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#ifndef ENGINE_H
#define ENGINE_H
#include <stdbool.h>
#include <engine/types.h>
#include <engine/logging.h>
#include <engine/stack.h>
#include <engine/vector.h>
#include <engine/memory.h>
#include <engine/input.h>
#include <engine/state.h>
#include <engine/resources.h>
typedef struct {
u32 texture_id;
i32 x, y,
w, h;
} RenderUnit;
typedef struct Window Window;
#define NUM_GLOBAL_BINDINGS 1
typedef struct {
void *data; /* Contains textures and such */
u64 data_len;
Window *window;
bool quit;
u64 frame;
f32 fps_target;
/* TODO: Move mouse data to input ctx */
v2_i32 mouse_pos;
v2_i32 mousedown;
v2_i32 mouseup;
bool mouse_lclick;
bool mouse_rclick;
i32 camera_x;
i32 camera_y;
/* Text input/editing is currently not used/implemented */
char *edit_text;
usize edit_pos;
memory *mem;
i_ctx **bindings;
usize bindings_sz;
usize bindings_len;
binding_t bindings_global[NUM_GLOBAL_BINDINGS];
} Platform;
/* Essential functions */
Platform *engine_init(
const char *windowtitle,
v2_i32 windowsize,
const f32 render_scale,
const u32 flags,
const usize initial_memory,
const FontSpec *fonts[],
const TextureSpec *textures[]);
i32 engine_run(Platform *p, StateType initial_state);
void engine_stop(Platform *p);
/* Utility functions */
void engine_fps_max(u64 cap);
void render_set_zoom(f32 new_zoom);
void render_adjust_zoom(f32 diff);
void render_add_unit(RenderUnit *u);
u32 get_time(void);
v2_i32 get_windowsize(void);
v2_i32 *get_mousepos(void);
#include "rendering.h"
#ifdef ENGINE_INTERNALS
#define MAX(a,b) (a > b ? a : b)
/* Window */
struct Window {
SDL_Window *window;
SDL_Renderer *renderer;
f32 render_scale;
v2_i32 windowsize;
i32* game_w;
i32* game_h;
};
typedef struct {
SDL_Texture *texture;
const i32 tilesize;
const i32 width;
const i32 height;
} Texture;
struct Resources {
usize textures_len;
usize textures_size;
usize fonts_len;
usize texturepaths_len;
usize fontpaths_len;
/* Paths for our sources, kept in case the user wants to reload them */
TextureSpec **texture_paths;
FontSpec **font_paths;
/* Our actual sources */
Texture **textures;
TTF_Font **fonts;
};
#endif
#endif
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