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Day 23 complete
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@ -44,33 +44,24 @@ NS_PLATFORM_BEGIN
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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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u32 Size;
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Byte _PAD_[4];
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};
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using DebugSetPauseRenderingFn = void (b32 value);
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struct BinaryModule
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struct File
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{
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void* OpaqueHandle;
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Str Path;
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void* Data;
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u32 Size;
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};
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using DebugFileFreeContentFn = void ( Debug_FileContent* file_content );
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using DebugFileReadContentFn = Debug_FileContent ( char const* file_path );
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using DebugFileWriteContentFn = b32 ( char const* file_path, u32 content_size, void* content_memory );
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using DebugSetPauseRenderingFn = void (b32 value);
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// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
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// Note: This is a temporary solution until there is more infrastructure for the engine to use.
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void get_symbol_from_module_table( Debug_FileContent symbol_table, u32 symbol_ID, char* symbol_name )
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void get_symbol_from_module_table( File symbol_table, u32 symbol_ID, char* symbol_name )
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{
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struct Token
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{
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char const* Ptr;
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u32 Len;
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char _PAD_[4];
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};
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Token tokens[256] = {};
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@ -124,17 +115,34 @@ using SetEngineFrameTargetFn = void ( u32 rate_in_hz );
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// This module api will be used to manage the editor and game modules from the engine side,
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// without the platform layer needing to know about it.
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struct BinaryModule
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{
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void* OpaqueHandle;
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};
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using LoadBinaryModuleFn = BinaryModule ( char const* module_path );
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using UnloadBinaryModuleFn = void ( BinaryModule* module );
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using GetModuleProcedureFn = void* ( BinaryModule module, char const* symbol );
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// The file interface is really just made for the engine to use.
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// It will allow for only reading or writting to a file at a time.
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// Note: If anything more robust is needed, I'll grab it from the zpl-c library.
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using FileCheckExistsFn = b32 ( Str const file_path );
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using FileCloseFn = void ( File* file );
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using FileDelete = b32 ( Str const file_path );
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using FileReadContentFn = b32 ( File* file );
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using FileReadStreamFn = b32 ( File* file, u32 content_size, void* content_memory );
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using FileWriteContentFn = u32 ( File* file, u32 content_size, void* content_memory );
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using FileWriteStreamFn = u32 ( File* file, u32 content_size, void* content_memory );
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using FileRewindFn = void ( File* file );
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struct ModuleAPI
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{
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#if Build_Development
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DebugFileFreeContentFn* debug_file_free_content;
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DebugFileReadContentFn* debug_file_read_content;
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DebugFileWriteContentFn* debug_file_write_content;
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Str PathRoot;
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Str PathBinaries;
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#if Build_Development
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DebugSetPauseRenderingFn* debug_set_pause_rendering;
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#endif
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@ -147,6 +155,15 @@ struct ModuleAPI
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LoadBinaryModuleFn* load_binary_module;
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UnloadBinaryModuleFn* unload_binary_module;
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GetModuleProcedureFn* get_module_procedure;
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FileCheckExistsFn* file_check_exists; // Checks if a file exists
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FileCloseFn* file_close; // Files successfuly provided to the user are not automatically closed, use this to close them.
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FileDelete* file_delete; // Deletes a file from the file system
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FileReadContentFn* file_read_content; // Read all content within file
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FileReadStreamFn* file_read_stream; // Read next chunk of content within file
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FileRewindFn* file_rewind; // Rewinds the file stream to the beginning
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FileWriteContentFn* file_write_content; // Writes content to file (overwrites)
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FileWriteStreamFn* file_write_stream; // Appends content to file
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};
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#pragma endregion Settings Exposure
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@ -44,6 +44,12 @@
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NS_WIN32_BEGIN
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enum LWA : DWORD
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{
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LWA_Alpha = 0x00000002,
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LWA_ColorKey = 0x00000001,
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};
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enum BI : DWORD
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{
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BI_RGB_Uncompressed = 0L,
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