diff options
| author | 0scar <qgt268@alumni.ku.dk> | 2024-02-05 17:57:05 +0000 |
|---|---|---|
| committer | 0scar <qgt268@alumni.ku.dk> | 2024-02-05 17:57:05 +0000 |
| commit | d52bd1c709456164b167cc7389b641b690c97ee5 (patch) | |
| tree | 7cc8ccb610bfaa72b83fdf878b23e6efd892d73e /src/resources/include | |
| parent | 4813a8dde26422657c07ae03fe2b47a6b92f0935 (diff) | |
Organize the header files
Diffstat (limited to 'src/resources/include')
| -rw-r--r-- | src/resources/include/engine/resources/resources.h | 79 |
1 files changed, 79 insertions, 0 deletions
diff --git a/src/resources/include/engine/resources/resources.h b/src/resources/include/engine/resources/resources.h new file mode 100644 index 0000000..1689544 --- /dev/null +++ b/src/resources/include/engine/resources/resources.h @@ -0,0 +1,79 @@ +#ifndef RESOURCES_H +#define RESOURCES_H + +#include <engine/types.h> + +/* We need some "global resources", available to all states. + * These are resources such as common fonts, GUI frames, button background + * images. + * + * We need to define state-specific resources as well. + * - Can both be defined alike? + * If we lazy-load all resources we can get away with a lot. + * Maybe use fall-back resources? like the missing source texture, and an ugly + * font? + * - Then declare to the engine, in the main function for the game, that these + * resources are to be made available throughout? + * - Make all resource specifications A UNION?! 🤯 + * */ + +enum Asset { + Asset_error, + Asset_font, + Asset_texture, + Asset_audio, +}; + +typedef struct { + enum Asset type; + const char* font_path; + i32 ptsize; +} Asset_FontSpec; + +typedef struct { + enum Asset type; + const char* path; + i32 width; + i32 height; +} Asset_TextureSpec; + +typedef struct { + enum Asset type; + const char* path; +} Asset_AudioSpec; + +typedef union { + enum Asset type; + Asset_FontSpec font; + Asset_TextureSpec texture; + Asset_AudioSpec audio; +} asset_t; + +#define Resource_FontDefinition(_path, _fontsize) \ + (const Asset_FontSpec) { \ + .type = Asset_font, .font_path = _path, .ptsize = _fontsize \ + } + +#define Resource_TextureAtlasDefinition(_path, _subtexture_width, \ + _subtexture_height) \ + (const Asset_TextureSpec) { \ + .type = Asset_texture, .width = _subtexture_width, \ + .height = _subtexture_height, .path = _path \ + } + +#define TextureDefinition(_path, ...) unimplemented + +#define Resource_AudioDefinition(_path, ...) unimplemented + +/* Each of resource_load_font, resource_load_texture, and resource_load_audio + * loads a given resource into the engines memory and returns an identifier. + */ +isize resource_load_font(Asset_FontSpec font_def); +isize resource_load_texture(Asset_TextureSpec texture_def); +isize resource_load_audio(Asset_AudioSpec audio_def); + +/* Makes a resource globally available. This must be called **BEFORE** any call + * to `engine_run` */ +isize resource_make_global(isize resource_id); + +#endif |
