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#ifndef ENGINE_H
#define ENGINE_H
#include <stdbool.h>
#include <engine/input.h>
#include <engine/logging.h>
#include <engine/memory.h>
#include <engine/resources.h>
#include <engine/stack.h>
#include <engine/state.h>
#include <engine/types.h>
#include <engine/vector.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;
struct RenderObject *testobject;
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 Asset_FontSpec* fonts[],
const Asset_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);
/* Input handling */
void engine_input_ctx_push(i_ctx* ctx);
void engine_input_ctx_pop(void);
void engine_input_ctx_reset(void);
#include "rendering.h"
#ifdef ENGINE_INTERNALS
#define GLFW_INCLUDE_NONE
#include <GLFW/glfw3.h>
/* Window */
struct Window {
GLFWwindow* window;
f32 render_scale;
v2_i32 windowsize;
i32* game_w;
i32* game_h;
};
typedef struct {
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 */
Asset_TextureSpec** texture_paths;
Asset_FontSpec** font_paths;
/* Our actual sources */
Texture** textures;
//TTF_Font** fonts;
};
#endif
#endif
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