#include Assets LoadAssets(void) { Assets assets = { 0 }; //Font assets.fonts.count = 4; assets.fonts.font = calloc(4, sizeof(Font)); assert(assets.fonts.font); assets.fonts.font[DENDRITIC_VOLTAGE] = LoadFont("assets/font/Dendritic_Voltage.ttf"); assets.fonts.font[LAZENBYCOMP_LIQUID] = LoadFont("assets/font/LazenbyCompLiquid.ttf"); assets.fonts.font[LAZENBYCOMP_SMOOTH] = LoadFont("assets/font/LazenbyCompSmooth.ttf"); assets.fonts.font[POTRA] = LoadFont("assets/font/Potra.ttf"); SetTextureFilter(assets.fonts.font[DENDRITIC_VOLTAGE].texture, TEXTURE_FILTER_BILINEAR); SetTextureFilter(assets.fonts.font[LAZENBYCOMP_LIQUID].texture, TEXTURE_FILTER_BILINEAR); SetTextureFilter(assets.fonts.font[LAZENBYCOMP_SMOOTH].texture, TEXTURE_FILTER_BILINEAR); SetTextureFilter(assets.fonts.font[POTRA].texture, TEXTURE_FILTER_BILINEAR); //asset.textures.count = 4; //asset.textures.textures = calloc(4, sizeof(Font)); //assert(asset.fonts.font); //Textures //Models //Sound //Animation TraceLog(LOG_INFO, "Assets Loaded"); return (assets); } void UnloadAssets(const Assets *assets) { for (int i = 0; i < assets->fonts.count; i++) { UnloadFont(assets->fonts.font[i]); } UnloadFont(assets->fonts.font[DENDRITIC_VOLTAGE]); UnloadFont(assets->fonts.font[LAZENBYCOMP_LIQUID]); UnloadFont(assets->fonts.font[LAZENBYCOMP_SMOOTH]); UnloadFont(assets->fonts.font[POTRA]); free(assets->fonts.font); }