/* NOTE: This layer only supports MacOS and Linux, for now. */ #include "core.h" #include "handmade.h" #include "sdl_handmade.h" #include #include /* mmap */ #include /* malloc, calloc */ #include /* memset, memcpy */ #include #include /* fstat */ #include /* open */ #include /* close, write, read, readlink, unlink */ #include /* dlopen */ #include /* stat */ #if __APPLE__ && __MACH__ #include /* _NSGetExecutablePath */ #endif /* NOTE: This is so it compiles on ARM. */ #if __x86_64__ || __i386__ #include #endif #include "program_icon.c" #define RESOLUTION_WIDTH 960 #define RESOLUTION_HEIGHT 540 static B32 GlobalRunning; static U64 GlobalPerfCountFrequency; #define CONTROLLER_LEFT_THUMB_DEADZONE 8000 #define MAX_CONTROLLERS 4 SDL_GameController *ControllerHandles[MAX_CONTROLLERS]; static offscreen_buffer GlobalBackbuffer; static S32 str_len(char *str) { S32 count = 0; while(*str++) count++; return count; } static U32 SafeTruncateUInt64(U64 Value) { ASSERT(Value <= 0xFFFFFFFF); U32 Result = (U32)Value; return Result; } debug_read_file_result DEBUGPlatformReadEntireFile(thread_context *Thread, const char *Filename) { debug_read_file_result Result; memset(&Result, 0, sizeof(Result)); S32 FileHandle = open(Filename, O_RDONLY); if(FileHandle == -1) { return Result; } struct stat FileStatus; if(fstat(FileHandle, &FileStatus) == -1) { close(FileHandle); return Result; } Result.ContentsSize = SafeTruncateUInt64(FileStatus.st_size); Result.Contents = malloc(Result.ContentsSize); if(!Result.Contents) { Result.ContentsSize = 0; close(FileHandle); return Result; } U32 BytesToRead = Result.ContentsSize; U8 *NextByteLocation = (U8 *)Result.Contents; while(BytesToRead) { U32 BytesRead = read(FileHandle, NextByteLocation, BytesToRead); if(BytesRead == (U32)-1) { free(Result.Contents); Result.Contents = 0; Result.ContentsSize = 0; close(FileHandle); return Result; } BytesToRead -= BytesRead; NextByteLocation += BytesRead; } close(FileHandle); return Result; } B32 DEBUGPlatformWriteEntireFile(thread_context *Thread, const char *Filename, U32 MemorySize, void *Memory) { S32 FileHandle = open(Filename, O_WRONLY | O_CREAT, S_IRUSR | S_IWUSR | S_IRGRP | S_IROTH); if(FileHandle == -1) return FALSE; U32 BytesToWrite = MemorySize; U8 *NextByteLocation = (U8*)Memory; while(BytesToWrite) { U32 BytesWritten; BytesWritten = write(FileHandle, NextByteLocation, BytesToWrite); if(BytesWritten == (U32)-1) { close(FileHandle); return FALSE; } BytesToWrite -= BytesWritten; NextByteLocation += BytesWritten; } close(FileHandle); return TRUE; } void DEBUGPlatformFreeFileMemory(thread_context *Thread, void *Memory) { if(Memory) free(Memory); } static sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window) { sdl_window_dimension Dimension; SDL_GetWindowSize(Window, &Dimension.Width, &Dimension.Height); return Dimension; } static void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer, int Width, int Height) { if(Buffer->Texture) SDL_DestroyTexture(Buffer->Texture); if(Buffer->Memory) free(Buffer->Memory); S32 BytesPerPixel = 4; Buffer->Texture = SDL_CreateTexture(Renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height); Buffer->Memory = malloc(Width * Height * BytesPerPixel); Buffer->Height = Height; Buffer->Width = Width; Buffer->Pitch = Width * BytesPerPixel; } static void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Window, SDL_Renderer *Renderer) { S32 OffsetX = 10; S32 OffsetY = 10; SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255); SDL_RenderClear(Renderer); if(SDL_UpdateTexture(Buffer.Texture, 0, Buffer.Memory, Buffer.Pitch)) { /* TODO: Do something about this error! */ } /* TODO: We temporarily introduce the target rectangle to avoid * stretching the canvas. */ /* SDL_RenderCopy(Renderer, Buffer.Texture, 0, 0); */ SDL_Rect dest_rect = { OffsetX, OffsetY, RESOLUTION_WIDTH, RESOLUTION_HEIGHT }; SDL_RenderCopy(Renderer, Buffer.Texture, 0, (const SDL_Rect *)(&dest_rect)); SDL_RenderPresent(Renderer); } static void SDLInitControllers() { S32 MaxJoysticks = SDL_NumJoysticks(); S32 ControllerIndex = 0; for(S32 JoystickIndex = 0; JoystickIndex < MaxJoysticks; JoystickIndex++) { if(!SDL_IsGameController(JoystickIndex)) continue; if(ControllerIndex >= MAX_CONTROLLERS) break; ControllerHandles[ControllerIndex] = SDL_GameControllerOpen(JoystickIndex); ControllerIndex++; } } /* static void SDLDeinitControllers() { for(S32 ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) { if(ControllerHandles[ControllerIndex]) SDL_GameControllerClose(ControllerHandles[ControllerIndex]); } } */ static void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize) { SDL_AudioSpec AudioSettings; memset(&AudioSettings, 0, sizeof(AudioSettings)); AudioSettings.freq = SamplesPerSecond; AudioSettings.format = AUDIO_S16LSB; AudioSettings.channels = 2; AudioSettings.samples = BufferSize; SDL_OpenAudio(&AudioSettings, 0); if(AudioSettings.format != AUDIO_S16LSB) { SDL_CloseAudio(); } } static void SDLFillSoundBuffer(sdl_sound_output *SoundOutput, S32 BytesToWrite) { SDL_QueueAudio(1, SoundOutput->Samples, BytesToWrite); } static void SDLClearSoundBuffer(sdl_sound_output *SoundOutput) { memset(SoundOutput->Samples, 0, SoundOutput->SecondaryBufferSize); } static void SDLProcessKeyboardMessage(game_button_state *NewState, B32 IsDown) { if(NewState->EndedDown != IsDown) { NewState->EndedDown = IsDown; ++NewState->HalfTransitionCount; } } static void SDLProcessInputDigitalButton(SDL_GameController *Controller, game_button_state *OldState, SDL_GameControllerButton Button, game_button_state *NewState) { NewState->EndedDown = SDL_GameControllerGetButton(Controller, Button); NewState->HalfTransitionCount = (OldState->EndedDown != NewState->EndedDown) ? 1 : 0; } static void HandleEvent(SDL_Event *Event) { SDL_Window *Window = SDL_GetWindowFromID(Event->window.windowID); SDL_Renderer *Renderer = SDL_GetRenderer(Window); switch(Event->type) { case SDL_QUIT: { GlobalRunning = FALSE; } break; case SDL_WINDOWEVENT: { switch(Event->window.event) { /* TODO: We temporarily disable for ease of writing the * rendering code. */ #if 0 /* TODO: For now we fix the width and height. */ case SDL_WINDOWEVENT_SIZE_CHANGED: { sdl_window_dimension Dimension = SDLGetWindowDimension(Window); SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height); } break; #endif case SDL_WINDOWEVENT_EXPOSED: { } break; #if 0 case SDL_WINDOWEVENT_FOCUS_GAINED: { if(SDL_SetWindowOpacity(Window, 1.0f) != 0) { /* TODO: This didn't work . . . SDL_GetError() */ } } break; case SDL_WINDOWEVENT_FOCUS_LOST: { if(SDL_SetWindowOpacity(Window, 0.1f) != 0) { /* TODO: This didn't work . . . SDL_GetError() */ } } break; #endif } } break; } } static void SDLProcessMessages(sdl_state *SDLState, game_controller_input *KeyboardController) { SDL_Event Event; while(SDL_PollEvent(&Event)) { switch(Event.type) { case SDL_KEYDOWN: case SDL_KEYUP: { SDL_Keycode KeyCode; B32 IsDown, WasDown; KeyCode = Event.key.keysym.sym; IsDown = (Event.key.state == SDL_PRESSED); WasDown = FALSE; if(Event.key.state == SDL_RELEASED) { WasDown = TRUE; } else if(Event.key.repeat != 0) { WasDown = TRUE; } if(Event.key.repeat == 0) { if(KeyCode == SDLK_w) { SDLProcessKeyboardMessage(&KeyboardController->MoveUp, IsDown); } else if(KeyCode == SDLK_s) { SDLProcessKeyboardMessage(&KeyboardController->MoveDown, IsDown); } else if(KeyCode == SDLK_a) { SDLProcessKeyboardMessage(&KeyboardController->MoveLeft, IsDown); } else if(KeyCode == SDLK_d) { SDLProcessKeyboardMessage(&KeyboardController->MoveRight, IsDown); } else if(KeyCode == SDLK_q) { SDLProcessKeyboardMessage(&KeyboardController->LeftShoulder, IsDown); } else if(KeyCode == SDLK_e) { SDLProcessKeyboardMessage(&KeyboardController->RightShoulder, IsDown); } else if(KeyCode == SDLK_UP) { SDLProcessKeyboardMessage(&KeyboardController->ActionUp, IsDown); } else if(KeyCode == SDLK_DOWN) { SDLProcessKeyboardMessage(&KeyboardController->ActionDown, IsDown); } else if(KeyCode == SDLK_LEFT) { SDLProcessKeyboardMessage(&KeyboardController->ActionLeft, IsDown); } else if(KeyCode == SDLK_RIGHT) { SDLProcessKeyboardMessage(&KeyboardController->ActionRight, IsDown); } else if(KeyCode == SDLK_ESCAPE) { SDLProcessKeyboardMessage(&KeyboardController->Start, IsDown); } else if(KeyCode == SDLK_SPACE) { SDLProcessKeyboardMessage(&KeyboardController->Back, IsDown); } } if(WasDown) { /* NOTE: If your window manager already uses an Alt+F4 * keybind to close programs, then we are likely * to see SDL_QUIT event occur before our * keybind. */ B32 AltKeyWasDown = (Event.key.keysym.mod & KMOD_ALT); if(KeyCode == SDLK_F4 && AltKeyWasDown) GlobalRunning = FALSE; #if BUILD_INTERNAL if(KeyCode == SDLK_ESCAPE) GlobalRunning = FALSE; #endif } } break; default: { HandleEvent(&Event); } break; } } } static F32 SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold) { F32 Result = 0.0f; if(Value < -(F32)DeadZoneThreshold) Result = ((Value + (F32)DeadZoneThreshold) / (32768.0f - (F32)DeadZoneThreshold)); else if(Value > (F32)DeadZoneThreshold) Result = ((Value + (F32)DeadZoneThreshold) / (32767.0f - (F32)DeadZoneThreshold)); return Result; } #define DEFAULT_REFRESH_RATE 60 static S32 SDLGetWindowRefreshRate(SDL_Window *Window) { S32 DisplayIndex = SDL_GetWindowDisplayIndex(Window); SDL_DisplayMode Mode; if(SDL_GetDesktopDisplayMode(DisplayIndex, &Mode) != 0) return DEFAULT_REFRESH_RATE; if(Mode.refresh_rate == 0) return DEFAULT_REFRESH_RATE; return Mode.refresh_rate; } static U64 SDLGetWallClock() { return SDL_GetPerformanceCounter(); } static F32 SDLGetSecondsElapsed(U64 Start, U64 End) { return (F32)(End - Start) / (F32)GlobalPerfCountFrequency; } typedef struct sdl_game_code { void *GameCodeDLL; U32 DLLLastWriteTime; void (*UpdateAndRender)(thread_context *Thread, game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *); B32 IsValid; } sdl_game_code; static U32 GetLastWriteTime(const char *FileName) { struct stat file_info; memset(&file_info, 0, sizeof(file_info)); if(stat(FileName, &file_info) != 0) { /* TODO: Diagnostic. perror("stat failed"); */ } return (U32)file_info.st_mtime; } #define GAME_DLL_NAME "libhandmade.so" static sdl_game_code SDLLoadGameCode(char *DLLPath) { sdl_game_code Result; memset(&Result, 0, sizeof(Result)); Result.GameCodeDLL = dlopen(DLLPath, RTLD_NOW); if(Result.GameCodeDLL) { Result.DLLLastWriteTime = GetLastWriteTime(DLLPath); Result.UpdateAndRender = (void(*)(thread_context *, game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *)) dlsym(Result.GameCodeDLL, "UpdateAndRender"); if(!Result.UpdateAndRender) { /* TODO: Diagnostic. dlerror() */ } Result.IsValid = Result.UpdateAndRender ? TRUE : FALSE; } else { /* TODO: Diagnostic. dlerror() */ } if(!Result.IsValid) { Result.UpdateAndRender = NULL; } return Result; } static void SDLUnloadGameCode(sdl_game_code *GameCode) { if(GameCode->GameCodeDLL) dlclose(GameCode->GameCodeDLL); /* NOTE: Might fail. */ GameCode->IsValid = FALSE; GameCode->UpdateAndRender = NULL; } void GetExecutablePath(char *path, size_t path_size) { #if __APPLE__ && __MACH__ U32 size; #else ssize_t size; #endif if(path_size > 0) { path[0] = '\0'; #if __APPLE__ && __MACH__ size = path_size; if(_NSGetExecutablePath(path, &size) != 0) { /* NOTE: Not an absolute path. */ /* TODO: Diagnostics. */ } #else size = readlink("/proc/self/exe", path, path_size - 1); if(size != -1) { path[size] = '\0'; } else { /* TODO: Diagnostics. */ } #endif } } static void SDLGetEXEDirPath(char *path, size_t path_size) { GetExecutablePath(path, path_size); U32 len = str_len(path); U32 i = len; while(path[i] != '/' || i == 0) { i--; } path[i+1] = '\0'; } static void SDLGetDLLPath(char *path, size_t path_size, char *exe_path) { snprintf(path, path_size, "%s%s", exe_path, GAME_DLL_NAME); } #if !(__x86_64__ || __i386__) U64 __rdtsc() { return 0; } #endif /* TODO: In the future, this should just accept either a bitmap or image * path. This is to be determined. One cool feature this might * support is displaying certain information in the program icon by * drawing into a bitmap. */ void SDLSetProgramIcon(SDL_Window *Window) { U32 Rmask, Gmask, Bmask, Amask; #if SDL_BYTEORDER == SDL_BIG_ENDIAN S32 shift_by = (program_icon.bytes_per_pixel == 3) ? 8 : 0; Rmask = 0xff000000 >> shift_by; Gmask = 0x00ff0000 >> shift_by; Bmask = 0x0000ff00 >> shift_by; Amask = 0x000000ff >> shift_by; #else Rmask = 0x000000ff; Gmask = 0x0000ff00; Bmask = 0x00ff0000; Amask = (program_icon.bytes_per_pixel == 3) ? 0 : 0xff000000; #endif SDL_Surface * icon = SDL_CreateRGBSurfaceFrom( (void *)program_icon.pixel_data, program_icon.width, program_icon.height, program_icon.bytes_per_pixel * 8, program_icon.bytes_per_pixel * program_icon.width, Rmask, Gmask, Bmask, Amask); if(icon) { SDL_SetWindowIcon(Window, icon); SDL_FreeSurface(icon); } else { /* TODO: This didn't work . . . SDL_GetError() */ } } S32 main(S32 argc, char *argv[]) { sdl_state SDLState; memset(&SDLState, 0, sizeof(SDLState)); SDLGetEXEDirPath(SDLState.EXEDirPath, sizeof(SDLState.EXEDirPath)); SDLGetDLLPath(SDLState.DLLPath, sizeof(SDLState.DLLPath), SDLState.EXEDirPath); if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO)) { /* TODO: This didn't work . . . */ } SDLInitControllers(); /* NOTE: Floating windows are not supported oficially by Wayland * protocol. However, SDL_WINDOW_ALWAYS_ON_TOP does work on KDE * under Wayland. I have not tested GNOME. */ SDL_Window *Window = SDL_CreateWindow("Handmade Hero", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, RESOLUTION_WIDTH+20, RESOLUTION_HEIGHT+20, SDL_WINDOW_RESIZABLE); /*SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALWAYS_ON_TOP);*/ if(Window) { SDL_DisplayMode display_mode; SDL_GetCurrentDisplayMode(0, &display_mode); SDL_Renderer *Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC); SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH), (display_mode.h - RESOLUTION_HEIGHT)); /* NOTE: For future reference, the custom window bar should use * SDL_SetWindowHitTest to define areas that will be used to * drag the window. */ /* "Wayland needs an event loop and rendering or it won't function." * https://github.com/libsdl-org/SDL/issues/7699#issuecomment-1545684792 */ /* NOTE: This means that we need to readraw to even resize the * window, otherwise the window frame will appear outdated to * its actual size. */ /* SDL_RenderPresent(Renderer) is enough to display the window. */ if(Renderer) { #if BUILD_DEBUG void *BaseAddress = (void *)TB(2); #else void *BaseAddress = (void *)(0); #endif SDLSetProgramIcon(Window); #if 0 if(SDL_ShowCursor(SDL_DISABLE) < 0) { /* TODO: This didn't work . . . SDL_GetError() */ } #endif GlobalRunning = TRUE; //sdl_window_dimension Dimension = SDLGetWindowDimension(Window); //SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height); SDLResizeTexture(&GlobalBackbuffer, Renderer, RESOLUTION_WIDTH, RESOLUTION_HEIGHT); sdl_sound_output SoundOutput; memset(&SoundOutput, 0, sizeof(SoundOutput)); SoundOutput.SamplesPerSecond = 48000; SoundOutput.BytesPerSample = sizeof(S16) * 2; SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample; SoundOutput.tSine = 0; SoundOutput.LatencySampleCount = SoundOutput.SamplesPerSecond / 15; SDLInitSound(SoundOutput.SamplesPerSecond, SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample / 60); SDL_PauseAudio(0); SoundOutput.Samples = calloc(SoundOutput.SamplesPerSecond, SoundOutput.BytesPerSample); /* SoundOutput.Samples = * malloc(SoundOutput.SecondaryBufferSize); */ /* NOTE: calloc auto clears to zero */ /* SDLClearSoundBuffer(&SoundOutput); */ game_memory GameMemory; memset(&GameMemory, 0, sizeof(GameMemory)); GameMemory.PermanentStorageSize = MB(64); GameMemory.TransientStorageSize = GB(1); GameMemory.DEBUGPlatformReadEntireFile = &DEBUGPlatformReadEntireFile; GameMemory.DEBUGPlatformWriteEntireFile = &DEBUGPlatformWriteEntireFile; GameMemory.DEBUGPlatformFreeFileMemory = &DEBUGPlatformFreeFileMemory; SDLState.TotalSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize; /* NOTE: On MacOS and Linux, mmap seems to zero-fill anonymous * memory as a side-effect of security. */ SDLState.GameMmemoryBlock = mmap(BaseAddress, (size_t)SDLState.TotalSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0); GameMemory.PermanentStorage = SDLState.GameMmemoryBlock; GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize; if(SoundOutput.Samples && GameMemory.PermanentStorage && GameMemory.TransientStorage) { game_input Input[2]; U64 LastCounter; U64 LastCycleCount; S32 MonitorRefreshHz = SDLGetWindowRefreshRate(Window); /*GameUpdateHz = MonitorRefreshHz;*/ S32 GameUpdateHz = 30; /* NOTE: Temporarily target 30 FPS. */ F32 TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz; game_input *NewInput = &Input[0]; game_input *OldInput = &Input[1]; memset(&Input, 0, sizeof(Input)); GlobalPerfCountFrequency = SDL_GetPerformanceFrequency(); sdl_game_code Game = SDLLoadGameCode(SDLState.DLLPath); while(GlobalRunning) { NewInput->dtForFrame = TargetSecondsPerFrame; LastCounter = SDLGetWallClock(); /* NOTE: rdtsc reports clock cylces, however it is not * meant for really precise profiler work as the * value returned is varied. */ /* Also, __rdtsc is not available on MacOS ARM; I * have not checked MacOS