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#ifndef ENGINE_H
#define ENGINE_H
#include <stdbool.h>
// TODO: Cleanup the includes, ideally this header file should only include all
// "public-facing" headers.
#include <engine/core/types.h>
#include <engine/core/logging.h>
#include <engine/core/memory.h>
#include <engine/core/state.h>
#include <engine/ctrl/input.h>
#include <engine/resources.h>
#include <engine/utils/stack.h>
#include <engine/utils/vector.h>
typedef struct {
u32 texture_id;
i32 x, y, w, h;
} RenderUnit;
#include <engine/rendering/window.h>
#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, i32 windowWidth, i32 windowHeight,
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);
f64 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 <engine/rendering/rendering.h>
//#ifdef ENGINE_INTERNALS
//
//#include <glad/gl.h>
//#define GLFW_INCLUDE_NONE
//#include <GLFW/glfw3.h>
//
//
//#endif
#endif
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