Clean up after core.h updates.
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+9
-7
@@ -1,8 +1,10 @@
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#include "handmade.h"
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internal void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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#include <math.h>
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static void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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{
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local_persist F32 tSine;
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static F32 tSine;
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S16 ToneVolume = 8000;
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S32 WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
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@@ -13,11 +15,11 @@ internal void GameOutputSound(game_sound_output_buffer *SoundBuffer, S32 ToneHz)
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*SampleOut++ = SampleValue;
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*SampleOut++ = SampleValue;
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tSine += 2.0f * pi32 * 1.0f / (F32)WavePeriod;
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tSine += 2.0f * PI * 1.0f / (F32)WavePeriod;
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}
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}
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internal void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32 YOffset)
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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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@@ -35,9 +37,9 @@ internal void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S3
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}
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}
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internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer)
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static void GameUpdateAndRender(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]) == ArrayCount(Input->Controllers[0].Buttons));
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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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@@ -58,7 +60,7 @@ internal void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_o
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// GameState.GreenOffset;
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// GameState.BlueOffset;
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for(U32 ControllerIndex = 0; ControllerIndex < ArrayCount(Input->Controllers); ControllerIndex++) {
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for(U32 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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