const std = @import("std"); const Allocator = std.mem.Allocator; const builtin = @import("builtin"); const glfw = @import("glfw"); const gpu = @import("gpu"); const platform = @import("platform.zig"); const structs = @import("structs.zig"); const enums = @import("enums.zig"); const Timer = @import("Timer.zig"); const Engine = @This(); allocator: Allocator, options: structs.Options, /// The amount of time (in seconds) that has passed since the last frame was rendered. /// /// For example, if you are animating a cube which should rotate 360 degrees every second, /// instead of writing (360.0 / 60.0) and assuming the frame rate is 60hz, write /// (360.0 * engine.delta_time) delta_time: f32 = 0, delta_time_ns: u64 = 0, timer: Timer, device: gpu.Device, backend_type: gpu.Adapter.BackendType, swap_chain: ?gpu.SwapChain, swap_chain_format: gpu.Texture.Format, surface: ?gpu.Surface, current_desc: gpu.SwapChain.Descriptor, target_desc: gpu.SwapChain.Descriptor, internal: platform.Type, pub fn init(allocator: std.mem.Allocator, options: structs.Options) !Engine { var engine: Engine = undefined; engine.allocator = allocator; engine.options = options; engine.timer = try Timer.start(); engine.internal = try platform.Type.init(allocator, &engine); return engine; } pub fn setShouldClose(engine: *Engine, value: bool) void { engine.internal.setShouldClose(value); } // Returns the framebuffer size, in subpixel units. // // e.g. returns 1280x960 on macOS for a window that is 640x480 pub fn getFramebufferSize(engine: *Engine) structs.Size { return engine.internal.getFramebufferSize(); } // Returns the widow size, in pixel units. // // e.g. returns 1280x960 on macOS for a window that is 640x480 pub fn getWindowSize(engine: *Engine) structs.Size { return engine.internal.getWindowSize(); } pub fn setSizeLimits(engine: *Engine, min: structs.SizeOptional, max: structs.SizeOptional) !void { return engine.internal.setSizeLimits(min, max); } pub fn pollEvent(engine: *Engine) ?structs.Event { return engine.internal.pollEvent(); }