HandmadeHero/project/engine/engine_to_platform_api.hpp
Ed_ dc43db117c Day 25 Part 1
I'm splitting this implementation into parts since so much already happened...

I fully updated the code the the latest convention I want to use for the project.
Engine & Game replay should work.
2023-09-30 10:05:37 -04:00

48 lines
1.4 KiB
C++

/*
This represents the API only accessible to the platform layer to fullfill for the engine layer.
*/
#pragma once
#include "engine/engine.hpp"
#ifndef Engine_API
# define Engine_API
#endif
NS_ENGINE_BEGIN
using OnModuleRelaodFn = void( Memory* memory, platform::ModuleAPI* platform_api );
using StartupFn = void( Memory* memory, platform::ModuleAPI* platform_api );
using ShutdownFn = void( Memory* memory, platform::ModuleAPI* platform_api );
// Needs a contextual reference to four things:
// Timing, Input, Bitmap Buffer
using UpdateAndRenderFn = void ( InputState* input, OffscreenBuffer* back_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread );
// Audio timing is complicated, processing samples must be done at a different period from the rest of the engine's usual update.
// IMPORTANT: This has very tight timing, and cannot be more than a millisecond in execution.
// TODO(Ed) : Reduce timing pressure on performance by measuring it or pinging its time.
using UpdateAudioFn = void ( AudioBuffer* audio_buffer, Memory* memory, platform::ModuleAPI* platform_api, ThreadContext* thread );
struct ModuleAPI
{
enum : u32
{
Sym_OnModuleReload,
Sym_Startup,
Sym_Shutdown,
Sym_UpdateAndRender,
Sym_UpdateAudio,
};
OnModuleRelaodFn* on_module_reload;
StartupFn* startup;
ShutdownFn* shutdown;
UpdateAndRenderFn* update_and_render;
UpdateAudioFn* update_audio;
b32 IsValid;
};
NS_ENGINE_END