Day 27 complete.

This commit is contained in:
2026-04-01 19:26:21 -07:00
parent 34727294b7
commit 88f235ede6
3 changed files with 84 additions and 8 deletions
+17 -8
View File
@@ -25,6 +25,9 @@
#include <x86intrin.h>
#endif
#define RESOLUTION_WIDTH 960
#define RESOLUTION_HEIGHT 540
static B32 GlobalRunning;
static U64 GlobalPerfCountFrequency;
@@ -140,7 +143,6 @@ void DEBUGPlatformFreeFileMemory(thread_context *Thread, void *Memory)
free(Memory);
}
static sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window)
{
sdl_window_dimension Dimension;
@@ -186,8 +188,8 @@ static void SDLDisplayBufferInWindow(offscreen_buffer Buffer,
/* SDL_RenderCopy(Renderer, Buffer.Texture, 0, 0); */
dest_rect.x = 0;
dest_rect.y = 0;
dest_rect.w = 500;
dest_rect.h = 500;
dest_rect.w = RESOLUTION_WIDTH;
dest_rect.h = RESOLUTION_HEIGHT;
SDL_RenderCopy(Renderer, Buffer.Texture, 0, (const SDL_Rect *)(&dest_rect));
SDL_RenderPresent(Renderer);
}
@@ -705,15 +707,20 @@ S32 main(S32 argc, char *argv[])
* protocol. However, SDL_WINDOW_ALWAYS_ON_TOP does work on KDE
* under Wayland. I have not tested GNOME. */
Window = SDL_CreateWindow("Handmade Hero", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 500, 500,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALWAYS_ON_TOP);
SDL_WINDOWPOS_UNDEFINED,
RESOLUTION_WIDTH, RESOLUTION_HEIGHT,
SDL_WINDOW_RESIZABLE |
SDL_WINDOW_ALWAYS_ON_TOP);
if(Window) {
SDL_Renderer *Renderer;
SDL_DisplayMode display_mode;
SDL_GetCurrentDisplayMode(0, &display_mode);
Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC);
SDL_SetWindowPosition(Window, 900, 300); /* TODO: Check that this
works on Linux. */
SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH),
(display_mode.h - RESOLUTION_HEIGHT));
/* "Wayland needs an event loop and rendering or it won't function."
* https://github.com/libsdl-org/SDL/issues/7699#issuecomment-1545684792 */
/* NOTE: This means that we need to readraw to even resize the
@@ -816,7 +823,8 @@ S32 main(S32 argc, char *argv[])
#endif
MonitorRefreshHz = SDLGetWindowRefreshRate(Window);
GameUpdateHz = MonitorRefreshHz;
/*GameUpdateHz = MonitorRefreshHz;*/
GameUpdateHz = 30; /* NOTE: Temporarily target 30 FPS. */
TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz;
NewInput = &Input[0];
@@ -1070,6 +1078,7 @@ S32 main(S32 argc, char *argv[])
Buffer.Memory = GlobalBackbuffer.Memory;
Buffer.Width = GlobalBackbuffer.Width;
Buffer.Height = GlobalBackbuffer.Height;
Buffer.BytesPerPixel = 4;
Buffer.Pitch = GlobalBackbuffer.Pitch;
if(SDLState.InputRecordingIndex) {