In process of migrating to ANSI C.
This commit is contained in:
+25
-26
@@ -1,16 +1,13 @@
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#ifndef HANDMADE_H
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#define HANDMADE_H
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#ifndef HANDMADE_H_SENTRY
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#define HANDMADE_H_SENTRY
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#include "sdl_handmade.h"
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#include "core.h"
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///////////////////////////////////////////////////////////////////////////////
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// NOTE: Servcies that the platform layer provides to the game. //
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///////////////////////////////////////////////////////////////////////////////
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/* --------------------------------------------------------------------- */
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/* NOTE: Servcies that the platform layer provides to the game. */
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/* --------------------------------------------------------------------- */
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#if BUILD_INTERNAL
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// NOTE: WARNING: Not for the shipping game.
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typedef struct debug_read_file_result {
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U32 ContentsSize;
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void *Contents;
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@@ -21,12 +18,12 @@ B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Mem
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void DEBUGPlatformFreeFileMemory(void *Memory);
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#endif
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///////////////////////////////////////////////////////////////////////////////
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// NOTE: Servcies that the game provides to the platform layer. //
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///////////////////////////////////////////////////////////////////////////////
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/* --------------------------------------------------------------------- */
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/* NOTE: Servcies that the game provides to the platform layer. */
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/* --------------------------------------------------------------------- */
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typedef struct game_offscreen_buffer {
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// Pixels are always 32-bit and have the bytes in BGRX (little-endian).
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/* Pixels are always 32-bit and have the bytes in BGRX (little-endian). */
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void *Memory;
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S32 Width;
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S32 Height;
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@@ -70,7 +67,7 @@ typedef struct game_controller_input {
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game_button_state Start;
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game_button_state Back;
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// NOTE: All buttons must be added above this line.
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/* NOTE: All buttons must be added above this line. */
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game_button_state Terminator;
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};
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@@ -78,11 +75,11 @@ typedef struct game_controller_input {
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} game_controller_input;
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typedef struct game_input {
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// TODO: Insert clock value here . . .
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/* TODO: Insert clock value here . . . */
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game_controller_input Controllers[5];
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} game_input;
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inline game_controller_input *GetController(game_input *Input, S32 ControllerIndex)
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game_controller_input *GetController(game_input *Input, S32 ControllerIndex)
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{
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Assert((U32)ControllerIndex < ARRAY_SIZE(Input->Controllers));
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game_controller_input *Result = &(Input->Controllers[ControllerIndex]);
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@@ -93,26 +90,28 @@ typedef struct game_memory {
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B32 IsInitialized;
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U64 PermanentStorageSize;
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void *PermanentStorage; // WARNING: This memory is REQUIRED to be zero initialized!!! (Done by the OS layer.)
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void *PermanentStorage; /* WARNING: This memory is REQUIRED to be zero initialized!!! (Done by the OS layer.) */
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U64 TransientStorageSize;
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void *TransientStorage; // WARNING: This memory is REQUIRED to be zero initialized!!! (Done by the OS layer.)
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void *TransientStorage; /* WARNING: This memory is REQUIRED to be zero initialized!!! (Done by the OS layer.) */
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#if BUILD_INTERNAL
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debug_read_file_result (*DEBUGPlatformReadEntireFile)(const char *);
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B32 (*DEBUGPlatformWriteEntireFile)(const char *, U32, void *);
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void (*DEBUGPlatformFreeFileMemory)(void *);
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#endif
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} game_memory;
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// typedef struct game_clocks {
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// U64 Ticks;
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// F32 SecondsElapsed;
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// } game_clocks;
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/*typedef struct game_clocks {
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U64 Ticks;
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F32 SecondsElapsed;
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} game_clocks;*/
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extern "C" void UpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer);
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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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//
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//
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/**/
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/**/
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/**/
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typedef struct game_state {
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S32 ToneHz;
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@@ -122,4 +121,4 @@ typedef struct game_state {
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F32 tSine;
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} game_state;
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#endif // HANDMADE_H
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#endif
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