x64. */ LastCycleCount = __rdtsc(); U32 NewDLLWriteTime = GetLastWriteTime(SDLState.DLLPath); if(NewDLLWriteTime > Game.DLLLastWriteTime) { SDLUnloadGameCode(&Game); Game = SDLLoadGameCode(SDLState.DLLPath); } U32 SDLMouseButtons = SDL_GetMouseState(&(NewInput->MouseX), &(NewInput->MouseY)); NewInput->MouseZ = 0; /* TODO: Support mouse wheel? */ SDLProcessKeyboardMessage(&(NewInput->MouseButtons[0]), SDL_BUTTON_LMASK & SDLMouseButtons); SDLProcessKeyboardMessage(&(NewInput->MouseButtons[1]), SDL_BUTTON_MMASK & SDLMouseButtons); SDLProcessKeyboardMessage(&(NewInput->MouseButtons[2]), SDL_BUTTON_RMASK & SDLMouseButtons); /* WARNING: TODO: SDL_BUTTON_X1MASK and SDL_BUTTON_X2MASK cannot be on at the * same time for some reason. */ SDLProcessKeyboardMessage(&(NewInput->MouseButtons[3]), SDL_BUTTON_X1MASK & SDLMouseButtons); SDLProcessKeyboardMessage(&(NewInput->MouseButtons[4]), SDL_BUTTON_X2MASK & SDLMouseButtons); game_controller_input *OldKeyboardController = GetController(OldInput, 0); game_controller_input *NewKeyboardController = GetController(NewInput, 0); game_controller_input ZeroController; memset(&ZeroController, 0, sizeof(ZeroController)); *NewKeyboardController = ZeroController; NewKeyboardController->IsConnected = TRUE; for(U32 ButtonIndex = 0; ButtonIndex < ARRAY_SIZE(NewKeyboardController->Buttons); ButtonIndex++) { NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown; } SDLProcessMessages(&SDLState, NewKeyboardController); for(U32 ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) { game_controller_input *OldController = GetController(OldInput, ControllerIndex+1); game_controller_input *NewController = GetController(NewInput, ControllerIndex+1); if(ControllerHandles[ControllerIndex] != 0 && SDL_GameControllerGetAttached(ControllerHandles[ControllerIndex])) { NewController->IsAnalog = OldController->IsAnalog; NewController->IsConnected = TRUE; S16 StickX = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTX); S16 StickY = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTY); NewController->IsAnalog = TRUE; NewController->StickAverageX = SDLProcessInputStickValue((F32)StickX, CONTROLLER_LEFT_THUMB_DEADZONE); NewController->StickAverageY = SDLProcessInputStickValue((F32)StickY, CONTROLLER_LEFT_THUMB_DEADZONE); if((NewController->StickAverageX != 0.0f) || (NewController->StickAverageY != 0.0f)) { NewController->IsAnalog = TRUE; } if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_UP)) { NewController->StickAverageY = -1.0f; NewController->IsAnalog = FALSE; } if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_DOWN)) { NewController->StickAverageY = 1.0f; NewController->IsAnalog = FALSE; } if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_LEFT)) { NewController->StickAverageX = -1.0f; NewController->IsAnalog = FALSE; } if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) { NewController->StickAverageX = 1.0f; NewController->IsAnalog = FALSE; } F32 Threshold = 0.5f; SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY < -Threshold) ? 1 : 0], &OldController->MoveUp, SDL_CONTROLLER_BUTTON_A, &NewController->MoveUp); SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY > Threshold) ? 1 : 0], &OldController->MoveDown, SDL_CONTROLLER_BUTTON_A, &NewController->MoveDown); SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageX < -Threshold) ? 1 : 0], &OldController->MoveLeft, SDL_CONTROLLER_BUTTON_A, &NewController->MoveLeft); SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageX > Threshold) ? 