A bit more code cleanup
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@@ -18,19 +18,18 @@ target_include_directories(${PROJECT_NAME}
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)
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# Dawn Sources
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file(GLOB_RECURSE SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/dawn/*.c(pp|xx))
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file(GLOB_RECURSE HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/dawn/*.h(pp|xx))
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file(GLOB_RECURSE SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.c(pp|xx))
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file(GLOB_RECURSE HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/*.h(pp|xx))
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# Exclude Game Sources
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list(FILTER SOURCES EXCLUDE REGEX ".*games\\/.*")
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list(FILTER HEADERS EXCLUDE REGEX ".*games\\/.*")
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target_sources(${PROJECT_NAME}
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PRIVATE
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${SOURCES}
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${HEADERS}
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)
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# Sandbox Game Sources
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file(GLOB_RECURSE SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/sandbox/*.c(pp|xx))
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file(GLOB_RECURSE HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/sandbox/*.h(pp|xx))
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target_sources(${PROJECT_NAME}
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PRIVATE
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${SOURCES}
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${HEADERS}
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)
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# Add Game Sources
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add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/games/${TARGET_GAME})
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@@ -1,32 +0,0 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "loadingscene.h"
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void loadingSceneInit(
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loadingscene_t *scene,
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assetmanager_t *assetManager
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) {
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scene->manager = assetManager;
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}
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void loadingSceneStart(loadingscene_t *scene) {
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assetManagerStart(scene->manager);
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}
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bool loadingSceneUpdate(loadingscene_t *scene) {
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assetManagerUpdate(scene->manager);
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return scene->manager->finished;
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}
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void loadingSceneRender(loadingscene_t *scene) {
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}
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void loadingSceneDispose(loadingscene_t *scene) {
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}
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@@ -1,26 +0,0 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "../file/assetmanager.h"
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typedef struct {
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assetmanager_t *manager;
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} loadingscene_t;
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void loadingSceneInit(
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loadingscene_t *scene,
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assetmanager_t *assetManager
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);
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void loadingSceneStart(loadingscene_t *scene);
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bool loadingSceneUpdate(loadingscene_t *scene);
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void loadingSceneRender(loadingscene_t *scene);
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void loadingSceneDispose(loadingscene_t *scene);
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@@ -1,9 +0,0 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include <sandbox/game.h>
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@@ -6,7 +6,7 @@
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*/
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#pragma once
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#include <dawn/libs.h>
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#include "../libs.h"
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#include "matrix.h"
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#include "camera.h"
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#include "texture.h"
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@@ -0,0 +1,62 @@
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# Copyright (c) 2021 Dominic Msters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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tool_game(
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"Penny's Poker"
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1.0
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)
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file(GLOB_RECURSE SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.c(pp|xx))
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file(GLOB_RECURSE HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/*.h(pp|xx))
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target_sources(${PROJECT_NAME}
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PRIVATE
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${SOURCES}
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${HEADERS}
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)
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# Characters
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set(DIR_CHARS "${ASSETS_SOURCE_DIR}/poker/characters")
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tool_vn_character(vn_penny
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${DIR_CHARS}/penny/character.xml poker/characters/penny/sprite
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)
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tool_vn_character(vn_lucy
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${DIR_CHARS}/lucy/character.xml poker/characters/lucy/sprite
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)
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tool_vn_character(vn_julie
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${DIR_CHARS}/julie/character.xml poker/characters/julie/sprite
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)
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tool_vn_character(vn_sammy
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${DIR_CHARS}/sammy/character.xml poker/characters/sammy/sprite
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)
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tool_vn_character(vn_jenny
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${DIR_CHARS}/jenny/character.xml poker/characters/jenny/sprite
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)
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# World
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tool_texture(texture_pub
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${ASSETS_SOURCE_DIR}/poker/world/pub/pub_skywall.png poker/world/pub
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)
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# Generate assets
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tool_assets(
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shader_textured
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shader_singlerenderlist
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font_opensans
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texture_test
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texture_pub
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vn_penny
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vn_lucy
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vn_julie
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vn_sammy
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vn_jenny
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locale_en
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)
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# Add Assets
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add_dependencies(${PROJECT_NAME} assets)
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@@ -0,0 +1,37 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "../../libs.h"
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#include "../../engine/engine.h"
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typedef struct {
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engine_t engine;
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} game_t;
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/**
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* Initializes the Dawn Game instance.
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*
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* @param game Game to instanciate.
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* @return True if successful otherwise false.
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*/
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bool gameInit(game_t *game);
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/**
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* Update the Dawn Game Instance.
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*
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* @param game Game to update.
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* @param delta The delta of the game to tick by.
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*/
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bool gameUpdate(game_t *game, float delta);
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/**
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* Cleanup the dawn game instance.
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*
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* @param game Game to dispose.
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*/
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void gameDispose(game_t *game);
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