Started to implement asset manager for textures.
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@ -1,11 +1,89 @@
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#include "asset_manager.h"
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#include <stdarg.h>
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#include <string.h>
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#include "linked_list.h"
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#include "memory_alloc.h"
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asset_t *create_asset(asset_type_t asset_type)
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{
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asset_t *asset = malloc(sizeof(asset_t));
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asset->type = asset_type;
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asset->nb_refs = 1;
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return asset;
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}
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void destroy_asset(asset_t *asset)
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{
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free(asset->name);
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switch(asset->type)
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{
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case TEXTURE:
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SDL_DestroyTexture(asset->data.texture);
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default:
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return;
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}
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free(asset);
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}
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void asset_manager_init(asset_manager_t *asset_manager)
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{
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linked_list_init(&asset_manager->assets, sizeof(asset_t), (deleter_t)destroy_asset);
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}
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void asset_manager_exit(asset_manager_t *asset_manager)
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{
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linked_list_clear(&asset_manager->assets);
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}
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// Only for this file
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// No args
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static inline bool condition_is_asset_unused(elem_t *elem, va_list args __attribute__((unused)))
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{
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return !((asset_t *)elem->data)->nb_refs;
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}
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inline void asset_manager_collect_garbage(asset_manager_t *asset_manager)
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{
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linked_list_remove_if(&asset_manager->assets, condition_is_asset_unused);
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}
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// Only for this file
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// Arg : const char *asset_name
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static inline bool condition_is_asset_name(elem_t *elem, va_list args)
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{
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return !strcmp(((asset_t *)elem->data)->name, va_arg(args, const char *));
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}
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void asset_manager_load_asset(asset_manager_t *asset_manager, const char *asset_name, asset_type_t asset_type)
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{
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asset_t *asset = linked_list_get_if(&asset_manager->assets, condition_is_asset_name, asset_name);
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if(asset)
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{
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asset->nb_refs++;
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return;
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}
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asset = create_asset(asset_type);
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asset->name = malloc(strlen(asset_name) + 1);
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strcpy(asset->name, asset_name);
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// XXX LOAD ASSET FROM FILE XXX
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linked_list_push_back(&asset_manager->assets, asset);
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}
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void asset_manager_let_go_asset(asset_manager_t *asset_manager, const char *asset_name)
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{
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asset_t *asset = linked_list_get_if(&asset_manager->assets, condition_is_asset_name, asset_name);
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if(asset)
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{
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asset->nb_refs--;
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}
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}
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texture_t *asset_manager_get_texture(asset_manager_t *asset_manager, const char *asset_name)
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@ -8,24 +8,36 @@
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typedef SDL_Texture texture_t;
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typedef enum asset_type_t {
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TEXTURE
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} asset_type_t;
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typedef struct asset_t {
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char *name;
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union {
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texture_t *texture;
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} data;
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enum {
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TEXTURE
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} type;
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asset_type_t type;
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size_t nb_refs;
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} asset_t;
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asset_t *create_asset(asset_type_t asset_type);
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void destroy_asset(asset_t *asset);
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typedef struct asset_manager_t {
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linked_list_t assets;
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} asset_manager_t;
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void asset_manager_init(asset_manager_t *asset_manager);
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void asset_manager_exit(asset_manager_t *asset_manager);
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void asset_manager_collect_garbage(asset_manager_t *asset_manager);
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void asset_manager_load_asset(asset_manager_t *asset_manager, const char *asset_name, asset_type_t asset_type);
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void asset_manager_let_go_asset(asset_manager_t *asset_manager, const char *asset_name);
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texture_t *asset_manager_get_texture(asset_manager_t *asset_manager, const char *asset_name);
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void asset_manager_draw_texture(texture_t *texture, rect_t *src_rect, rect_t *dst_rect, bool flip);
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