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
+66
View File
@@ -37,6 +37,64 @@ static void GameOutputSound(game_state *GameState,
*/
}
static void ClearBackground(game_offscreen_buffer *Buffer)
{
S32 Width, Height, X;
Width = Buffer->Width;
Height = Buffer->Height;
for(X = 0; X < Width * Height; X++) {
U32 *Pixel = &((U32 *)Buffer->Memory)[X];
*Pixel = 0xFFFFFF;
}
}
static S32 RoundF32toS32(F32 Real32)
{
S32 Result = (S32)(Real32 + 0.5f);
return Result;
}
static void DrawRectangle(game_offscreen_buffer *Buffer,
F32 RealMinX, F32 RealMinY,
F32 RealMaxX, F32 RealMaxY,
U32 Color)
/*F32 R, F32 G, F32 B)*/
{
S32 MinX = RoundF32toS32(RealMinX);
S32 MinY = RoundF32toS32(RealMinY);
S32 MaxX = RoundF32toS32(RealMaxX);
S32 MaxY = RoundF32toS32(RealMaxY);
S32 Width = Buffer->Width;
S32 Height = Buffer->Height;
U8 *Row;
S32 Y, X;
if(MinX < 0)
MinX = 0;
if(MinY < 0)
MinY = 0;
if(MaxX > Width)
MaxX = Width;
if(MaxY > Height)
MaxY = Height;
Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel +
MinY*Buffer->Pitch);
for(Y = MinY; Y < MaxY; Y++) {
U32 *Pixel = (U32 *)Row;
for(X = MinX; X < MaxX; X++) {
*(U32 *)Pixel = Color;
Pixel++;
}
Row += Buffer->Pitch;
}
}
static void RenderRectangle(game_offscreen_buffer *Buffer, S32 MouseX,
S32 MouseY)
{
@@ -87,6 +145,14 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
}
}
DrawRectangle(Buffer, 0.0f, 0.0f, (F32)(Buffer->Width),
(F32)(Buffer->Height), 0x000000);
DrawRectangle(Buffer, 10.0f, 10.0f, 20.0f, 20.0f, 0xFFFFFF);
DrawRectangle(Buffer,
(F32)(Input->MouseX), (F32)(Input->MouseY),
(F32)(Input->MouseX) + 10.0f, (F32)(Input->MouseY) + 10.0f,
0xFF0000);
GameOutputSound(GameState, SoundBuffer, 400);
}
+1
View File
@@ -35,6 +35,7 @@ typedef struct game_offscreen_buffer {
void *Memory;
S32 Width;
S32 Height;
S32 BytesPerPixel;
S32 Pitch;
} game_offscreen_buffer;
+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) {