Windows support
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@@ -2,6 +2,8 @@
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// Small client-wide helpers: asset paths, UI textures, color conversion.
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#include "hd2d/GL.h"
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#include "Paths.h"
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#include "hd2d/Texture.h"
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#include <imgui.h>
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@@ -11,17 +13,18 @@
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#include <cstdint>
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#include <string>
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#ifndef BS_ASSET_DIR
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#define BS_ASSET_DIR "assets"
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#endif
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#ifndef HD2D_ENGINE_ASSET_DIR
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#define HD2D_ENGINE_ASSET_DIR "../Vibe-HD-2D/assets"
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#endif
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namespace bs {
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inline std::string gameAsset(const std::string& rel) { return std::string(BS_ASSET_DIR) + "/" + rel; }
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inline std::string engineAsset(const std::string& rel) { return std::string(HD2D_ENGINE_ASSET_DIR) + "/" + rel; }
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// Game assets: `<exe dir>/assets` in a release package, else the source checkout (see Paths.h).
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inline std::string gameAsset(const std::string& rel) { return gameAssetDir() + "/" + rel; }
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// Engine shaders, fonts, textures, models: `<exe dir>/engine` in a release package, else the
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// engine checkout baked in by CMake.
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const std::string& engineAssetDir();
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inline std::string engineAsset(const std::string& rel) { return engineAssetDir() + "/" + rel; }
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constexpr float kPixelsPerUnit = 32.0f; // world texel density shared by all pixel art
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constexpr float kCreaturePixelsPerUnit = 40.0f; // creatures render a bit smaller than trainers
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