Game code is now loaded dynamically.
This commit is contained in:
@@ -39,11 +39,16 @@ endif
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EXE=handmadehero
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EXE=handmadehero
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$(EXE): sdl_handmade.cpp
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default: libhandmade $(EXE)
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$(CC) $(FLAGS) $(UFLAGS) $(INCLUDE) $^ $(LIBS) $(FRAMEWORKS) -o $@
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libhandmade: handmade.cpp
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$(CC) $(FLAGS) $(UFLAGS) -fPIC -shared $(INCLUDE) $^ $(LIBS) $(FRAMEWORKS) -o libhandmade.so
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$(EXE): sdl_handmade.cpp libhandmade
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$(CC) $(FLAGS) $(UFLAGS) $(INCLUDE) sdl_handmade.cpp $(LIBS) $(FRAMEWORKS) -o $@
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tags: $(OBJS)
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tags: $(OBJS)
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ctags -R *.h *.c
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ctags -R *.h *.c
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clean:
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clean:
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rm -rf $(EXE) $(EXE).dSYM
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rm -rf $(EXE) $(EXE).dSYM libhandmade.so
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+6
-5
@@ -1,4 +1,5 @@
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#include "handmade.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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#include <math.h>
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@@ -37,7 +38,7 @@ static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset, S32
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}
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}
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}
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}
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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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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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Assert((&Input->Controllers[0].Terminator - &Input->Controllers[0].Buttons[0]) == ARRAY_SIZE(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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Assert(sizeof(game_state) <= Memory->PermanentStorageSize);
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@@ -45,10 +46,10 @@ static void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_off
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game_state *GameState = (game_state *)Memory->PermanentStorage;
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game_state *GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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if(!Memory->IsInitialized) {
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char FileName[] = "/Users/igor/Developer/handmade_hero_course/handmade/code/sdl_handmade.cpp";
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char FileName[] = "/Users/igor/Developer/handmade_hero_course/handmade/code/sdl_handmade.cpp";
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debug_read_file_result BitmapMemory = DEBUGPlatformReadEntireFile(FileName);
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debug_read_file_result BitmapMemory = Memory->DEBUGPlatformReadEntireFile(FileName);
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if(BitmapMemory.Contents) {
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if(BitmapMemory.Contents) {
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DEBUGPlatformWriteEntireFile("test.out", BitmapMemory.ContentsSize, BitmapMemory.Contents);
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Memory->DEBUGPlatformWriteEntireFile("test.out", BitmapMemory.ContentsSize, BitmapMemory.Contents);
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DEBUGPlatformFreeFileMemory(BitmapMemory.Contents);
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Memory->DEBUGPlatformFreeFileMemory(BitmapMemory.Contents);
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}
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}
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GameState->ToneHz = 256;
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GameState->ToneHz = 256;
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@@ -71,7 +72,7 @@ static void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_off
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GameState->GreenOffset -= 1;
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GameState->GreenOffset -= 1;
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}
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}
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if(Controller->MoveDown.EndedDown) {
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if(Controller->MoveDown.EndedDown) {
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GameState->GreenOffset += 1;
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GameState->GreenOffset += 2;
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}
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}
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if(Controller->MoveLeft.EndedDown) {
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if(Controller->MoveLeft.EndedDown) {
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GameState->BlueOffset -= 1;
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GameState->BlueOffset -= 1;
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+11
-4
@@ -1,6 +1,9 @@
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#ifndef HANDMADE_H
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#ifndef HANDMADE_H
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#define HANDMADE_H
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#define HANDMADE_H
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#include "sdl_handmade.h"
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#include "core.h"
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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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// NOTE: Servcies that the platform layer provides to the game. //
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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@@ -13,9 +16,9 @@ typedef struct debug_read_file_result {
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void *Contents;
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void *Contents;
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} debug_read_file_result;
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} debug_read_file_result;
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static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename);
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debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename);
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static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory);
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B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory);
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static void DEBUGPlatformFreeFileMemory(void *Memory);
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void DEBUGPlatformFreeFileMemory(void *Memory);
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#endif
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#endif
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///////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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@@ -94,6 +97,10 @@ typedef struct game_memory {
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U64 TransientStorageSize;
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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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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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} game_memory;
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} game_memory;
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// typedef struct game_clocks {
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// typedef struct game_clocks {
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@@ -101,7 +108,7 @@ typedef struct game_memory {
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// F32 SecondsElapsed;
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// F32 SecondsElapsed;
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// } game_clocks;
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// } game_clocks;
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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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extern "C" 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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+42
-6
@@ -1,6 +1,7 @@
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#include "core.h"
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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 "sdl_handmade.h"
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#include "handmade.cpp"
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#include <SDL.h>
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#include <SDL.h>
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#include <sys/mman.h> // mmap
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#include <sys/mman.h> // mmap
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@@ -8,10 +9,10 @@
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#include <string.h> // memset
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#include <string.h> // memset
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#include <stdio.h>
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#include <stdio.h>
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#include <sys/types.h>
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#include <sys/stat.h> // fstat
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#include <sys/stat.h> // fstat
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#include <fcntl.h> // open
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#include <fcntl.h> // open
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#include <unistd.h> // close, read
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#include <unistd.h> // close, read
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#include <dlfcn.h> // dlopen
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// NOTE: This is so it compiles on ARM.
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// NOTE: This is so it compiles on ARM.
