Connected the AssetManager to the GameEngine and added function in the
GameEngine API to allow for loading and removing assets as well as rendering textures using their AssetID
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@@ -8,7 +8,7 @@
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#endif /* DEBUG_ENGINE */
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bool init_window(Window *wnd, const char *title, int width, int height,
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bool full_screen) {
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SDL_Color color, bool full_screen) {
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if (!wnd) {
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return false;
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}
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@@ -29,6 +29,8 @@ bool init_window(Window *wnd, const char *title, int width, int height,
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SDL_GetWindowSize(wnd->SDL_base_window, &(wnd->width), &(wnd->height));
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wnd->background_color = color;
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wnd->renderer = create_renderer();
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if (!wnd->renderer || !init_renderer(wnd->renderer, wnd->SDL_base_window)) {
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@@ -46,12 +48,12 @@ bool init_window(Window *wnd, const char *title, int width, int height,
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return true;
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}
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void fill_window_with_color(const Window *wnd, SDL_Color color) {
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void clear_window(const Window *wnd) {
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if (!wnd) {
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return;
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}
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render_clear(wnd->renderer, color);
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render_clear(wnd->renderer, wnd->background_color);
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}
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void swap_render_buffers(const Window *wnd) {
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@@ -78,6 +80,7 @@ void destroy_window(Window *wnd) {
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wnd->width = 0;
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wnd->height = 0;
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wnd->background_color = (SDL_Color){0, 0, 0, 255};
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#ifdef DEBUG_ENGINE
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printf("Window destroyed successfully\n");
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