Day 36 complete.

This commit is contained in:
igor
2026-04-17 21:51:15 -07:00
parent 9bc7fa3b52
commit 1c1bea8a05
4 changed files with 52 additions and 3 deletions
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.3 MiB

+42
View File
@@ -84,6 +84,36 @@ static void DrawRectangle(game_offscreen_buffer *Buffer, F32 RealMinX, F32 RealM
} }
} }
#pragma pack(push, 1)
typedef struct bitmap_header {
U16 FileType;
U32 FileSize;
U16 Reserved1;
U16 Reserved2;
U32 BitmapOffset;
U32 Size;
S32 Width;
S32 Height;
U16 Planes;
U16 BitsPerPixel;
} bitmap_header;
#pragma pack(pop)
static U32 *LoadBMP(thread_context *Thread, debug_read_file_result (*DEBUGPlatformReadEntireFile)(thread_context *Thread, const char *), char *FileName)
{
U32 *Result = 0;
debug_read_file_result ReadResult = DEBUGPlatformReadEntireFile(Thread, FileName);
if(ReadResult.ContentsSize > 0) {
bitmap_header *Header = (bitmap_header *)ReadResult.Contents;
U32 *Pixels = (U32 *)((U8 *)ReadResult.Contents + Header->BitmapOffset);
Result = Pixels;
}
return Result;
}
void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer) void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
{ {
@@ -100,6 +130,8 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
GameState = (game_state *)Memory->PermanentStorage; GameState = (game_state *)Memory->PermanentStorage;
if(!Memory->IsInitialized) { if(!Memory->IsInitialized) {
GameState->PixelPointer = LoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_background.bmp");
GameState->PlayerP.AbsTileX = 2; GameState->PlayerP.AbsTileX = 2;
GameState->PlayerP.AbsTileY = 3; GameState->PlayerP.AbsTileY = 3;
GameState->PlayerP.OffsetX = 5.0f; GameState->PlayerP.OffsetX = 5.0f;
@@ -341,6 +373,16 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
F32 PlayerTop = ScreenCenterY - MetersToPixels*PlayerHeight; F32 PlayerTop = ScreenCenterY - MetersToPixels*PlayerHeight;
DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB); DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB);
#if 0
U32 *Source = GameState->PixelPointer;
U32 *Dest = (U32 *)Buffer->Memory;
for(S32 Y = 0; Y < Buffer->Height; Y++) {
for(S32 X = 0; X < Buffer->Width; X++) {
*Dest++ = *Source++;
}
}
#endif
GameOutputSound(GameState, SoundBuffer, 400); GameOutputSound(GameState, SoundBuffer, 400);
} }
+2
View File
@@ -168,7 +168,9 @@ typedef struct world {
typedef struct game_state { typedef struct game_state {
memory_arena WorldArena; memory_arena WorldArena;
world *World; world *World;
tile_map_position PlayerP; tile_map_position PlayerP;
U32 *PixelPointer;
} game_state; } game_state;
#endif #endif
+8 -3
View File
@@ -548,7 +548,7 @@ S32 main(S32 argc, char *argv[])
/* NOTE: Floating windows are not supported oficially by Wayland /* NOTE: Floating windows are not supported oficially by Wayland
* protocol. However, SDL_WINDOW_ALWAYS_ON_TOP does work on KDE * protocol. However, SDL_WINDOW_ALWAYS_ON_TOP does work on KDE
* under Wayland. I have not tested GNOME. */ * under Wayland. I have not tested GNOME. */
SDL_Window *Window = SDL_CreateWindow("Handmade Hero", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, RESOLUTION_WIDTH, RESOLUTION_HEIGHT, SDL_WINDOW_RESIZABLE); SDL_Window *Window = SDL_CreateWindow("Handmade Hero", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, RESOLUTION_WIDTH+20, RESOLUTION_HEIGHT+20, SDL_WINDOW_RESIZABLE);
/*SDL_WINDOW_RESIZABLE | /*SDL_WINDOW_RESIZABLE |
SDL_WINDOW_ALWAYS_ON_TOP);*/ SDL_WINDOW_ALWAYS_ON_TOP);*/
@@ -559,6 +559,10 @@ S32 main(S32 argc, char *argv[])
SDL_Renderer *Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC); SDL_Renderer *Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC);
SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH), (display_mode.h - RESOLUTION_HEIGHT)); SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH), (display_mode.h - RESOLUTION_HEIGHT));
/* NOTE: For future reference, the custom window bar should use
* SDL_SetWindowHitTest to define areas that will be used to
* drag the window. */
/* "Wayland needs an event loop and rendering or it won't function." /* "Wayland needs an event loop and rendering or it won't function."
* https://github.com/libsdl-org/SDL/issues/7699#issuecomment-1545684792 */ * https://github.com/libsdl-org/SDL/issues/7699#issuecomment-1545684792 */
/* NOTE: This means that we need to readraw to even resize the /* NOTE: This means that we need to readraw to even resize the
@@ -581,8 +585,9 @@ S32 main(S32 argc, char *argv[])
GlobalRunning = TRUE; GlobalRunning = TRUE;
sdl_window_dimension Dimension = SDLGetWindowDimension(Window); //sdl_window_dimension Dimension = SDLGetWindowDimension(Window);
SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height); //SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height);
SDLResizeTexture(&GlobalBackbuffer, Renderer, RESOLUTION_WIDTH, RESOLUTION_HEIGHT);
sdl_sound_output SoundOutput; sdl_sound_output SoundOutput;
memset(&SoundOutput, 0, sizeof(SoundOutput)); memset(&SoundOutput, 0, sizeof(SoundOutput));