HandmadeHero/project/handmade.hpp

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#pragma once
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#if INTELLISENSE_DIRECTIVES
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#include "engine/engine.hpp"
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#endif
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#define NS_HANDMADE_BEGIN namespace hh {
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#define NS_HANDMADE_END }
NS_HANDMADE_BEGIN
struct Memory
{
// Subscection of engine memory for the game to use.
void* persistent;
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ssize persistent_size;
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// void* Frame;
// u64 FrameSize;
void* transient;
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ssize transient_size;
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ssize total_size()
{
return persistent_size + transient_size;
}
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};
// We want a 'binding' to have multiple binds to active it (most likely)
struct Actionable
{
char const* name;
engine::InputBindCallback* binds;
s32 num_binds;
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};
struct ActionableMode
{
};
/*
Platform Layer:
Controller : Keyboard & Mouse, XPad, DSPad
---VV---
Engine Layer:
InputBinding callbacks (per-game-logic frame basis)
Push/Pop input modes (binding sets)
---VV---
Game Layer:
Actionables : Binding Sets where a raw input, or input interpretation leads to an player action.
ActionSet : Actionables.Push/Pop -> Input.Push/Pop ?
Player : Controller, Actionables, ActionSets
*/
struct Player
{
// So far just has an assigned controller.
engine::ControllerState* controller;
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// Possilby some other stuff in the future.
};
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struct PlayerState
{
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f32 width;
f32 height;
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engine::TileMapPosition position;
b32 mid_jump;
f32 jump_time;
};
struct PlayerActions
{
s32 player_x_move_digital;
s32 player_y_move_digital;
f32 player_x_move_analog;
f32 player_y_move_analog;
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b32 sprint;
b32 jump;
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};
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struct GameState
{
PlayerState player_state;
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using Bitmap = engine::Bitmap;
Bitmap debug_bitmap;
Bitmap test_bg;
Bitmap mojito;
Bitmap mojito_head;
Bitmap test_bg_hh;
Bitmap hero_front_head;
Bitmap hero_front_cape;
Bitmap hero_front_torso;
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};
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NS_HANDMADE_END
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