Mercurial > molko
view libmlk-adventure/adventure/assets.c @ 276:8d41e317c07b
adventure: enable trace_hud
author | David Demelier <markand@malikania.fr> |
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date | Sun, 13 Dec 2020 11:10:35 +0100 |
parents | eadd3dbfa0af |
children | 87b8c7510717 |
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/* * 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), SPRITE(ASSETS_SPRITE_CHEST, "sprites/chest.png", 32, 32) }; 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); }