Day 25 done.
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+39
-7
@@ -63,17 +63,39 @@ static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset,
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}
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}
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void UpdateAndRender(game_memory *Memory, game_input *Input,
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game_offscreen_buffer *Buffer,
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static void RenderRectangle(game_offscreen_buffer *Buffer, S32 MouseX,
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S32 MouseY)
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{
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U8 *Row;
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U32 *Pixel;
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S32 X, Y;
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for(Y = MouseY; Y < MouseY+10; Y++) {
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if(Y >= Buffer->Height)
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break;
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Row = (U8 *)Buffer->Memory + (Buffer->Pitch * Y);
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for(X = MouseX; X < MouseX+10; X++) {
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if(X >= Buffer->Width)
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break;
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Pixel = (U32 *)Row + X;
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*Pixel = 0xFFFFFF;
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}
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}
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}
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void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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game_input *Input, game_offscreen_buffer *Buffer,
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game_sound_output_buffer *SoundBuffer)
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{
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game_state *GameState;
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U32 ControllerIndex;
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Assert((&Input->Controllers[0].u.buttons.Terminator -
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ASSERT((&Input->Controllers[0].u.buttons.Terminator -
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&Input->Controllers[0].u.Buttons[0]) ==
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ARRAY_SIZE(Input->Controllers[0].u.Buttons));
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Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
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ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize);
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GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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@@ -82,12 +104,13 @@ void UpdateAndRender(game_memory *Memory, game_input *Input,
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debug_read_file_result BitmapMemory;
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FileName = "/home/igor/Developer/handmade/sdl_handmade.cpp";
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BitmapMemory = Memory->DEBUGPlatformReadEntireFile(FileName);
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BitmapMemory = Memory->DEBUGPlatformReadEntireFile(Thread, FileName);
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if(BitmapMemory.Contents) {
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Memory->DEBUGPlatformWriteEntireFile("test.out",
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Memory->DEBUGPlatformWriteEntireFile(Thread, "test.out",
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BitmapMemory.ContentsSize,
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BitmapMemory.Contents);
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Memory->DEBUGPlatformFreeFileMemory(BitmapMemory.Contents);
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Memory->DEBUGPlatformFreeFileMemory(Thread,
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BitmapMemory.Contents);
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}
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#endif
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@@ -133,4 +156,13 @@ void UpdateAndRender(game_memory *Memory, game_input *Input,
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GameOutputSound(GameState, SoundBuffer, GameState->ToneHz);
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RenderWeirdGradient(Buffer, GameState->BlueOffset,
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GameState->GreenOffset);
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{
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S32 i;
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for(i = 0; i < (S32)ARRAY_SIZE(Input->MouseButtons); i++) {
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if(Input->MouseButtons[i].EndedDown)
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RenderRectangle(Buffer, 10 + 20 * i, 10);
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}
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}
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RenderRectangle(Buffer, Input->MouseX, Input->MouseY);
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}
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