/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "pokergameassets.h" bool pokerGameAssetsInit(pokergameassets_t *assets) { uint8_t i; assetManagerInit(&assets->manager); // Initialize the language buffer. languageInit(&assets->language, "locale/language/en-US.csv"); assetManagerShaderLoad(&assets->manager, &assets->shader, "shaders/textured.vert", "shaders/textured.frag" ); assetManagerLoadFont(&assets->manager, &assets->font, "fonts/opensans/OpenSans-Bold.ttf" ); // Load the world textures. assetManagerLoadTexture(&assets->manager, &assets->testTexture, "textures/test_texture.png" ); assetManagerLoadTexture(&assets->manager, &assets->cardTexture, "poker/cards.png" ); assetManagerLoadTexture(&assets->manager, &assets->roomTexture, "poker/pub_skywall.png" ); // Load character textures. for(i = 0; i < POKER_CHARACTER_DEFINITIONS_COUNT; i++) { assetManagerLoadTexture(&assets->manager, assets->characterTextures + i, POKER_CHARACTER_DEFINITIONS[i].fileTexture ); } return true; } void pokerGameAssetsDispose(pokergameassets_t *assets) { // Now we unload in what is essentially the reverse of the above. textureDispose(&assets->roomTexture); textureDispose(&assets->testTexture); textureDispose(&assets->cardTexture); fontDispose(&assets->font); shaderDispose(&assets->shader); languageDispose(&assets->language); }