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#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