Just writing code nothing special.
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@ -9,7 +9,7 @@
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char * assetStringLoad(char *assetName) {
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// Open a buffer.
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FILE *fptr = assetBufferOpen(assetName);
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assetbuffer_t *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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@ -32,7 +32,7 @@ char * assetStringLoad(char *assetName) {
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return str;
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}
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FILE * assetBufferOpen(char *assetName) {
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assetbuffer_t * 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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@ -49,23 +49,23 @@ FILE * assetBufferOpen(char *assetName) {
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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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return (assetbuffer_t *)fptr;
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}
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bool assetBufferClose(FILE *buffer) {
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return fclose(buffer);
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bool assetBufferClose(assetbuffer_t *buffer) {
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return fclose((FILE *)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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int32_t assetBufferRead(assetbuffer_t *buffer, char *data, int32_t size) {
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return (int32_t)fread(data, 1, size, (FILE *)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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int32_t assetBufferEnd(assetbuffer_t *buffer) {
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return feof((FILE *)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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void assetBufferSkip(assetbuffer_t *buffer, int32_t n) {
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fseek((FILE *)buffer, n, SEEK_CUR);
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}
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void assetShaderLoad(shader_t *shader, char *fileVertex, char *fileFragment) {
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@ -89,7 +89,7 @@ void assetShaderLoad(shader_t *shader, char *fileVertex, char *fileFragment) {
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}
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void assetTextureLoad(texture_t *texture, char *fileName) {
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FILE *buffer;
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assetbuffer_t *buffer;
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int channels, width, height;
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pixel_t *data;
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stbi_io_callbacks OPENGL_STBI_CALLBACKS;
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@ -23,14 +23,14 @@ char * assetStringLoad(char *assetName);
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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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assetbuffer_t * assetBufferOpen(char *assetName);
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/**
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* Closes a previously opened asset buffer.
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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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bool assetBufferClose(assetbuffer_t *buffer);
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/**
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* Read bytes from buffer.
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@ -39,21 +39,21 @@ bool assetBufferClose(FILE *buffer);
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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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int32_t assetBufferRead(assetbuffer_t *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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* @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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int32_t assetBufferEnd(assetbuffer_t *buffer);
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/**
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* Method to skip n bytes in the buffer
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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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void assetBufferSkip(assetbuffer_t *buffer, int32_t n);
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/**
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* Load a shader program from a vertex and fragment shader file.
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