Reorganised the ObjectStore and AssetManager files
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24a86ba6e3
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-126
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@@ -23,6 +23,8 @@ struct object_store {
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RenderFuncPtr render_funcs[MAX_OBJ_COUNT];
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};
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bool object_exists(ObjectStore *os, void *object);
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ObjectStore *create_object_store() {
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ObjectStore *os = (ObjectStore *)malloc(sizeof(ObjectStore));
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if (!os) {
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@@ -42,19 +44,6 @@ ObjectStore *create_object_store() {
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return os;
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}
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bool object_exists(ObjectStore *os, void *object) {
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// This is a crude implementation for checking that an object has already
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// been added.
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// TODO (Abdelrahman): Figure out if there is a better way of doing this
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for (size_t i = 0; i < MAX_OBJ_COUNT; ++i) {
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if (object == os->object_ptrs[i]) {
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return true;
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}
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}
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return false;
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}
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ObjectID add_object_to_store(ObjectStore *os, void *object, EventHandlerPtr eh,
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UpdateFuncPtr uf, RenderFuncPtr rf) {
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if (!os || !object || object_exists(os, object) ||
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@@ -164,6 +153,15 @@ void destroy_object_store(ObjectStore **os) {
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*os = NULL;
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}
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#ifdef DEBUG_ENGINE
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void print_objects(ObjectStore *os) {}
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#endif /* DEBUG_ENGINE */
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bool object_exists(ObjectStore *os, void *object) {
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// This is a crude implementation for checking that an object has already
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// been added.
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// TODO (Abdelrahman): Figure out if there is a better way of doing this
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for (size_t i = 0; i < MAX_OBJ_COUNT; ++i) {
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if (object == os->object_ptrs[i]) {
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return true;
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}
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}
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return false;
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}
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