Clean up.
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+28
-28
@@ -6,50 +6,50 @@
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#include "core.h"
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#include "handmade.h"
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typedef struct sdl_border_size {
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S32 Top;
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S32 Bottom;
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S32 Left;
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S32 Right;
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} sdl_border_size;
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struct sdl_border_size {
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int Top;
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int Bottom;
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int Left;
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int Right;
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};
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typedef struct sdl_window_size {
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S32 Width;
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S32 Height;
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} sdl_window_size;
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struct sdl_window_size {
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int Width;
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int Height;
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};
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typedef struct sdl_window_position {
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S32 X;
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S32 Y;
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} sdl_window_position;
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struct sdl_window_position {
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int X;
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int Y;
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};
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typedef struct offscreen_buffer {
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struct offscreen_buffer {
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/* Pixels are always 32-bit and have the bytes in BGRX (little-endian). */
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SDL_Texture *Texture;
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void *Memory;
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S32 Width;
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S32 Height;
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S32 Pitch;
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} offscreen_buffer;
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int Width;
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int Height;
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int Pitch;
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};
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typedef struct sdl_sound_output {
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S32 SamplesPerSecond;
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S32 BytesPerSample;
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S32 SecondaryBufferSize;
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S32 LatencySampleCount;
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struct sdl_sound_output {
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int SamplesPerSecond;
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int BytesPerSample;
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int SecondaryBufferSize;
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int LatencySampleCount;
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void *Samples;
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} sdl_sound_output;
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};
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/* TODO: We choose 1024 only because MacOS's MAXPATHLEN says such a value.
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* For example, linux/limits.h PATH_MAX says 4096. Windows has MAX_PATH. */
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#define SDL_STATE_PATH_SIZE 1024
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typedef struct sdl_state {
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U64 TotalSize;
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struct sdl_state {
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unsigned long long TotalSize;
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void *GameMmemoryBlock;
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char EXEDirPath[SDL_STATE_PATH_SIZE];
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char DLLPath[SDL_STATE_PATH_SIZE];
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} sdl_state;
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};
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#endif
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