#include "assets.h"

const char textureAssetPaths[TEXTURE_ASSET_COUNT][ASSET_PATH_MAX] = {
	"/home/nathan/Documents/KillaFacsista/assets/icon.png",
	"/home/nathan/Documents/KillaFacsista/assets/icon128.png",
	"/home/nathan/Documents/KillaFacsista/assets/icon64.png"
};

const char modelAssetPaths[MODEL_ASSET_COUNT][ASSET_PATH_MAX] = {
	"/home/nathan/Documents/KillaFacsista/assets/antifaShip.obj",
	"/home/nathan/Documents/KillaFacsista/assets/soldato.obj",
	"/home/nathan/Documents/KillaFacsista/assets/caporale.obj",
	"/home/nathan/Documents/KillaFacsista/assets/sergente.obj",
	"/home/nathan/Documents/KillaFacsista/assets/maresciallo.obj",
	"/home/nathan/Documents/KillaFacsista/assets/generale.obj",
	"/home/nathan/Documents/KillaFacsista/assets/mussolini.obj"
};

void LoadAssets(Assets * assets) {
	int i;

	// Textures.
	for (i = 0; i < TEXTURE_ASSET_COUNT; ++i)
		assets->textures[i] = LoadTexture(textureAssetPaths[i]);

	// Models.
	for (i = 0; i < MODEL_ASSET_COUNT; ++i)
		assets->models[i] = LoadModel(modelAssetPaths[i]);

	TraceLog(LOG_INFO, "Assets loaded");
}

void unloadAssets(Assets * assets) {
	int i;

	// Textures.
	for (i = 0; i < TEXTURE_ASSET_COUNT; ++i)
		UnloadTexture(assets->textures[i]);

	// Models.
	for (i = 0; i < MODEL_ASSET_COUNT; ++i)
		UnloadModel(assets->models[i]);

	TraceLog(LOG_INFO, "Assets unloaded");
}