Add load_asset_from_pack function
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c60a9e6507
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@@ -8,6 +8,7 @@
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#include "SDL_pixels.h"
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#include "SDL_pixels.h"
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#include "Window.h"
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#include "Window.h"
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#include "aliases.h"
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#include "aliases.h"
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#include "pak.h"
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#include "reusable_ids.h"
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#include "reusable_ids.h"
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#include <stdbool.h>
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#include <stdbool.h>
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@@ -46,6 +47,8 @@ void remove_object(ObjectID *id);
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// ASSET MANAGEMENT API
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// ASSET MANAGEMENT API
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AssetID load_asset_from_file(const char *path, AssetType type);
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AssetID load_asset_from_file(const char *path, AssetType type);
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AssetID load_asset_from_pack(asset_pack_t *pack, const char *filename,
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AssetType type);
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void unload_asset(AssetID *id);
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void unload_asset(AssetID *id);
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#ifdef __ANDROID__
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#ifdef __ANDROID__
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@@ -207,6 +207,10 @@ void remove_object(ObjectID *id) {
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}
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}
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AssetID load_asset_from_file(const char *path, AssetType type) {
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AssetID load_asset_from_file(const char *path, AssetType type) {
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if (!path) {
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return INVALID_ID;
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}
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return type == ASSET_TYPE_IMAGE
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return type == ASSET_TYPE_IMAGE
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? load_asset_to_manager(GameEngine.asset_manager, path, type,
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? load_asset_to_manager(GameEngine.asset_manager, path, type,
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GameEngine.window.renderer, NULL)
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GameEngine.window.renderer, NULL)
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@@ -214,6 +218,19 @@ AssetID load_asset_from_file(const char *path, AssetType type) {
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NULL);
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NULL);
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}
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}
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AssetID load_asset_from_pack(asset_pack_t *pack, const char *filename,
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AssetType type) {
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if (!pack || !filename) {
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return INVALID_ID;
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}
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return type == ASSET_TYPE_IMAGE
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? load_asset_to_manager(GameEngine.asset_manager, filename, type,
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GameEngine.window.renderer, pack)
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: load_asset_to_manager(GameEngine.asset_manager, filename, type,
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NULL, pack);
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}
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void unload_asset(AssetID *id) {
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void unload_asset(AssetID *id) {
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if (*id < 0) {
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if (*id < 0) {
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return;
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return;
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