Add DEBUG_ENGINE as compile definition instead of using build_config

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abdelrahman committed 2023-11-04 22:11:54 +00:00
1 parent 5c0f2702ae
commit b74f7c6e3a
10 files changed
+233 -104

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+2 -1
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@@ -35,7 +35,8 @@ AssetManager *create_asset_manager();
* Returns the AssetID on success or an INVALID_ID in the case of failure.
*/
AssetID load_asset_to_manager(AssetManager *am, const char *path,
AssetType type, const Renderer *renderer);
AssetType type, const Renderer *renderer,
asset_pack_t *pack);
/**
* Removes an asset from the manager using its ID.
-1
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@@ -4,7 +4,6 @@
#include "Renderer.h"
#include "SDL_events.h"
#include "aliases.h"
#include "engine_build_config.h"
#include "reusable_ids.h"
#ifdef __cplusplus
+10
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@@ -4,10 +4,12 @@
#include "SDL.h"
#include "SDL_pixels.h"
#include "SDL_render.h"
#include "SDL_rwops.h"
#include "SDL_surface.h"
#include "SDL_ttf.h"
#include "SDL_video.h"
#include "aliases.h"
#include "pak.h"
#include <stdbool.h>
#ifdef __cplusplus
@@ -71,6 +73,14 @@ void swap_buffers(const Renderer *renderer);
*/
SDL_Texture *load_texture(const Renderer *renderer, const char *path);
/**
* Attempts to load an SDL_Texture from an SDL_RWops context.
*
* Returns a pointer to the object if it succeeds or NULL when it fails.
*/
SDL_Texture *load_texture_from_rwops(const Renderer *renderer, SDL_RWops *ctx,
i32 freesrc);
/**
* Frees the memory allocated to the Renderer object and performs the
* necessary cleanup.