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#if __x86_64__ || __i386__
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#if __x86_64__ || __i386__
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@@ -35,7 +36,7 @@ static U32 SafeTruncateUInt64(U64 Value)
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return Result;
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return Result;
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}
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}
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static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename)
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debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename)
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{
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{
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debug_read_file_result Result = {0};
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debug_read_file_result Result = {0};
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S32 FileHandle = open(Filename, O_RDONLY);
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S32 FileHandle = open(Filename, O_RDONLY);
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@@ -77,7 +78,7 @@ static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename)
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return Result;
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return Result;
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}
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}
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static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory)
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B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory)
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{
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{
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S32 FileHandle = open(Filename, O_WRONLY | O_CREAT, S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH);
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S32 FileHandle = open(Filename, O_WRONLY | O_CREAT, S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH);
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if(FileHandle == -1)
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if(FileHandle == -1)
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@@ -100,7 +101,7 @@ static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, vo
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return true;
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return true;
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}
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}
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static void DEBUGPlatformFreeFileMemory(void *Memory)
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void DEBUGPlatformFreeFileMemory(void *Memory)
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{
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{
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if(Memory)
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if(Memory)
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free(Memory);
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free(Memory);
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@@ -279,6 +280,8 @@ static void SDLProcessMessages(game_controller_input *KeyboardController)
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bool AltKeyWasDown = (Event.key.keysym.mod & KMOD_ALT);
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bool AltKeyWasDown = (Event.key.keysym.mod & KMOD_ALT);
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if(KeyCode == SDLK_F4 && AltKeyWasDown)
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if(KeyCode == SDLK_F4 && AltKeyWasDown)
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GlobalRunning = false;
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GlobalRunning = false;
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if(KeyCode == SDLK_ESCAPE)
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GlobalRunning = false;
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} break;
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} break;
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default: {
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default: {
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@@ -321,8 +324,36 @@ static F32 SDLGetSecondsElapsed(U64 Start, U64 End)
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return (F32)(End - Start) / (F32)GlobalPerfCountFrequency;
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return (F32)(End - Start) / (F32)GlobalPerfCountFrequency;
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}
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}
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typedef struct sdl_game_code {
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void *GameCode;
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void (*UpdateAndRender)(game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *);
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B32 IsValid;
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} sdl_game_code;
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static sdl_game_code SDLLoadGameCode()
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{
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sdl_game_code Result = {0};
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Result.GameCode = dlopen("./libhandmade.so", RTLD_NOW);
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if(Result.GameCode) {
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Result.UpdateAndRender = (void(*)(game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *))dlsym(Result.GameCode, "UpdateAndRender");
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if(!Result.UpdateAndRender) {
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// TODO: Diagnostic.
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fprintf(stderr, "%s\n", dlerror());
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}
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} else {
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// TODO: Diagnostic.
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fprintf(stderr, "%s\n", dlerror());
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}
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return Result;
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}
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S32 main(S32 argc, char *argv[])
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S32 main(S32 argc, char *argv[])
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{
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{
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sdl_game_code Game = SDLLoadGameCode();
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO)) {
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if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO)) {
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/* TODO: This didn't work . . . */
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/* TODO: This didn't work . . . */
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}
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}
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@@ -373,6 +404,10 @@ S32 main(S32 argc, char *argv[])
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GameMemory.PermanentStorage = mmap(BaseAddress, TotalStorageSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
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GameMemory.PermanentStorage = mmap(BaseAddress, TotalStorageSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
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GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize;
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GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize;
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GameMemory.DEBUGPlatformReadEntireFile = DEBUGPlatformReadEntireFile;
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GameMemory.DEBUGPlatformWriteEntireFile = DEBUGPlatformWriteEntireFile;
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GameMemory.DEBUGPlatformFreeFileMemory = DEBUGPlatformFreeFileMemory;
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if(SoundOutput.Samples && GameMemory.PermanentStorage && GameMemory.TransientStorage) {
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if(SoundOutput.Samples && GameMemory.PermanentStorage && GameMemory.TransientStorage) {
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game_input Input[2];
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game_input Input[2];
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game_input *NewInput = &Input[0];
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game_input *NewInput = &Input[0];
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@@ -480,7 +515,8 @@ S32 main(S32 argc, char *argv[])
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Buffer.Width = GlobalBackbuffer.Width;
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Buffer.Width = GlobalBackbuffer.Width;
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Buffer.Height = GlobalBackbuffer.Height;
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Buffer.Height = GlobalBackbuffer.Height;
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Buffer.Pitch = GlobalBackbuffer.Pitch;
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Buffer.Pitch = GlobalBackbuffer.Pitch;
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GameUpdateAndRender(&GameMemory, NewInput, &Buffer, &SoundBuffer);
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if(Game.UpdateAndRender)
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Game.UpdateAndRender(&GameMemory, NewInput, &Buffer, &SoundBuffer);
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SDLFillSoundBuffer(&SoundOutput, BytesToWrite);
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SDLFillSoundBuffer(&SoundOutput, BytesToWrite);
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U64 WorkCounter = SDLGetWallClock();
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U64 WorkCounter = SDLGetWallClock();
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@@ -1,6 +1,7 @@
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#ifndef SDL_HANDMADE_H
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#ifndef SDL_HANDMADE_H
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#define SDL_HANDMADE_H
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#define SDL_HANDMADE_H
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#include "core.h"
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#include <SDL.h>
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#include <SDL.h>
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#if !defined(BUILD_DEBUG)
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#if !defined(BUILD_DEBUG)
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Reference in New Issue
Block a user