Dawn/src/game/pokerbackup/pokergameassets.c

54 lines
1.5 KiB
C

/**
* 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");
assetManagerLoadShader(&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);
}