mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-12-22 14:24:43 -08:00
265 lines
4.6 KiB
C++
265 lines
4.6 KiB
C++
/*
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Services the engine provides to the platform layer
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*/
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#pragma once
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#if INTELLISENSE_DIRECTIVES
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#include "platform/platform.hpp"
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#include "engine_module.hpp"
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#include "tile_map.hpp"
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#endif
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NS_ENGINE_BEGIN
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struct Clocks
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{
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// TODO(Ed) : Clock values...
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f32 seconds_elapsed;
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};
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struct ThreadContext
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{
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u32 placeholder;
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};
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struct MemorySnapshot
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{
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StrPath file_path;
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void* opaque_handle;
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void* opaque_handle_2;
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void* memory;
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u64 age;
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};
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enum ReplayMode : s32
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{
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ReplayMode_Off,
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ReplayMode_Record,
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ReplayMode_Playback
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};
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struct ReplayData
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{
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static constexpr
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s32 Num_Snapshot_Slots = 3;
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// Abuse RAM to store snapshots of the Engine or Game state.
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MemorySnapshot snapshots[ Num_Snapshot_Slots ];
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s32 active_snapshot_slot;
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// Recording and playback info is the same for either engine or game.
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ReplayMode replay_mode;
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platform::File active_input_replay_file;
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// Engine-wide recording & playback loop.
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s32 engine_loop_active;
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s32 game_loop_active;
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};
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struct Memory
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{
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// All memory for the engine is required to be zero initialized.
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// Wiped on shutdown
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Byte* persistent;
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ssize persistent_size;
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// Wiped on a per-frame basis
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// void* Frame;
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// u64 FrameSize;
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// Wiped whenever the engine wants to?
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Byte* transient;
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ssize transient_size;
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// TODO(Ed) : Move this to state & replay archive definitions?
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#if Build_Development
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static constexpr
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s32 Num_Snapshot_Slots = 3;
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// Abuse RAM to store snapshots of the Engine or Game state.
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MemorySnapshot snapshots[ Num_Snapshot_Slots ];
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s32 active_snapshot_slot;
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// Recording and playback info is the same for either engine or game.
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ReplayMode replay_mode;
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platform::File active_input_replay_file;
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// Engine-wide recording & playback loop.
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s32 engine_loop_active;
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s32 game_loop_active;
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//ReplayData replay;
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#endif
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// The game will have 1/2 of persistent's memory available ot it.
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static constexpr
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ssize game_memory_factor = 2;
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ssize engine_persistent_size()
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{
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return persistent_size - persistent_size / game_memory_factor;
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}
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ssize total_size()
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{
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return persistent_size + transient_size;
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}
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};
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// Allocator member-interface macros
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#define push_struct( type ) push__struct<type>()
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#define push_array( type, num ) push__array<type>( num )
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struct MemoryArena
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{
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Byte* storage;
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ssize size;
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ssize used;
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static
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void init( MemoryArena* arena, ssize size, Byte* storage )
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{
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arena->storage = storage;
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arena->size = size;
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arena->used = 0;
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}
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template< typename Type >
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Type* push__struct()
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{
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ssize type_size = sizeof( Type );
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assert( used + type_size <= size );
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Type* result = rcast(Type*, storage + used);
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used += type_size;
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return result;
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}
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template< typename Type >
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Type* push__array( ssize num )
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{
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ssize mem_amount = sizeof( Type ) * num;
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assert( used + mem_amount <= size );
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Type* result = rcast(Type*, storage + used);
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used += mem_amount;
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return result;
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}
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};
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struct OffscreenBuffer
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{
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void* memory; // Lets use directly mess with the "pixel's memory buffer"
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u32 width;
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u32 height;
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u32 pitch;
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u32 bytes_per_pixel;
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};
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// TODO : Will be gutting this once we have other stuff lifted.
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struct AudioBuffer
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{
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s16* samples;
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u32 running_sample_index;
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s32 samples_per_second;
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s32 num_samples;
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};
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struct World
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{
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f32 tile_lower_left_x;
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f32 tile_lower_left_y;
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f32 tile_meters_to_pixels;
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s32 tile_size_in_pixels;
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s32 tiles_per_screen_x;
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s32 tiles_per_screen_y;
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TileMap* tile_map;
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};
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#pragma pack(push, 1)
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struct BitmapHeaderPacked
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{
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u16 file_type;
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u32 file_size;
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u16 _reserved_1_;
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u16 _reserved_2_;
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u32 bitmap_offset;
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u32 size;
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s32 width;
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s32 height;
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u16 planes;
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u16 bits_per_pixel;
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u32 compression;
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u32 size_of_bitmap;
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s32 horizontal_resolution;
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s32 vertical_resolution;
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u32 colors_used;
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u32 colors_important;
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u32 red_mask;
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u32 green_mask;
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u32 blue_mask;
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};
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#pragma pack(pop)
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struct Bitmap
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{
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u32* pixels;
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s32 width;
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s32 height;
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u32 bits_per_pixel;
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};
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// Used to determine if analog input is at move threshold
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constexpr f32 analog_move_threshold = 0.5f;
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struct EngineActions
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{
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b32 move_up;
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b32 move_down;
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b32 move_left;
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b32 move_right;
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b32 loop_mode_engine;
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b32 loop_mode_game;
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b32 raise_volume;
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b32 lower_volume;
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b32 raise_tone_hz;
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b32 lower_tone_hz;
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b32 toggle_wave_tone;
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#if Build_Development
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b32 pause_renderer;
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b32 load_auto_snapshot;
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b32 set_snapshot_slot_1;
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b32 set_snapshot_slot_2;
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b32 set_snapshot_slot_3;
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b32 set_snapshot_slot_4;
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b32 force_null_access_violation;
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#endif
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};
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// TODO(Ed) : Do this properly?
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struct EngineContext
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{
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World* world;
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float delta_time;
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};
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EngineContext* get_context();
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NS_ENGINE_END
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