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