Skip to content

data_types

Mich edited this page Dec 31, 2024 · 1 revision

Data Types

This page outlines the intrinsic data types used throughout the game engine. These types are fundamental to the engine's operation and are defined to ensure consistency and ease of use.

Primitive Types

The game engine uses a variety of primitive types for different purposes. Here are the defined types:

Unsigned integer types u8 is a uint8_t u16 is a uint16_t u32 is a uint32_t u64 is a uint64_t

Signed integer types int8 is a int8_t int16 is a int16_t int32 is a int32_t int64 is a int64_t

Floating-point types f32 is a float f64 is a double f128 is a long double

Handle type (typically used for object handles or identifiers) handle is a unsigned long long

Enums

error_code

The error_code enum defines various error codes that the engine might encounter.

enum class error_code {
success = 0,          // No error
generic_not_found,    // General not found error
error_opening_file,   // Error opening a file
line_not_found,       // Line not found in file
};

system_state

The system_state enum defines the possible states of the system.

enum class system_state {
active,    // System is active and running
suspended, // System is paused or suspended
inactive,  // System is inactive or shut down
};

Configuration Constants

The following constants are used for file configurations:

#define CONFIG_DIR                "./config/"  // Directory for configuration files
#define FILE_EXTENSION_CONFIG     ".yml"       // Extension for YAML configuration files
#define FILE_EXTENSION_INI        ".ini"       // Extension for INI configuration files

Clone this wiki locally