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f88901058f
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f88901058f | |
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9d095a93a8 |
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@ -20,16 +20,12 @@ set(SOURCES
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src/ecs/sprite_component.c
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src/ecs/animation_system.c
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src/ecs/player_system.c
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src/ecs/enemy_system.c
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)
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# fx-CG-50-only assets
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set(ASSETS_cg
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assets-cg/player-sheets/player_idle_sheet.png
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assets-cg/player-sheets/player_run_sheet.png
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assets-cg/enemy-sheets/enemy_idle_sheet.png
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assets-cg/enemy-sheets/enemy_run_sheet.png
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)
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fxconv_declare_assets(${ASSETS_cg} WITH_METADATA)
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@ -3,32 +3,37 @@
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#include <gint/defs/types.h>
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/* elem_t: Element struct for linked lists
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This struct is the base for storing data.
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@data Raw pointer to any type of data
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@prev Pointer to the prev element in the linked list
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@next Pointer to the next element in the linked list */
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/**
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* @brief Element struct for linked lists.
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* This struct is the base for storing data.
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*
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* @param data Raw pointer to any type of data
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* @param prev Pointer to the prev element in the linked list
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* @param next Pointer to the next element in the linked list
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*/
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typedef struct elem_t {
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void *data;
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struct elem_t *prev;
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struct elem_t *next;
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} elem_t;
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/* deleter_t: A type for deleters used during the destruction of data stored in elements
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During the initialisation of linked lists you can pass in argument a deleter.
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It is used during the destruction of an element.
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You can pass NULL to the initialisation to use the default deleter (kfree(elem->data)).
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Your deleter_t function declaration must look like this :
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void name_of_your_deleter(void *data);
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Then do what you need to destroy your data (don't forget to free the data itself...).
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You should always define your function with "inline" if it's no too long. */
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/**
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* @brief A type for deleters used during the destruction of data stored in elements.
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*
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* During the initialisation of linked lists you can pass in argument a deleter.
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* It is used during the destruction of an element.
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* You can pass NULL to the initialisation to use the default deleter (kfree(elem->data)).
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* Your deleter_t function declaration must look like this :
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*
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* @example void name_of_your_deleter(void *data);
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*
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* Then do what you need to destroy your data (don't forget to free the data itself...).
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* You should always define your function with "inline" if it's no too long.
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*/
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typedef void (*deleter_t)(void *data);
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/* condition_t: A type for condition used for function like linked_list_remove_if
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/**
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* @brief A type for condition used for function like linked_list_remove_if
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For function like linked_list_remove_if you need a condition.
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It have two argument which are "elem_t *" and "va_list", that is because it passes the element on the actual index
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@ -232,4 +237,4 @@ void linked_list_remove_if(linked_list_t *linked_list, const condition_t conditi
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@... Argument to pass to the condition */
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void linked_list_for_each(const linked_list_t *linked_list, const action_t action, ...);
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#endif // LINKED_LIST_H
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#endif // LINKED_LIST_H
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@ -12,14 +12,9 @@ typedef struct builtin_texture_t {
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extern bopti_image_t img_player_idle_sheet;
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extern bopti_image_t img_player_run_sheet;
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extern bopti_image_t img_enemy_idle_sheet;
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extern bopti_image_t img_enemy_run_sheet;
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static struct builtin_texture_t builtin_textures[] = {
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{"player_idle_sheet", &img_player_idle_sheet},
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{"player_run_sheet", &img_player_run_sheet},
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{"enemy_idle_sheet", &img_enemy_idle_sheet},
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{"enemy_run_sheet", &img_enemy_run_sheet},
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};
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#define BUILTIN_TEXTURE_COUNT (sizeof(builtin_textures) / sizeof(builtin_texture_t))
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