A bit more code cleanup
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54
src/games/pokerbackup/pokergameassets.c
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54
src/games/pokerbackup/pokergameassets.c
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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 "pokergameassets.h"
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bool pokerGameAssetsInit(pokergameassets_t *assets) {
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uint8_t i;
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assetManagerInit(&assets->manager);
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// Initialize the language buffer.
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languageInit(&assets->language, "locale/language/en-US.csv");
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assetManagerLoadShader(&assets->manager, &assets->shader,
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"shaders/textured.vert", "shaders/textured.frag"
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);
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assetManagerLoadFont(&assets->manager, &assets->font,
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"fonts/opensans/OpenSans-Bold.ttf"
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);
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// Load the world textures.
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assetManagerLoadTexture(&assets->manager, &assets->testTexture,
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"textures/test_texture.png"
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);
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assetManagerLoadTexture(&assets->manager, &assets->cardTexture,
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"poker/cards.png"
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);
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assetManagerLoadTexture(&assets->manager, &assets->roomTexture,
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"poker/pub_skywall.png"
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);
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// Load character textures.
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for(i = 0; i < POKER_CHARACTER_DEFINITIONS_COUNT; i++) {
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assetManagerLoadTexture(&assets->manager, assets->characterTextures + i,
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POKER_CHARACTER_DEFINITIONS[i].fileTexture
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);
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}
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return true;
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}
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void pokerGameAssetsDispose(pokergameassets_t *assets) {
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// Now we unload in what is essentially the reverse of the above.
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textureDispose(&assets->roomTexture);
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textureDispose(&assets->testTexture);
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textureDispose(&assets->cardTexture);
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fontDispose(&assets->font);
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shaderDispose(&assets->shader);
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languageDispose(&assets->language);
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}
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