In process of migrating to ANSI C.
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#include "core.h"
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#include "handmade.h"
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#include "sdl_handmade.h"
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#include <math.h>
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static void GameOutputSound(game_state *GameState, game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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{
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S16 ToneVolume = 8000;
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S32 WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
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S16 *SampleOut = SoundBuffer->Samples;
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S32 SampleIndex;
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for(SampleIndex = 0; SampleIndex < SoundBuffer->SampleCount; SampleIndex++) {
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F32 SineValue = sinf(GameState->tSine);
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S16 SampleValue = (S16)(SineValue * ToneVolume);
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*SampleOut++ = SampleValue;
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*SampleOut++ = SampleValue;
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GameState->tSine += 2.0f * (F32)PI * 1.0f / (F32)WavePeriod;
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if(GameState->tSine > 2.0f*(F32)PI) {
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GameState->tSine -= 2.0f*(F32)PI;
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}
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}
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}
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static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset)
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{
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S32 Width = Buffer->Width;
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S32 Height = Buffer->Height;
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U8 *Row = (U8 *)Buffer->Memory;
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S32 Y;
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for(Y = 0; Y < Height; Y++) {
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U32 *Pixel = (U32 *)Row;
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S32 X;
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for(X = 0; X < Width; X++) {
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U8 Blue = (U8)(X + XOffset);
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U8 Green = (U8)(Y + YOffset);
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*Pixel = (Green << 8) | Blue;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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void UpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
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{
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Assert((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) == ARRAY_SIZE(Input->Controllers[0].Buttons));
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Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
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game_state *GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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#if BUILD_INTERNAL
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char FileName[] = "/home/igor/Developer/handmade/sdl_handmade.cpp";
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debug_read_file_result BitmapMemory = Memory->DEBUGPlatformReadEntireFile(FileName);
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if(BitmapMemory.Contents) {
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Memory->DEBUGPlatformWriteEntireFile("test.out", BitmapMemory.ContentsSize, BitmapMemory.Contents);
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Memory->DEBUGPlatformFreeFileMemory(BitmapMemory.Contents);
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}
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#endif
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GameState->ToneHz = 256;
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GameState->tSine = 0.0f;
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/* TODO: Maybe more appropriate to do in the platform layer? */
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Memory->IsInitialized = TRUE;
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}
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/* GameState.ToneHz; */
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/* GameState.GreenOffset; */
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/* GameState.BlueOffset; */
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U32 ControllerIndex;
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for(ControllerIndex = 0; ControllerIndex < ARRAY_SIZE(Input->Controllers); ControllerIndex++) {
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game_controller_input *Controller = GetController(Input, ControllerIndex);
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if(Controller->IsAnalog) {
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GameState->GreenOffset += (int)(4.0f*(Controller->StickAverageY));
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GameState->BlueOffset += (int)(4.0f*(Controller->StickAverageX));
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GameState->ToneHz = 256 + (S32)(128.0f*(Controller->StickAverageY));
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} else {
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if(Controller->MoveUp.EndedDown) {
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GameState->GreenOffset -= 5;
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}
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if(Controller->MoveDown.EndedDown) {
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GameState->GreenOffset += 5;
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}
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if(Controller->MoveLeft.EndedDown) {
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GameState->BlueOffset -= 5;
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}
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if(Controller->MoveRight.EndedDown) {
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GameState->BlueOffset += 5;
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}
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}
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}
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GameOutputSound(GameState, SoundBuffer, GameState->ToneHz);
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RenderWeirdGradient(Buffer, GameState->BlueOffset, GameState->GreenOffset);
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}
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