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// Handles windowing, input, and native surface creation.

#pragma once

// Forward declare GLFWwindow to avoid including the full header here.
struct GLFWwindow;

struct PlatformState {
  GLFWwindow* window = nullptr;
  int width = 1280;
  int height = 720;
  bool is_fullscreen = false;
  // Store windowed geometry for fullscreen toggle
  int windowed_x = 0, windowed_y = 0, windowed_w = 0, windowed_h = 0;
};

void platform_init(PlatformState* state, bool fullscreen, int* width_ptr,
                   int* height_ptr);
void platform_shutdown(PlatformState* state);
void platform_poll(PlatformState* state);
bool platform_should_close(PlatformState* state);
void platform_toggle_fullscreen(PlatformState* state);

// Inline getters for direct access
inline GLFWwindow* platform_get_window(PlatformState* state) {
  return state->window;
}
inline int platform_get_width(PlatformState* state) {
  return state->width;
}
inline int platform_get_height(PlatformState* state) {
  return state->height;
}
inline float platform_get_aspect_ratio(PlatformState* state) {
  if (state->height == 0)
    return 1.0f;
  return (float)state->width / (float)state->height;
}

// glfwGetTime is a simple global query, so it doesn't need the state struct.
// Include the header directly to get the proper linkage.
#include <GLFW/glfw3.h>
inline double platform_get_time() {
  return glfwGetTime();
}

// WebGPU specific surface creation
#if defined(DEMO_CROSS_COMPILE_WIN32)
#include <webgpu/webgpu.h>
#else
#include <wgpu.h>
#endif
WGPUSurface platform_create_wgpu_surface(WGPUInstance instance,
                                         PlatformState* state);