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2 Commits
1dfde00317
...
329925ea54
| Author | SHA1 | Date | |
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| 329925ea54 | |||
| c8a3ebfcec |
@@ -57,7 +57,7 @@ if(DUSK_TARGET_SYSTEM STREQUAL "linux")
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find_package(SDL2 REQUIRED)
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find_package(OpenGL REQUIRED)
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target_link_libraries(${DUSK_TARGET_NAME} PRIVATE
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SDL2::SDL2
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SDL2
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OpenGL::GL
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GL
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)
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42
cmake/modules/FindSDL2.cmake
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42
cmake/modules/FindSDL2.cmake
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@@ -0,0 +1,42 @@
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# Try to find SDL2 in common locations
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find_path(SDL2_INCLUDE_DIR SDL.h
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PATHS
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/usr/include/SDL2
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/usr/local/include/SDL2
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$ENV{SDL2_DIR}/include
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PATH_SUFFIXES SDL2
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)
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find_library(SDL2_LIBRARY
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NAMES SDL2
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PATHS
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/usr/lib
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/usr/local/lib
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$ENV{SDL2_DIR}/lib
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)
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if(SDL2_INCLUDE_DIR AND SDL2_LIBRARY)
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set(SDL2_FOUND TRUE)
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set(SDL2_LIBRARIES ${SDL2_LIBRARY})
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set(SDL2_INCLUDE_DIRS ${SDL2_INCLUDE_DIR})
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endif()
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# If not found, use FetchContent to acquire SDL2
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if(NOT SDL2_FOUND)
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include(FetchContent)
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FetchContent_Declare(
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SDL2
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GIT_REPOSITORY https://github.com/libsdl-org/SDL.git
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GIT_TAG release-2.28.5 # Change to desired version
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)
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FetchContent_MakeAvailable(SDL2)
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set(SDL2_FOUND TRUE)
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set(SDL2_LIBRARIES SDL2)
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set(SDL2_INCLUDE_DIRS ${sdl2_SOURCE_DIR}/include)
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endif()
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# Provide variables for downstream usage
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if(SDL2_FOUND)
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set(SDL2_INCLUDE_DIR ${SDL2_INCLUDE_DIRS} CACHE PATH "SDL2 include directory")
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set(SDL2_LIBRARY ${SDL2_LIBRARIES} CACHE FILEPATH "SDL2 library")
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endif()
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0
src/asset/CMakeLists.txt
Normal file
0
src/asset/CMakeLists.txt
Normal file
65
src/asset/asset.c
Normal file
65
src/asset/asset.c
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@@ -0,0 +1,65 @@
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/**
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* Copyright (c) 2025 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 "asset.h"
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assetcallbacks_t ASSET_CALLBACKS[ASSET_TYPE_COUNT] = {
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{
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.init = assetRawInit,
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.loadAsync = assetRawLoadAsync,
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.loadSync = assetRawLoadSync,
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.dispose = assetRawDispose
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},
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{
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.init = NULL,
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.loadAsync = NULL,
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.loadSync = NULL,
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.dispose = NULL
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},
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{
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.init = NULL,
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.loadAsync = NULL,
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.loadSync = NULL,
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.dispose = NULL
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},
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{
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.init = NULL,
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.loadAsync = NULL,
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.loadSync = NULL,
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.dispose = NULL
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},
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{
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.init = NULL,
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.loadAsync = NULL,
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.loadSync = NULL,
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.dispose = NULL
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},
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{
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.init = NULL,
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.loadAsync = NULL,
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.loadSync = NULL,
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.dispose = NULL
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},
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{
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.init = NULL,
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.loadAsync = NULL,
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.loadSync = NULL,
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.dispose = NULL
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},
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{
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.init = NULL,
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.loadAsync = NULL,
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.loadSync = NULL,
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.dispose = NULL
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}
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};
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void assetInit() {
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}
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36
src/asset/asset.h
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36
src/asset/asset.h
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@@ -0,0 +1,36 @@
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/**
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* Copyright (c) 2025 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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#pragma once
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#include "assetraw.h"
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typedef enum {
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ASSET_TYPE_RAW,
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ASSET_TYPE_TEXTURE,
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ASSET_TYPE_JSON,
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ASSET_TYPE_MODEL,
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ASSET_TYPE_AUDIO,
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ASSET_TYPE_COUNT
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} assettype_t;
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typedef struct {
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void (*init)(asset_t *asset);
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void (*loadAsync)(asset_t *asset);
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void (*loadSync)(asset_t *asset);
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void (*dispose)(asset_t *asset);
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} assetcallbacks_t;
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typedef struct asset_s {
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void *arg;
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} asset_t;
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extern assetcallbacks_t ASSET_CALLBACKS[];
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void assetInit(void);
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void assetDispose(void);
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24
src/asset/assetraw.c
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24
src/asset/assetraw.c
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@@ -0,0 +1,24 @@
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/**
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* Copyright (c) 2025 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 "assetraw.h"
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void assetRawInit(asset_t *asset) {
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}
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void assetRawLoadAsync(asset_t *asset) {
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}
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void assetRawLoadSync(asset_t *asset) {
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}
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void assetRawDispose(asset_t *asset) {
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}
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16
src/asset/assetraw.h
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16
src/asset/assetraw.h
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@@ -0,0 +1,16 @@
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/**
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* Copyright (c) 2025 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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#pragma once
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#include "dusk.h"
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typedef struct asset_s asset_t;
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void assetRawInit(asset_t *asset);
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void assetRawLoadAsync(asset_t *asset);
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void assetRawLoadSync(asset_t *asset);
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void assetRawDispose(asset_t *asset);
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27
src/asset/assetsystem.h
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27
src/asset/assetsystem.h
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@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2025 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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#pragma once
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#include "asset.h"
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#include "thread/thread.h"
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typedef struct {
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void *args;
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thread_t loadThread;
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} assetsystem_t;
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extern assetsystem_t ASSET_SYSTEM;
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/**
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* Initializes the asset system.
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*/
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void assetSystemInit(void);
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/**
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* Disposes/cleans up the asset system.
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*/
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void assetSystemDispose(void);
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Block a user