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4b8b2abbed
Adds the `pckernel` system to Jak 2, allowing you to do the PC-specific things that Jak 1 lets you do like change game resolution, etc. In other to reduce the amount of code duplication for something that we're gonna be changing a lot over time, I split it into a few more code files. In this new system, `pckernel-h.gc`, `pckernel-common.gc` (previously `pckernel.gc`) and `pc-debug-common.gc` are the files that should be shared across all games (I hacked the Jak 2 project to pull these files from the Jak 1 folder), while `pckernel-impl.gc`, `pckernel.gc` and `pc-debug-methods.gc` are their respective game-specific counterparts that should be loaded after. I'm not fully happy with this, I think it's slightly messy, but it cleanly separates code that should be game-specific and not accidentally copied around and code that should be the same for all games anyway.
19 lines
505 B
C++
19 lines
505 B
C++
#pragma once
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#include "common/common_types.h"
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#include "common/goal_constants.h"
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#include "common/util/Assert.h"
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#include "game/kernel/common/Ptr.h"
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template <typename T>
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struct Symbol4 {
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u8 foo;
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T& value() { return *reinterpret_cast<T*>(&foo - 1); }
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const T& value() const { return *reinterpret_cast<T*>(&foo - 1); }
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const char* name_cstr() const {
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return (const char*)(g_ee_main_mem + 4 +
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*reinterpret_cast<const u32*>(&foo + jak2::SYM_TO_STRING_OFFSET));
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}
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};
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