No need for asset batching on text.c
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@@ -10,37 +10,33 @@
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#include "util/memory.h"
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#include "util/memory.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/spritebatch/spritebatch.h"
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#include "asset/asset.h"
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#include "asset/asset.h"
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#include "asset/assetbatch.h"
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#include "asset/loader/display/assettextureloader.h"
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#include "asset/loader/display/assettextureloader.h"
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#include "asset/loader/display/assettilesetloader.h"
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#include "asset/loader/display/assettilesetloader.h"
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#include "display/shader/shaderunlit.h"
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#include "display/shader/shaderunlit.h"
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font_t FONT_DEFAULT;
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font_t FONT_DEFAULT;
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assetbatch_t TEXT_BATCH;
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errorret_t textInit(void) {
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errorret_t textInit(void) {
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assetBatchInit(&TEXT_BATCH, 2, (assetbatchdesc_t[]){
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assetloaderinput_t input = { .texture = TEXTURE_FORMAT_RGBA };
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{
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assetentry_t *entryTexture = assetLock(
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.path = "ui/minogram.png",
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"ui/minogram.png", ASSET_LOADER_TYPE_TEXTURE, &input
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.type = ASSET_LOADER_TYPE_TEXTURE,
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);
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.input = { .texture = TEXTURE_FORMAT_RGBA }
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assetentry_t *entryTileset = assetLock(
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},
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"ui/minogram.dtf", ASSET_LOADER_TYPE_TILESET, NULL
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{
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);
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.path = "ui/minogram.dtf",
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errorChain(assetRequireLoaded(entryTexture));
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.type = ASSET_LOADER_TYPE_TILESET
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errorChain(assetRequireLoaded(entryTileset));
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},
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});
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errorChain(assetBatchRequireLoaded(&TEXT_BATCH));
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FONT_DEFAULT.texture = &TEXT_BATCH.entries[0]->data.texture;
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FONT_DEFAULT.texture = &entryTexture->data.texture;
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FONT_DEFAULT.tileset = &TEXT_BATCH.entries[1]->data.tileset;
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FONT_DEFAULT.tileset = &entryTileset->data.tileset;
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errorOk();
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errorOk();
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}
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}
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errorret_t textDispose(void) {
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errorret_t textDispose(void) {
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FONT_DEFAULT.texture = NULL;
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FONT_DEFAULT.texture = NULL;
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FONT_DEFAULT.tileset = NULL;
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FONT_DEFAULT.tileset = NULL;
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assetBatchDispose(&TEXT_BATCH);
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assetUnlock("ui/minogram.png");
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assetUnlock("ui/minogram.dtf");
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errorOk();
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errorOk();
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}
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}
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