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