mirror of
https://github.com/Ed94/HandmadeHero.git
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131 lines
4.4 KiB
C++
131 lines
4.4 KiB
C++
/*
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Platform abstraction layer for the project.
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Services the platform provides to the engine & game.
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This should be the only file the engine or game layer can include related to the platform layer.
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(Public Interface essentially...)
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*/
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#pragma once
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#if INTELLISENSE_DIRECTIVES
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// TODO(Ed) : REMOVE THESE WHEN CASEY GETS TO THEM
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#include <stdio.h> // TODO : Implement output logging ourselves
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#include "platform_module.hpp"
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#include "grime.hpp"
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#include "macros.hpp"
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#include "generics.hpp"
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#include "math_constants.hpp"
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#include "types.hpp"
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#include "intrinsics.hpp"
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#include "strings.hpp"
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#include "context.hpp"
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#endif
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NS_PLATFORM_BEGIN
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// On-Demand platform interface.
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// Everything exposed here should be based on a feature a game may want to provide a user
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// (Example: Letting the user change the refresh-rate of the monitor or the engine's target frame-rate)
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#if Build_Development
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using DebugSetPauseRenderingFn = void (b32 value);
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#endif
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struct File
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{
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void* opaque_handle;
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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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#pragma region Settings Exposure
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// Exposing specific properties for user configuration in settings
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// Returns the current monitor refresh rate.
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using GetMonitorRefreshRateFn = u32();
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// Sets the monitor refresh rate
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// Must be of the compatiable listing for the monitor the window surface is presenting to
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using SetMonitorRefreshRateFn = void ( u32 rate_in_hz );
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using GetEngineFrameTargetFn = u32 ();
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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* opaque_handle;
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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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// TODO(Ed) : These need to be converted to an async interface.
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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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using MemoryCopyFn = void( void* dest, u64 src_size, void* src );
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using GetWallClockFn = u64();
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struct ModuleAPI
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{
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Str path_root;
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Str path_binaries;
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Str path_scratch;
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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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GetWallClockFn* get_wall_clock;
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GetMonitorRefreshRateFn* get_monitor_refresh_rate;
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SetMonitorRefreshRateFn* set_monitor_refresh_rate;
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GetEngineFrameTargetFn* get_engine_frame_target;
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SetEngineFrameTargetFn* set_engine_frame_target;
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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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MemoryCopyFn* memory_copy;
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};
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#if Build_Development
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// TODO(Ed): This can't be done this way, we need a separate interface for other modules to use this.
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// (At least, we need to hookup the symbols statically or at runtime somehow, and right now the only thing that does is the module api passthrough via the Engine API)
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void impl_congrats( char const* message );
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bool impl_ensure( bool condition, char const* message );
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void impl_fatal( char const* message );
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#endif
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#pragma endregion Settings Exposure
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NS_PLATFORM_END
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