-
Notifications
You must be signed in to change notification settings - Fork 2
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.
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
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
};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
};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