2023-09-15 18:35:27 -07:00
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/*
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Platform abstraction layer for the project.
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Services the platform provides to the engine & game.
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2023-09-23 18:03:33 -07:00
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This should be the only file the engine or game layer can include
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2023-09-15 18:35:27 -07:00
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*/
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#pragma once
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2023-09-20 21:26:23 -07:00
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#pragma warning( disable: 4201 ) // Support for non-standard nameless struct or union extesnion
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#pragma warning( disable: 4100 ) // Support for unreferenced formal parameters
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#pragma warning( disable: 4800 ) // Support implicit conversion to bools
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#pragma warning( disable: 4365 ) // Support for signed/unsigned mismatch auto-conversion
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#pragma warning( disable: 4189 ) // Support for unused variables
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#pragma warning( disable: 4514 ) // Support for unused inline functions
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#pragma warning( disable: 4505 ) // Support for unused static functions
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2023-09-21 23:16:40 -07:00
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#pragma warning( disable: 5045 ) // Compiler will insert Spectre mitigation for memory load if /Qspectre switch specified
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2023-09-20 21:26:23 -07:00
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2023-09-23 18:03:33 -07:00
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// TODO(Ed) : REMOVE THESE WHEN HE GETS TO THEM
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#include <math.h> // TODO : Implement math ourselves
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#include <stdio.h> // TODO : Implement output logging ourselves
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2023-09-15 18:35:27 -07:00
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#include "grime.h"
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#include "macros.h"
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2023-09-17 18:20:11 -07:00
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#include "generics.h"
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2023-09-15 18:35:27 -07:00
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#include "math_constants.h"
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#include "types.h"
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2023-09-20 11:43:55 -07:00
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#define NS_PLATFORM_BEGIN namespace platform {
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#define NS_PLATFORM_END }
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NS_PLATFORM_BEGIN
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#if Build_Debug
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/*
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IMPORTANT : These are not for shipping code - they are blocking and the write isn't protected.
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*/
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struct Debug_FileContent
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{
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void* Data;
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2023-09-20 21:26:23 -07:00
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u32 Size;
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char _PAD_[4];
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2023-09-20 11:43:55 -07:00
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};
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void debug_file_free_content ( Debug_FileContent* file_content );
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2023-09-23 18:03:33 -07:00
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Debug_FileContent debug_file_read_content ( char const* file_path );
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b32 debug_file_write_content( char const* file_path, u32 content_size, void* content_memory );
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2023-09-20 11:43:55 -07:00
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#endif
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NS_PLATFORM_END
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2023-09-23 18:03:33 -07:00
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// On-Demand platform interface.
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// Everything exposed here should be based on a feature a game may want to provide a user
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// (Example: Letting the user change the refresh-rate of the monitor or the engine's target frame-rate)
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// TODO(Ed) : Implement this later when settings UI is setup.
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#pragma region Settings Exposure
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// Exposing specific variables for user configuration in settings
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// Returns the current monitor refresh rate.
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u32 const get_monitor_refresh_rate();
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// Sets the monitor refresh rate
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// Must be of the compatiable listing for the monitor the window surface is presenting to.
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void set_monitor_refresh_rate( u32 rate_in_hz );
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u32 const get_engine_frame_rate_target();
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void set_engine_frame_rate_target( u32 rate_in_hz );
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#pragma endregion Settings Exposure
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