SDEngine
Game Engine
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types.hpp
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1// TODO(docs): Add file-level Doxygen header
2// - @file types.hpp
3// - @brief Engine type aliases
4// - Rationale for using custom type aliases (clarity, consistency)
5#pragma once
6#include <cstdint>
7#include <limits>
8using I8 = std::int8_t;
9using I16 = std::int16_t;
10using I32 = std::int32_t;
11using I64 = std::int64_t;
12
13using U8 = std::uint8_t;
14using U16 = std::uint16_t;
15using U32 = std::uint32_t;
16using U64 = std::uint64_t;
17
18using USize = std::size_t;
19
20using F32 = float;
21using F64 = double;
22
23#define LOCAL_PERSIST static
24
25template<typename T>
26constexpr T g_type_max = std::numeric_limits<T>::max();
consteval U64 type_id_of()
Definition type_id.hpp:6
float F32
Definition types.hpp:20
std::uint32_t U32
Definition types.hpp:15
std::size_t USize
Definition types.hpp:18
std::uint16_t U16
Definition types.hpp:14
std::uint64_t U64
Definition types.hpp:16
constexpr T g_type_max
Definition types.hpp:26
std::int32_t I32
Definition types.hpp:10
std::int16_t I16
Definition types.hpp:9
std::int8_t I8
Definition types.hpp:8
double F64
Definition types.hpp:21
std::uint8_t U8
Definition types.hpp:13
std::int64_t I64
Definition types.hpp:11