143 lines
4.1 KiB
C
143 lines
4.1 KiB
C
#ifndef HANDMADE_H_SENTRY
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#define HANDMADE_H_SENTRY
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#include "core.h"
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/* --------------------------------------------------------------------- */
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/* NOTE: Servcies that the platform layer provides to the game. */
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/* --------------------------------------------------------------------- */
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typedef struct thread_context {
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S32 Placeholder;
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} thread_context;
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#if BUILD_INTERNAL
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typedef struct debug_read_file_result {
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U32 ContentsSize;
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void *Contents;
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} debug_read_file_result;
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debug_read_file_result DEBUGPlatformReadEntireFile(thread_context *Thread,
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const char *Filename);
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B32 DEBUGPlatformWriteEntireFile(thread_context *Thread,
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const char *Filename, U32 MemorySize,
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void *Memory);
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void DEBUGPlatformFreeFileMemory(thread_context *Thread, void *Memory);
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#endif
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/* --------------------------------------------------------------------- */
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/* NOTE: Servcies that the game provides to the platform layer. */
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/* --------------------------------------------------------------------- */
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typedef struct game_offscreen_buffer {
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/* Pixels are always 32-bit and have the bytes in BGRX
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* (little-endian). */
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void *Memory;
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S32 Width;
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S32 Height;
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S32 Pitch;
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} game_offscreen_buffer;
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typedef struct game_sound_output_buffer {
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S32 SamplesPerSecond;
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S32 SampleCount;
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S16 *Samples;
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} game_sound_output_buffer;
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typedef struct game_button_state {
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S32 HalfTransitionCount;
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B32 EndedDown;
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} game_button_state;
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typedef struct game_controller_input {
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B32 IsConnected;
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B32 IsAnalog;
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F32 StickAverageX;
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F32 StickAverageY;
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union {
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game_button_state Buttons[12];
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struct {
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game_button_state MoveUp;
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game_button_state MoveDown;
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game_button_state MoveLeft;
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game_button_state MoveRight;
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game_button_state ActionUp;
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game_button_state ActionDown;
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game_button_state ActionLeft;
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game_button_state ActionRight;
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game_button_state LeftShoulder;
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game_button_state RightShoulder;
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game_button_state Start;
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game_button_state Back;
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/* NOTE: All buttons must be added above this line. */
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game_button_state Terminator;
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} buttons;
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} u;
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} game_controller_input;
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typedef struct game_input {
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game_button_state MouseButtons[5];
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S32 MouseX, MouseY, MouseZ; /* NOTE: MouseZ is the wheel. */
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F32 SecondsToAdvanceOverUpdate;
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game_controller_input Controllers[5];
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} game_input;
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game_controller_input *GetController(game_input *Input, S32 ControllerIndex)
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{
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game_controller_input *Result;
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ASSERT((U32)ControllerIndex < ARRAY_SIZE(Input->Controllers));
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Result = &(Input->Controllers[ControllerIndex]);
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return Result;
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}
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typedef struct game_memory {
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B32 IsInitialized;
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U64 PermanentStorageSize;
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void *PermanentStorage; /* WARNING: This memory is REQUIRED to be zero
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initialized!!! (Done by the OS
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layer.) */
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U64 TransientStorageSize;
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void *TransientStorage; /* WARNING: This memory is REQUIRED to be zero
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initialized!!! (Done by the OS
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layer.) */
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#if BUILD_INTERNAL
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debug_read_file_result (*DEBUGPlatformReadEntireFile)(
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thread_context *Thread,const char *);
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B32 (*DEBUGPlatformWriteEntireFile)(thread_context *Thread,
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const char *, U32, void *);
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void (*DEBUGPlatformFreeFileMemory)(thread_context *Thread, void *);
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#endif
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} game_memory;
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/*typedef struct game_clocks {
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U64 Ticks;
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F32 SecondsElapsed;
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} game_clocks;*/
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void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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game_input *Input, game_offscreen_buffer *Buffer,
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game_sound_output_buffer *SoundBuffer);
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/*
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*
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*/
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typedef struct game_state {
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void *filler;
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} game_state;
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#endif
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