mum work
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2f8827fd78
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fb88641883
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@ -41,6 +41,7 @@ function keycode(name) { return charCodeAt(name); }
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function keyname_extd(key)
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{
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if (typeof key === 'string') return key;
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if (key > 289 && key < 302) {
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var num = key-289;
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return `f${num}`;
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@ -13,16 +13,17 @@ mum.inputs.lm = function()
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}
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mum.base = {
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padding:[0,0], /* Each element inset with this padding on all sides */
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offset:[0,0],
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pos: null,
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pos: null, // If set, puts the cursor to this position before drawing the element
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offset:[0,0], // Move x,y to the right and down before drawing
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padding:[0,0], // Pad inwards after drawing, to prepare for the next element
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font: "fonts/c64.ttf",
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selectable: false,
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selected: false,
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font_size: 16,
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scale: 1,
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angle: 0,
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anchor: [0,1], // where to draw the item from, relative to the cursor.
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inset: null,
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anchor: [0,1], // where to draw the item from, relative to the cursor. [0,1] is from the top left corner. [1,0] is from the bottom right
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background_image: null,
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slice: null,
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hover: {
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@ -32,13 +33,13 @@ mum.base = {
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pos: [0,0],
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color: Color.white,
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},
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text_outline: 1, /* outline in pixels */
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border: 0, // Draw a border around the element. For text, an outline.
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overflow: "wrap", // how to deal with overflow from parent element
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wrap: -1,
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text_align: "left", /* left, center, right */
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text_shader: null,
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overflow: "wrap", // clip, wrap, break
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shader: null, // Use this shader, instead of the engine provided one
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color: Color.white,
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margin: [0,0], /* Distance between elements for things like columns */
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size: null,
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opacity:1,
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width:0,
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height:0,
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max_width: Infinity,
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@ -57,37 +58,50 @@ mum.debug = false;
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var post = function() {};
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var posts = [];
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mum.style = mum.base;
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var context = mum.style;
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var context = mum.base;
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var container = undefined;
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var contexts = [];
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var cursor = [0,0];
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mum._frame = function()
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{
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cursor = [0,0];
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}
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var pre = function(data)
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{
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if (data.hide) return true;
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data.__proto__ = mum.style;
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data.__proto__ = mum.base;
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if (context)
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contexts.push(context);
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context = data;
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if (context.pos) cursor = context.pos.slice();
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context.drawpos = cursor.slice().add(context.offset);
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}
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var end = function()
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{
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var old = context;
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context = contexts.pop();
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cursor = cursor.add(old.padding);
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post(old);
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}
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mum.style = function(fn, data)
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{
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var oldbase = mum.base;
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data.__proto__ = mum.base;
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mum.base = data;
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fn();
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mum.base = oldbase;
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}
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mum.list = function(fn, data = {})
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{
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if (pre(data)) return;
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var aa = [0,1].sub(context.anchor);
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if (context.pos) cursor = context.pos.slice();
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cursor = cursor.add([context.width,context.height].scale(aa)).add(context.offset).add(context.padding);
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posts.push(post);
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@ -101,8 +115,6 @@ mum.list = function(fn, data = {})
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r:cursor.x+context.width
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});
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cursor.x += context.width/2;
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//if (context.background_image) mum.image(null, Object.create(context))
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if (context.background_image) {
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var imgpos = context.pos.slice();
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@ -151,11 +163,10 @@ mum.label = function(str, data = {})
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var aa = [0,1].sub(context.anchor);
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var pos = cursor.slice();
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pos.y -= (context.bb.t-cursor.y);
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pos = pos.add(context.wh.scale(aa)).add(context.offset);
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data.drawpos.y -= (context.bb.t-cursor.y);
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data.drawpos = data.drawpos.add(context.wh.scale(aa)).add(context.offset);
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context.bb = render.text_bb(str, context.scale, -1, pos);
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context.bb = render.text_bb(str, context.scale, data.wrap, data.drawpos);
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if (context.action && bbox.pointin(context.bb, input.mouse.screenpos())) {
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if (context.hover) {
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@ -165,7 +176,7 @@ mum.label = function(str, data = {})
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}
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}
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context.bb = render.text(str, pos, context.scale, context.color);
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context.bb = render.text(str, data.drawpos, context.scale, context.color, data.wrap);
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if (show_debug())
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render.boundingbox(context.bb);
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@ -181,11 +192,17 @@ mum.image = function(path, data = {})
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if (typeof path === 'string')
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tex = game.texture(path);
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data.width ??= tex.width;
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data.height ??= tex.height;
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var aa = [0,0].sub(data.anchor);
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data.drawpos = data.drawpos.add(aa.scale([data.width,data.height]));
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if (context.slice)
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render.slice9(tex, cursor, context.slice, context.scale);
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render.slice9(tex, data.drawpos, context.slice, [data.width,data.height]);
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else {
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cursor.y -= tex.height*context.scale;
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context.bb = render.image(tex, cursor, [context.scale*tex.width, context.scale*tex.height]);
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context.bb = render.image(tex, data.drawpos, [context.scale*tex.width, context.scale*tex.height]);
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}
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end();
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@ -220,17 +237,11 @@ mum.button = function(str, data = {padding:[4,4], color:Color.black})
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mum.window = function(fn, data = {})
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{
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data = Object.assign({
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size:[400,400],
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color: Color.black
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}, data);
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if (pre(data)) return;
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render.rectangle(cursor, cursor.add(context.size), context.color);
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cursor.y += context.height;
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cursor = cursor.add(context.padding);
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context.pos = cursor.slice();
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fn();
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end();
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}
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@ -607,6 +607,8 @@ render.image = function(tex, pos, scale = [tex.width, tex.height], rotation = 0,
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return bb;
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}
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// pos is the lower left corner, scale is the width and height
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render.slice9 = function(tex, pos, bb, scale = [tex.width,tex.height], color = Color.white)
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{
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var t = os.make_transform();
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@ -58,9 +58,9 @@ void mesh_add_material(primitive *prim, cgltf_material *mat)
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cgltf_buffer_view *buf = img->buffer_view;
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pmat->diffuse = texture_fromdata(buf->buffer->data, buf->size);
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} else {
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char *path = makepath(dirname(cpath), img->uri);
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pmat->diffuse = texture_from_file(path);
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free(path);
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// char *path = makepath(dirname(cpath), img->uri);
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// pmat->diffuse = texture_from_file(path);
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// free(path);
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}
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} else
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pmat->diffuse = texture_from_file("icons/moon.gif");
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@ -126,17 +126,6 @@ char *dirname(const char *path)
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return dir;
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}
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char *makepath(char *dir, char *file)
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{
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int d = strlen(dir) + strlen(file) + 2;
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char *path = malloc(d);
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path[0] = 0;
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strncat(path, dir, d);
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strncat(path, "/", d);
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strncat(path, file, d);
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return path;
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}
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char *seprint(char *fmt, ...)
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{
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va_list args;
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@ -12,7 +12,6 @@ extern int LOADED_GAME;
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void resources_init();
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char *get_filename_from_path(char *path, int extension);
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char *dirname(const char *path);
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char *makepath(char *dir, char *file);
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char *str_replace_ext(const char *s, const char *newext);
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FILE *res_open(char *path, const char *tag);
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char **ls(const char *path);
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