HandmadeHero/project/platform/platform.hpp
2023-09-24 22:37:05 -04:00

79 lines
2.6 KiB
C++

/*
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 <math.h> // TODO : Implement math ourselves
#include <stdio.h> // 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