Implemented resource manager which can load textures and levels.
Implemented script to generate Resources.g.h file linking assets to code. Added assets from old project.
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46
src/resources/Resources.g.h
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46
src/resources/Resources.g.h
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// WARNING: This file is auto generated by the build/prepareAssets.py script.
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#ifndef STORAGE_RESOURCES_G_H_
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#define STORAGE_RESOURCES_G_H_
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#include <resources/ResourceInfo.h>
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namespace farmlands {
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namespace resources {
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/**
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* This namespace contains all the resource IDs, used by the resource manager.
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* The IDs are generated at build time by the 'prepareAssets.py' script.
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*/
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namespace R {
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enum Fonts
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{
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DejaVuSans = 0,
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};
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enum Tilesets
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{
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Ground = 1,
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};
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enum Levels
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{
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Farm_Background = 2,
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Farm = 3,
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};
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}
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const int RInfo_Fonts_Begin = 0;
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const int RInfo_Tilesets_Begin = 1;
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const int RInfo_Levels_Begin = 2;
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/**
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* This array contains the names of all the files, and the corresponding file type.
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*/
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const ResourceInfo RInfo[] = {
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{ "fonts/DejaVuSans.ttf", ResourceType::Font },
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{ "tilesets/Ground.png", ResourceType::Texture },
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{ "levels/Farm_Background.csv", ResourceType::LevelLayer },
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{ "levels/Farm.level", ResourceType::Level },
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};
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}
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}
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#endif /* STORAGE_RESOURCES_G_H_ */
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