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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
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