Golias Engine
A C++ 20 'game engine' built with SDL3 with wide platform support.
engine
public
stdafx.h
Go to the documentation of this file.
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#pragma once
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#define WIN32_LEAN_AND_MEAN
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#define NOMINMAX
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#include "
definitions.h
"
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#include <SDL3_ttf/SDL_ttf.h>
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#include <chrono>
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#include <stdio.h>
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// #include <lua.hpp>
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#include <sol.hpp>
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#define FLECS_CUSTOM_BUILD
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#define FLECS_SYSTEM
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#define FLECS_NO_LOG
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#define FLECS_META
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#define FLECS_CPP
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#define FLECS_PIPELINE
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// #include <assimp/postprocess.h>
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// #include <assimp/scene.h>
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#include <condition_variable>
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#include <deque>
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#include <flecs/flecs.h>
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#include <functional>
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#include <glad.h>
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#include <map>
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#include <mutex>
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#include <random>
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#include <string>
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#include <unordered_map>
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#include <vector>
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#include "json.hpp"
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// #include <assimp/Importer.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <filesystem>
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#include <miniaudio.h>
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#include <glm/gtx/string_cast.hpp>
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#if defined(SDL_PLATFORM_EMSCRIPTEN)
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#include <emscripten.h>
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#endif
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#include <spdlog/sinks/android_sink.h>
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#include <spdlog/sinks/basic_file_sink.h>
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#include <spdlog/sinks/rotating_file_sink.h>
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#include <spdlog/sinks/stdout_color_sinks.h>
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#include <spdlog/spdlog.h>
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#include <tinyxml2.h>
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using
Json
= nlohmann::json;
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#if __ANDROID__
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const
std::filesystem::path
BASE_PATH
=
""
;
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#define ASSETS_PATH std::string(""
)
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#elif __APPLE__
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const
std::filesystem::path
BASE_PATH
= SDL_GetBasePath();
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#define ASSETS_PATH (BASE_PATH / "res/"
).string()
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#else
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const
std::filesystem::path
BASE_PATH
= SDL_GetBasePath();
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#define ASSETS_PATH std::string("res/"
)
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#endif
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#include <stb_image.h>
definitions.h
BASE_PATH
const std::filesystem::path BASE_PATH
Definition:
stdafx.h:66
Json
nlohmann::json Json
Definition:
stdafx.h:57
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