mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-11-10 03:44:53 -08:00
172 lines
5.6 KiB
C++
172 lines
5.6 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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#pragma warning( disable: 4201 ) // Support for non-standard nameless struct or union extesnion
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#pragma warning( disable: 4100 ) // Support for unreferenced formal parameters
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#pragma warning( disable: 4800 ) // Support implicit conversion to bools
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#pragma warning( disable: 4365 ) // Support for signed/unsigned mismatch auto-conversion
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#pragma warning( disable: 4189 ) // Support for unused variables
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#pragma warning( disable: 4514 ) // Support for unused inline functions
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#pragma warning( disable: 4505 ) // Support for unused static functions
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#pragma warning( disable: 5045 ) // Compiler will insert Spectre mitigation for memory load if /Qspectre switch specified
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#pragma warning( disable: 5264 ) // Support for 'const' variables unused
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#pragma warning( disable: 4820 ) // Support auto-adding padding to structs
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// TODO(Ed) : REMOVE THESE WHEN HE GETS TO THEM
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#include <math.h> // TODO : Implement math ourselves
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#include <stdio.h> // TODO : Implement output logging ourselves
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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 "strings.hpp"
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#define NS_PLATFORM_BEGIN namespace platform {
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#define NS_PLATFORM_END }
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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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/*
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IMPORTANT : These are not for shipping code - they are blocking and the write isn't protected.
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*/
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using DebugSetPauseRenderingFn = void (b32 value);
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struct File
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{
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void* OpaqueHandle;
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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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// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
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// Note: This is a temporary solution until there is more infrastructure for the engine to use.
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void get_symbol_from_module_table( File symbol_table, u32 symbol_ID, char* symbol_name )
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{
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struct Token
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{
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char const* Ptr;
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u32 Len;
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};
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Token tokens[256] = {};
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s32 idx = 0;
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char const* scanner = rcast( char const*, symbol_table.Data );
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u32 left = symbol_table.Size;
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while ( left )
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{
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if ( *scanner == '\n' || *scanner == '\r' )
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{
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++ scanner;
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-- left;
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}
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else
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{
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tokens[idx].Ptr = scanner;
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while ( left && *scanner != '\r' && *scanner != '\n' )
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{
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-- left;
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++ scanner;
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++ tokens[idx].Len;
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}
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++ idx;
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}
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}
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Token& token = tokens[symbol_ID];
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while ( token.Len -- )
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{
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*symbol_name = *token.Ptr;
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++ symbol_name;
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++ token.Ptr;
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}
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*symbol_name = '\0';
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}
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#endif
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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* OpaqueHandle;
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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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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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struct ModuleAPI
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{
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Str PathRoot;
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Str PathBinaries;
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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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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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};
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#pragma endregion Settings Exposure
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NS_PLATFORM_END
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