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docs: document many major functions, types, enums for important functionality
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23
src/asset.rs
23
src/asset.rs
@@ -5,17 +5,28 @@
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use std::borrow::Cow;
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use strum_macros::EnumIter;
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/// Enumeration of all game assets with cross-platform loading support.
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///
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/// Each variant corresponds to a specific file that can be loaded either from
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/// binary-embedded data or embedded filesystem (Emscripten).
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, EnumIter)]
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pub enum Asset {
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Wav1,
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Wav2,
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Wav3,
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Wav4,
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/// Main sprite atlas containing all game graphics (atlas.png)
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AtlasImage,
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/// Terminal Vector font for text rendering (TerminalVector.ttf)
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Font,
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}
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impl Asset {
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/// Returns the relative file path for this asset within the game's asset directory.
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///
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/// Paths are consistent across platforms and used by the Emscripten backend
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/// for filesystem loading. Desktop builds embed assets directly and don't
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/// use these paths at runtime.
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#[allow(dead_code)]
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pub fn path(&self) -> &str {
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use Asset::*;
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@@ -35,7 +46,17 @@ mod imp {
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use crate::error::AssetError;
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use crate::platform::get_platform;
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/// Returns the raw bytes of the given asset.
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/// Loads asset bytes using the appropriate platform-specific method.
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///
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/// On desktop platforms, returns embedded compile-time data via `include_bytes!`.
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/// On Emscripten, loads from the filesystem using the asset's path. The returned
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/// `Cow` allows zero-copy access to embedded data while supporting owned data
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/// when loaded from disk.
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///
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/// # Errors
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///
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/// Returns `AssetError::NotFound` if the asset file cannot be located (Emscripten only),
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/// or `AssetError::Io` for filesystem I/O failures.
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pub fn get_asset_bytes(asset: Asset) -> Result<Cow<'static, [u8]>, AssetError> {
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get_platform().get_asset_bytes(asset)
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}
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