Golias Engine
A C++ 20 'game engine' built with SDL3 with wide platform support.
stdafx.h
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1 #pragma once
2 #define WIN32_LEAN_AND_MEAN
3 #define NOMINMAX
4 #include "definitions.h"
5 #include <SDL3_ttf/SDL_ttf.h>
6 #include <chrono>
7 #include <stdio.h>
8 
9 // #include <lua.hpp>
10 #include <sol.hpp>
11 
12 #define FLECS_CUSTOM_BUILD
13 #define FLECS_SYSTEM
14 #define FLECS_NO_LOG
15 #define FLECS_META
16 #define FLECS_CPP
17 #define FLECS_PIPELINE
18 // #include <assimp/postprocess.h>
19 // #include <assimp/scene.h>
20 #include <condition_variable>
21 #include <deque>
22 #include <flecs/flecs.h>
23 #include <functional>
24 #include <glad.h>
25 #include <map>
26 #include <mutex>
27 #include <random>
28 #include <string>
29 #include <unordered_map>
30 #include <vector>
31 
32 #include "json.hpp"
33 // #include <assimp/Importer.hpp>
34 #include <glm/glm.hpp>
35 #include <glm/gtc/constants.hpp>
36 #include <glm/gtc/matrix_transform.hpp>
37 #include <glm/gtc/quaternion.hpp>
38 #include <glm/gtc/type_ptr.hpp>
39 
40 #define GLM_ENABLE_EXPERIMENTAL
41 #include <filesystem>
42 #include <miniaudio.h>
43 
44 #include <glm/gtx/string_cast.hpp>
45 
46 #if defined(SDL_PLATFORM_EMSCRIPTEN)
47  #include <emscripten.h>
48 #endif
49 
50 #include <spdlog/sinks/android_sink.h>
51 #include <spdlog/sinks/basic_file_sink.h>
52 #include <spdlog/sinks/rotating_file_sink.h>
53 #include <spdlog/sinks/stdout_color_sinks.h>
54 #include <spdlog/spdlog.h>
55 #include <tinyxml2.h>
56 
57 using Json = nlohmann::json;
58 
59 #if __ANDROID__
60 const std::filesystem::path BASE_PATH = "";
61 #define ASSETS_PATH std::string("")
62 #elif __APPLE__
63 const std::filesystem::path BASE_PATH = SDL_GetBasePath();
64 #define ASSETS_PATH (BASE_PATH / "res/").string()
65 #else
66 const std::filesystem::path BASE_PATH = SDL_GetBasePath();
67 #define ASSETS_PATH std::string("res/")
68 #endif
69 
70 #include <stb_image.h>
const std::filesystem::path BASE_PATH
Definition: stdafx.h:66
nlohmann::json Json
Definition: stdafx.h:57