mirror of
https://github.com/Ed94/HandmadeHero.git
synced 2024-11-10 03:44:53 -08:00
186 lines
2.7 KiB
C
186 lines
2.7 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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#include "platform.h"
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#define NS_ENGINE_BEGIN namespace engine {
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#define NS_ENGINE_END }
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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 SecondsElapsed;
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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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void* Persistent;
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u64 PersistentSize;
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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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void* Transient;
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u64 TransientSize;
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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 BytesPerPixel;
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};
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// TODO : Will be gutting this once we have other stuff lifted.
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struct SoundBuffer
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{
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s16* Samples;
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u32 RunningSampleIndex;
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s32 SamplesPerSecond;
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s32 NumSamples;
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};
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struct DigitalBtn
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{
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s32 HalfTransitions;
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b32 State;
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};
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#define DigitalBtn_Up 0
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#define DigitalBtn_Down 1
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struct AnalogAxis
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{
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f32 Start;
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f32 End;
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f32 Min;
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f32 Max;
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};
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struct AnalogStick
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{
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AnalogAxis X;
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AnalogAxis Y;
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};
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struct KeyboardState
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{
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DigitalBtn W;
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DigitalBtn A;
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DigitalBtn S;
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DigitalBtn D;
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};
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struct MousesState
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{
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DigitalBtn Left;
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DigitalBtn Middle;
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DigitalBtn Right;
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};
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struct XInputPadState
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{
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struct
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{
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AnalogStick Left;
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AnalogStick Right;
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} Stick;
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AnalogAxis LeftTrigger;
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AnalogAxis RightTrigger;
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union {
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DigitalBtn Btns[14];
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struct {
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struct {
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DigitalBtn Up;
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DigitalBtn Down;
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DigitalBtn Left;
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DigitalBtn Right;
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} DPad;
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DigitalBtn A;
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DigitalBtn B;
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DigitalBtn X;
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DigitalBtn Y;
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DigitalBtn Back;
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DigitalBtn Start;
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DigitalBtn LeftShoulder;
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DigitalBtn RightShoulder;
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};
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};
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b32 using_analog()
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{
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return true;
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};
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};
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struct DualsensePadState
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{
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struct
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{
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AnalogStick Left;
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AnalogStick Right;
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} Stick;
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AnalogAxis L2;
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AnalogAxis R2;
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union {
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DigitalBtn Btns[14];
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struct {
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struct {
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DigitalBtn Up;
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DigitalBtn Down;
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DigitalBtn Left;
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DigitalBtn Right;
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} DPad;
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DigitalBtn X;
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DigitalBtn Circle;
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DigitalBtn Square;
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DigitalBtn Triangle;
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DigitalBtn Share;
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DigitalBtn Options;
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DigitalBtn L1;
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DigitalBtn R1;
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};
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};
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b32 using_analog()
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{
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return true;
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};
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};
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struct ControllerState
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{
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KeyboardState* Keyboard;
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MousesState* Mouse;
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XInputPadState* XPad;
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DualsensePadState* DSPad;
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};
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struct InputState
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{
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ControllerState Controllers[4];
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};
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b32 input_using_analog();
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// Needs a contextual reference to four things:
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// Timing, Input, Bitmap Buffer, Sound Buffer
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void update_and_render( InputState* input, OffscreenBuffer* back_buffer, SoundBuffer* sound_buffer, Memory* memory );
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NS_ENGINE_END
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