Files
fennec/include/fennec/platform/interface/platform.h
Medusa Slockbower 3d42dea9eb - Started interface for renderers
- Renamed fproc -> langproc (I'll probably never settle on a naming convention for this)
 - Refactored set to use median psl
2025-08-02 13:17:20 -04:00

143 lines
4.7 KiB
C++

// =====================================================================================================================
// fennec, a free and open source game engine
// Copyright © 2025 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// =====================================================================================================================
#ifndef FENNEC_PLATFORM_INTERFACE_PLATFORM_H
#define FENNEC_PLATFORM_INTERFACE_PLATFORM_H
#include <fennec/containers/list.h>
#include <fennec/langproc/strings/cstring.h>
#include <fennec/langproc/strings/string.h>
#include <fennec/lang/typeuuid.h>
#include <fennec/platform/interface/fwd.h>
/*
* This class should resemble the target platform as a whole. By itself, it will represent the OS, i.e. Linux, Windows,
* etc.
*
* We want everything to be type agnostic from the top level down
*
* The general structure is:
* Platform -> Display Protocol -> GFX Context -> GFX API
* -> Window -> GFX Surface
* -> Input Protocol
*
* For example, let's say we are on Linux, using Wayland and OpenGL with EGL
* EGL will know that we are using OpenGL, but won't know we are using Wayland
* OpenGL won't know or care that Linux, EGL, or Wayland is being used
* Wayland won't know or care that OpenGL or EGL is being used
* Linux won't know or care that OpenGL, Wayland, or EGL are in use
*
* Why do we want everything to be type agnostic?
* Let's say someone wants to add a DirectX extension for Windows. They shouldn't have to touch the
* Windows platform class or Win32 display manager class at all to write the implementation. This
* allows the extension to remain entirely independent of the engine which allows you to just drop
* it into your project, and it will work as expected. This should also keep version compatibility
* issues to the absolute minimum.
*
* We can allow this by notifying the platform of all available drivers at startup and give them priorities.
* Then, the platform will load the highest priority first, only falling back when a driver fails to load or is
* deemed incompatible for whatever reason.
*
*
*/
namespace fennec
{
class platform {
public:
using shared_object = struct shared_object;
using symbol = void*;
const string name;
const uint64_t uuid;
virtual ~platform() = default;
// Dynamically linked objects
virtual shared_object* load_object(const cstring& file) = 0;
virtual void unload_object(shared_object* obj) = 0;
virtual symbol find_symbol(shared_object* obj, const cstring& name) = 0;
virtual void initialize(); // Initialize Drivers and Contexts
virtual void shutdown(); // Close Drivers and Contexts
display* get_display() { return _display; }
protected:
template<typename PlatformT>
explicit platform(const cstring& name, PlatformT*)
: name(name)
, uuid(typeuuid<PlatformT>()) {
auto& globals = _get_globals();
assertf(globals.singleton == nullptr, "Conflicting Platform Definitions.");
globals.singleton = this;
}
virtual void load_display();
display* _display;
private:
platform(const platform&) = delete;
// Static Stuff ========================================================================================================
public:
using display_ctor = display* (*)(platform*);
using input_ctor = inputdevice* (*)(display*);
using gfxctx_ctor = gfxcontext* (*)(display*);
template<typename ctor>
struct driver {
int priority;
ctor constructor;
};
struct global_context {
platform* singleton;
list<driver<display_ctor>> displays;
list<driver<input_ctor>> inputs;
list<driver<gfxctx_ctor>> graphics;
global_context()
: singleton(nullptr) {
}
};
static void add_driver(display_ctor ctor, int priority);
static void add_driver(input_ctor ctor, int priority);
static void add_driver(gfxctx_ctor ctor, int priority);
private:
static global_context& _get_globals();
public:
static const global_context& get_globals() {
return _get_globals();
}
static platform* instance() {
return _get_globals().singleton;
}
};
}
#endif // FENNEC_PLATFORM_INTERFACE_PLATFORM_H