HandmadeHero/project/engine/engine.hpp
2023-10-11 23:58:04 -04:00

147 lines
2.6 KiB
C++

/*
Services the engine provides to the platform layer
*/
#pragma once
#if INTELLISENSE_DIRECTIVES
#include "platform/platform.hpp"
#include "engine_module.hpp"
#include "tile_map.hpp"
#endif
NS_ENGINE_BEGIN
struct Clocks
{
// TODO(Ed) : Clock values...
f32 seconds_elapsed;
};
struct ThreadContext
{
u32 placeholder;
};
struct MemorySnapshot
{
StrPath file_path;
void* opaque_handle;
void* opaque_handle_2;
void* memory;
u64 age;
};
enum ReplayMode : s32
{
ReplayMode_Off,
ReplayMode_Record,
ReplayMode_Playback
};
struct ReplayData
{
static constexpr
s32 Num_Snapshot_Slots = 3;
// Abuse RAM to store snapshots of the Engine or Game state.
MemorySnapshot snapshots[ Num_Snapshot_Slots ];
s32 active_snapshot_slot;
// Recording and playback info is the same for either engine or game.
ReplayMode replay_mode;
platform::File active_input_replay_file;
// Engine-wide recording & playback loop.
s32 engine_loop_active;
s32 game_loop_active;
};
struct Memory
{
// All memory for the engine is required to be zero initialized.
// Wiped on shutdown
Byte* persistent;
ssize persistent_size;
// Wiped on a per-frame basis
// void* Frame;
// u64 FrameSize;
// Wiped whenever the engine wants to?
Byte* transient;
ssize transient_size;
// TODO(Ed) : Move this to state & replay archive definitions?
#if Build_Development
static constexpr
s32 Num_Snapshot_Slots = 3;
// Abuse RAM to store snapshots of the Engine or Game state.
MemorySnapshot snapshots[ Num_Snapshot_Slots ];
s32 active_snapshot_slot;
// Recording and playback info is the same for either engine or game.
ReplayMode replay_mode;
platform::File active_input_replay_file;
// Engine-wide recording & playback loop.
s32 engine_loop_active;
s32 game_loop_active;
//ReplayData replay;
#endif
// The game will have 1/4 of persistent's memory available ot it.
static constexpr
ssize game_memory_factor = 4;
ssize engine_persistent_size()
{
return persistent_size - persistent_size / game_memory_factor;
}
ssize total_size()
{
return persistent_size + transient_size;
}
};
struct MemoryArena
{
Byte* storage;
ssize size;
ssize used;
};
struct OffscreenBuffer
{
void* memory; // Lets use directly mess with the "pixel's memory buffer"
u32 width;
u32 height;
u32 pitch;
u32 bytes_per_pixel;
};
// TODO : Will be gutting this once we have other stuff lifted.
struct AudioBuffer
{
s16* samples;
u32 running_sample_index;
s32 samples_per_second;
s32 num_samples;
};
struct World
{
// TODO(Ed) : Remove
f32 tile_lower_left_x;
f32 tile_lower_left_y;
TileMap* tile_map;
};
NS_ENGINE_END