HandmadeHero/project/engine/engine.hpp

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/*
Services the engine provides to the platform layer
*/
#pragma once
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#if INTELLISENSE_DIRECTIVES
#include "platform/platform.hpp"
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#include "engine_module.hpp"
#include "tile_map.hpp"
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#endif
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NS_ENGINE_BEGIN
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struct Clocks
{
// TODO(Ed) : Clock values...
f32 seconds_elapsed;
};
struct ThreadContext
{
u32 placeholder;
};
struct MemorySnapshot
{
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StrPath file_path;
void* opaque_handle;
void* opaque_handle_2;
void* memory;
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u64 age;
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};
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enum ReplayMode : s32
{
ReplayMode_Off,
ReplayMode_Record,
ReplayMode_Playback
};
struct ReplayData
{
static constexpr
s32 Num_Snapshot_Slots = 3;
// Abuse RAM to store snapshots of the Engine or Game state.
MemorySnapshot snapshots[ Num_Snapshot_Slots ];
s32 active_snapshot_slot;
// Recording and playback info is the same for either engine or game.
ReplayMode replay_mode;
platform::File active_input_replay_file;
// Engine-wide recording & playback loop.
s32 engine_loop_active;
s32 game_loop_active;
};
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struct Memory
{
// All memory for the engine is required to be zero initialized.
// Wiped on shutdown
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Byte* persistent;
ssize persistent_size;
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// Wiped on a per-frame basis
// void* Frame;
// u64 FrameSize;
// Wiped whenever the engine wants to?
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Byte* transient;
ssize transient_size;
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// TODO(Ed) : Move this to state & replay archive definitions?
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#if Build_Development
static constexpr
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s32 Num_Snapshot_Slots = 3;
// Abuse RAM to store snapshots of the Engine or Game state.
MemorySnapshot snapshots[ Num_Snapshot_Slots ];
s32 active_snapshot_slot;
// Recording and playback info is the same for either engine or game.
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ReplayMode replay_mode;
platform::File active_input_replay_file;
// Engine-wide recording & playback loop.
s32 engine_loop_active;
s32 game_loop_active;
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//ReplayData replay;
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#endif
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// The game will have 1/2 of persistent's memory available ot it.
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static constexpr
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ssize game_memory_factor = 2;
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ssize engine_persistent_size()
{
return persistent_size - persistent_size / game_memory_factor;
}
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ssize total_size()
{
return persistent_size + transient_size;
}
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};
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// Allocator member-interface macros
#define push_struct( type ) push__struct<type>()
#define push_array( type, num ) push__array<type>( num )
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struct MemoryArena
{
Byte* storage;
ssize size;
ssize used;
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static
void init( MemoryArena* arena, ssize size, Byte* storage )
{
arena->storage = storage;
arena->size = size;
arena->used = 0;
}
template< typename Type >
Type* push__struct()
{
ssize type_size = sizeof( Type );
assert( used + type_size <= size );
Type* result = rcast(Type*, storage + used);
used += type_size;
return result;
}
template< typename Type >
Type* push__array( ssize num )
{
ssize mem_amount = sizeof( Type ) * num;
assert( used + mem_amount <= size );
Type* result = rcast(Type*, storage + used);
used += mem_amount;
return result;
}
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};
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struct OffscreenBuffer
{
void* memory; // Lets use directly mess with the "pixel's memory buffer"
u32 width;
u32 height;
u32 pitch;
u32 bytes_per_pixel;
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};
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// TODO : Will be gutting this once we have other stuff lifted.
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struct AudioBuffer
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{
s16* samples;
u32 running_sample_index;
s32 samples_per_second;
s32 num_samples;
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};
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struct World
{
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f32 tile_lower_left_x;
f32 tile_lower_left_y;
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f32 tile_meters_to_pixels;
s32 tile_size_in_pixels;
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s32 tiles_per_screen_x;
s32 tiles_per_screen_y;
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TileMap* tile_map;
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};
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#pragma pack(push, 1)
struct BitmapHeaderPacked
{
u16 file_type;
u32 file_size;
u16 _reserved_1_;
u16 _reserved_2_;
u32 bitmap_offset;
u32 size;
s32 width;
s32 height;
u16 planes;
u16 bits_per_pixel;
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u32 compression;
u32 size_of_bitmap;
s32 horizontal_resolution;
s32 vertical_resolution;
u32 colors_used;
u32 colors_important;
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u32 red_mask;
u32 green_mask;
u32 blue_mask;
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};
#pragma pack(pop)
struct Bitmap
{
u32* pixels;
s32 width;
s32 height;
u32 bits_per_pixel;
};
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// Used to determine if analog input is at move threshold
constexpr f32 analog_move_threshold = 0.5f;
struct EngineActions
{
b32 move_up;
b32 move_down;
b32 move_left;
b32 move_right;
b32 loop_mode_engine;
b32 loop_mode_game;
b32 raise_volume;
b32 lower_volume;
b32 raise_tone_hz;
b32 lower_tone_hz;
b32 toggle_wave_tone;
#if Build_Development
b32 pause_renderer;
b32 load_auto_snapshot;
b32 set_snapshot_slot_1;
b32 set_snapshot_slot_2;
b32 set_snapshot_slot_3;
b32 set_snapshot_slot_4;
b32 force_null_access_violation;
#endif
};
// TODO(Ed) : Do this properly?
struct EngineContext
{
World* world;
float delta_time;
};
EngineContext* get_context();
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NS_ENGINE_END