Vulkan hard :(
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62
test/file/asset.c
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62
test/file/asset.c
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#include "asset.h"
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char * assetLoadString(char *assetName) {
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// Open a buffer.
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FILE *fptr = assetBufferOpen(assetName);
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if(fptr == NULL) return NULL;
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// Read the count of bytes in the file
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fseek(fptr, 0, SEEK_END);// Seek to the end
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size_t length = ftell(fptr);// Get our current position (the end)
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fseek(fptr, 0, SEEK_SET);// Reset the seek
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// Create the string buffer
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char *str = malloc(length + 1);// Add 1 for the null terminator.
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if(str == NULL) {
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assetBufferClose(fptr);
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return NULL;
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}
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// Read and seal the string.
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fread(str, 1, length, fptr);// Read all the bytes
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str[length] = '\0';// Null terminate.
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assetBufferClose(fptr); // Close the buffer.
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return str;
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}
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FILE * assetBufferOpen(char *assetName) {
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// Get the directory based on the raw input by creating a new string.
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size_t lenAsset = strlen(assetName);// Get the length of asset
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size_t lenPrefix = strlen(ASSET_PREFIX);// Get the length of the prefix
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// Create str to house both the prefix and asset, and null terminator
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char *joined = malloc(lenAsset + lenPrefix + 1);
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if(joined == NULL) return NULL;// Mem okay?
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joined[0] = '\0';//Start at null
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strcat(joined, ASSET_PREFIX);//Add prefix
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strcat(joined, assetName);//Add body
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// Open the file pointer now.
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FILE *fptr = fopen(joined, "rb");
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free(joined);// Free the string we just created
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if(!fptr) return NULL;// File available?
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return fptr;
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}
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bool assetBufferClose(FILE *buffer) {
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return fclose(buffer);
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}
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int32_t assetBufferRead(FILE *buffer, char *data, int32_t size) {
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return (int32_t)fread(data, 1, size, buffer);
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}
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int32_t assetBufferEnd(FILE *buffer) {
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return feof(buffer);
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}
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void assetBufferSkip(FILE *buffer, int32_t n) {
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fseek(buffer, n, SEEK_CUR);
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}
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59
test/file/asset.h
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59
test/file/asset.h
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#pragma once
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <malloc.h>
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#include <string.h>
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/** Prefix of all asset load methods, may be customizable in future. */
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#define ASSET_PREFIX "../assets/"
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/**
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* Method to load an asset into memory as a raw string.
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*
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* @param assetName Path leading to the asset within the root asset directory.
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* @return Pointer to char array of data from asset, NULL if unsuccesful.
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*/
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char * assetLoadString(char *assetName);
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/**
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* Platform-centric method to open a file buffer to an asset.
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*
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* @param assetName The asset name to open a buffer for.
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* @return Pointer to a buffer, NULL if unsuccessfuil.
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*/
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FILE * assetBufferOpen(char *assetName);
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/**
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* Closes a previously opened asset buffer.
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*
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* @param buffer Buffer to close.
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* @return True if successful, otherwise false.
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*/
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bool assetBufferClose(FILE *buffer);
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/**
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* Read bytes from buffer.
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*
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* @param buffer The buffer pointing to an asset.
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* @param data Pointer to a ubyte array to buffer data into.
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* @param size Length of the data buffer. Represents how many bytes can be read.
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* @return The count of bytes read. Complete when less than data array size.
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*/
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int32_t assetBufferRead(FILE *buffer, char *data, int32_t size);
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/**
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* Skip to the end of the buffer, useful to find the length of the buffer.
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*
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* @param Buffer The buffer pointing to an asset.
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* @return How many bytes were skipped
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*/
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int32_t assetBufferEnd(FILE *buffer);
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/**
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* Method to skip n bytes in the buffer
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*
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* @param buffer The buffer pointing to an asset.
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* @param n Count of bytes to skip.
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*/
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void assetBufferSkip(FILE *buffer, int32_t n);
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