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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);
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