HandmadeHero/project/platform/platform.hpp
Ed_ d76163ae84 Fixed bugs with optimized builds
Symbol table for engine module was out of order.
2023-09-28 18:38:06 -04:00

171 lines
5.7 KiB
C++

/*
Platform abstraction layer for the project.
Services the platform provides to the engine & game.
This should be the only file the engine or game layer can include related to the platform layer.
(Public Interface essentially...)
*/
#pragma once
#pragma warning( disable: 4201 ) // Support for non-standard nameless struct or union extesnion
#pragma warning( disable: 4100 ) // Support for unreferenced formal parameters
#pragma warning( disable: 4800 ) // Support implicit conversion to bools
#pragma warning( disable: 4365 ) // Support for signed/unsigned mismatch auto-conversion
#pragma warning( disable: 4189 ) // Support for unused variables
#pragma warning( disable: 4514 ) // Support for unused inline functions
#pragma warning( disable: 4505 ) // Support for unused static functions
#pragma warning( disable: 5045 ) // Compiler will insert Spectre mitigation for memory load if /Qspectre switch specified
#pragma warning( disable: 5264 ) // Support for 'const' variables unused
#pragma warning( disable: 4820 ) // Support auto-adding padding to structs
#pragma warning( disable: 4711 ) // Support automatic inline expansion
#pragma warning( disable: 4710 ) // Support automatic inline expansion
// TODO(Ed) : REMOVE THESE WHEN HE GETS TO THEM
#include <math.h> // TODO : Implement math ourselves
#include <stdio.h> // TODO : Implement output logging ourselves
#include "grime.hpp"
#include "macros.hpp"
#include "generics.hpp"
#include "math_constants.hpp"
#include "types.hpp"
#include "strings.hpp"
#define NS_PLATFORM_BEGIN namespace platform {
#define NS_PLATFORM_END }
NS_PLATFORM_BEGIN
// On-Demand platform interface.
// Everything exposed here should be based on a feature a game may want to provide a user
// (Example: Letting the user change the refresh-rate of the monitor or the engine's target frame-rate)
#if Build_Development
using DebugSetPauseRenderingFn = void (b32 value);
#endif
struct File
{
void* OpaqueHandle;
Str Path;
void* Data;
u32 Size;
};
// TODO(Ed): This also assumes the symbol name is always within size of the provided buffer, needs to fail if not.
// Note: This is a temporary solution until there is more infrastructure for the engine to use.
void get_symbol_from_module_table( File symbol_table, u32 symbol_ID, char* symbol_name )
{
struct Token
{
char const* Ptr;
u32 Len;
};
Token tokens[256] = {};
s32 idx = 0;
char const* scanner = rcast( char const*, symbol_table.Data );
u32 left = symbol_table.Size;
while ( left )
{
if ( *scanner == '\n' || *scanner == '\r' )
{
++ scanner;
-- left;
}
else
{
tokens[idx].Ptr = scanner;
while ( left && *scanner != '\r' && *scanner != '\n' )
{
-- left;
++ scanner;
++ tokens[idx].Len;
}
++ idx;
}
}
Token& token = tokens[symbol_ID];
while ( token.Len -- )
{
*symbol_name = *token.Ptr;
++ symbol_name;
++ token.Ptr;
}
*symbol_name = '\0';
}
#pragma region Settings Exposure
// Exposing specific properties for user configuration in settings
// Returns the current monitor refresh rate.
using GetMonitorRefreshRateFn = u32();
// Sets the monitor refresh rate
// Must be of the compatiable listing for the monitor the window surface is presenting to
using SetMonitorRefreshRateFn = void ( u32 rate_in_hz );
using GetEngineFrameTargetFn = u32 ();
using SetEngineFrameTargetFn = void ( u32 rate_in_hz );
// This module api will be used to manage the editor and game modules from the engine side,
// without the platform layer needing to know about it.
struct BinaryModule
{
void* OpaqueHandle;
};
using LoadBinaryModuleFn = BinaryModule ( char const* module_path );
using UnloadBinaryModuleFn = void ( BinaryModule* module );
using GetModuleProcedureFn = void* ( BinaryModule module, char const* symbol );
// The file interface is really just made for the engine to use.
// It will allow for only reading or writting to a file at a time.
// Note: If anything more robust is needed, I'll grab it from the zpl-c library.
// TODO(Ed) : These need to be converted to an async interface.
using FileCheckExistsFn = b32 ( Str const file_path );
using FileCloseFn = void ( File* file );
using FileDelete = b32 ( Str const file_path );
using FileReadContentFn = b32 ( File* file );
using FileReadStreamFn = b32 ( File* file, u32 content_size, void* content_memory );
using FileWriteContentFn = u32 ( File* file, u32 content_size, void* content_memory );
using FileWriteStreamFn = u32 ( File* file, u32 content_size, void* content_memory );
using FileRewindFn = void ( File* file );
struct ModuleAPI
{
Str PathRoot;
Str PathBinaries;
#if Build_Development
DebugSetPauseRenderingFn* debug_set_pause_rendering;
#endif
GetMonitorRefreshRateFn* get_monitor_refresh_rate;
SetMonitorRefreshRateFn* set_monitor_refresh_rate;
GetEngineFrameTargetFn* get_engine_frame_target;
SetEngineFrameTargetFn* set_engine_frame_target;
LoadBinaryModuleFn* load_binary_module;
UnloadBinaryModuleFn* unload_binary_module;
GetModuleProcedureFn* get_module_procedure;
FileCheckExistsFn* file_check_exists; // Checks if a file exists
FileCloseFn* file_close; // Files successfuly provided to the user are not automatically closed, use this to close them.
FileDelete* file_delete; // Deletes a file from the file system
FileReadContentFn* file_read_content; // Read all content within file
FileReadStreamFn* file_read_stream; // Read next chunk of content within file
FileRewindFn* file_rewind; // Rewinds the file stream to the beginning
FileWriteContentFn* file_write_content; // Writes content to file (overwrites)
FileWriteStreamFn* file_write_stream; // Appends content to file
};
#pragma endregion Settings Exposure
NS_PLATFORM_END