// Shared by platform/engine/game #include "common.h" // Debug target loads shaders from file // Release target includes shaders directly into the binary #ifndef BUILD_DEBUG #include "glsl.inc" #endif typedef uint32_t handle_t; const handle_t NULL_HANDLE = 0; enum {MAX_NAME_LENGTH = 64}; // Engine Headers #include "engine/logger.h" #include "engine/math.h" #include "engine/hash.h" #include "engine/memory.h" #include "engine/camera.h" #include "engine/ui.h" #include "engine/data_loader.h" #include "engine/asset_types.h" #include "engine/asset_mgr.h" #include "engine/audio_mgr.h" #include "engine/render_mgr.h" #include "engine/node.h" #include "engine.h" #ifdef BUILD_DEBUG #include "engine/debug.h" #endif // Game Headers #include "game/logic.h" #include "game/menu.h" #include "game/render.h" #include "game.h" #ifdef BUILD_DEBUG #include "game/debug.h" #endif // Globals #include "globals.inc" // Engine Source #include "engine/data_loader.c" #include "engine/font.inc" #include "engine/math.c" #include "engine/logger.c" #include "engine/memory.c" #include "engine/hash.c" #include "engine/asset_mgr.c" #include "engine/audio_mgr.c" #include "engine/node.c" #include "engine/camera.c" #include "engine/render_mgr.c" #include "engine/ui.c" #include "engine/engine.c" // Game Source #include "game/logic.c" #include "game/menu.c" #include "game/render.c" #include "game/game.c" #ifdef BUILD_DEBUG #include "game/debug.c" #endif #ifdef BUILD_DEBUG #include "engine/debug.c" #endif