Mercurial > molko
diff libmlk-adventure/adventure/assets.c @ 267:bead76f6c793
adventure: start a global assets registry
author | David Demelier <markand@malikania.fr> |
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date | Thu, 10 Dec 2020 16:28:30 +0100 |
parents | |
children | eadd3dbfa0af |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/libmlk-adventure/adventure/assets.c Thu Dec 10 16:28:30 2020 +0100 @@ -0,0 +1,69 @@ +/* + * assets.c -- global atlas for every resources + * + * Copyright (c) 2020 David Demelier <markand@malikania.fr> + * + * Permission to use, copy, modify, and/or distribute this software for any + * purpose with or without fee is hereby granted, provided that the above + * copyright notice and this permission notice appear in all copies. + * + * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES + * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF + * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR + * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES + * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN + * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF + * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. + */ + +#include <core/image.h> +#include <core/panic.h> +#include <core/sprite.h> +#include <core/texture.h> +#include <core/util.h> + +#include <adventure/molko.h> + +#include "assets.h" + +#define SPRITE(which, file, w, h) { which, file, w, h } + +static struct { + enum assets_sprite index; + const char *path; + unsigned int cellw; + unsigned int cellh; + struct texture texture; + struct sprite sprite; +} table_sprites[] = { + SPRITE(ASSETS_SPRITE_UI_CURSOR, "sprites/ui-cursor.png", 24, 24) +}; + +struct sprite *assets_sprites[ASSETS_SPRITE_NUM] = {0}; + +static void +init_sprites(void) +{ + for (size_t i = 0; i < UTIL_SIZE(table_sprites); ++i) { + if (!image_open(&table_sprites[i].texture, molko_path(table_sprites[i].path))) + panic(); + + sprite_init(&table_sprites[i].sprite, &table_sprites[i].texture, + table_sprites[i].cellw, table_sprites[i].cellh); + + assets_sprites[table_sprites[i].index] = &table_sprites[i].sprite; + } +} + +void +assets_init(void) +{ + init_sprites(); +} + +void +assets_finish(void) +{ + for (size_t i = 0; i < UTIL_SIZE(table_sprites); ++i) + texture_finish(&table_sprites[i].texture); +}