr>
parents:
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140 }