1 : 0], &OldController->MoveRight, SDL_CONTROLLER_BUTTON_A, &NewController->MoveRight); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionDown, SDL_CONTROLLER_BUTTON_A, &NewController->ActionDown); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionRight, SDL_CONTROLLER_BUTTON_B, &NewController->ActionRight); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionLeft, SDL_CONTROLLER_BUTTON_X, &NewController->ActionLeft); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionUp, SDL_CONTROLLER_BUTTON_Y, &NewController->ActionUp); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->LeftShoulder, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, &NewController->LeftShoulder); SDLProcessInputDigitalButton( ControllerHandles[ControllerIndex], &OldController->RightShoulder, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, &NewController->RightShoulder); SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Start, SDL_CONTROLLER_BUTTON_START, &NewController->Start); SDLProcessInputDigitalButton( ControllerHandles[ControllerIndex], &OldController->Back, SDL_CONTROLLER_BUTTON_BACK, &NewController->Back); } else { /* NOTE: This controller is not plugged in. */ NewController->IsConnected = FALSE; } } S32 TargetQueueBytes = SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample; S32 BytesToWrite = TargetQueueBytes - SDL_GetQueuedAudioSize(1); game_sound_output_buffer SoundBuffer; SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond; SoundBuffer.SampleCount = BytesToWrite / SoundOutput.BytesPerSample; SoundBuffer.Samples = (short *)SoundOutput.Samples; thread_context Context; memset(&Context, 0, sizeof(Context)); game_offscreen_buffer Buffer; Buffer.Memory = GlobalBackbuffer.Memory; Buffer.Width = GlobalBackbuffer.Width; Buffer.Height = GlobalBackbuffer.Height; Buffer.BytesPerPixel = 4; Buffer.Pitch = GlobalBackbuffer.Pitch; if(Game.UpdateAndRender) { Game.UpdateAndRender(&Context, &GameMemory, NewInput, &Buffer, &SoundBuffer); } SDLFillSoundBuffer(&SoundOutput, BytesToWrite); U64 WorkCounter = SDLGetWallClock(); F32 WorkSecondsElapsed = SDLGetSecondsElapsed(LastCounter, WorkCounter); F32 SecondsElapsedForFrame = WorkSecondsElapsed; if(SecondsElapsedForFrame < TargetSecondsPerFrame) { while(SecondsElapsedForFrame < TargetSecondsPerFrame) { SecondsElapsedForFrame = SDLGetSecondsElapsed(LastCounter, SDLGetWallClock()); SDL_Delay((U32)((TargetSecondsPerFrame - SecondsElapsedForFrame) * 1000.0)); } } else { /* TODO: Missed frame rate! */ /* TODO: Logging. */ } U64 EndCounter = SDLGetWallClock(); SDLDisplayBufferInWindow(GlobalBackbuffer, Window, Renderer); F64 MSPerFrame = 1000.0 * SDLGetSecondsElapsed(LastCounter, EndCounter); F64 FPS = 0.0; LastCounter = EndCounter; #if 0 U64 EndCycleCount = __rdtsc(); U64 CyclesElapsed = EndCycleCount - LastCycleCount; F64 MCPF = ((double)CyclesElapsed / (1000.0 * 1000.0)); fprintf(stderr, "%.02f ms/f, %.02f/s, %.02f mc/f\n", MSPerFrame, FPS, MCPF); LastCycleCount = EndCycleCount; #endif SWAP(game_input *, NewInput, OldInput); } } else { /* TODO: Failed to allocate Samples and Sound memory . . . */ } } else { /* TODO: This didn't work . . . */ } } else { /* TODO: This didn't work . . . */ } /* NOTE: Let the OS clean things up. */ /* NOTE: This, however, might need to be closed? Is there maybe some * clean up state that close communicates to the controller? */ /* SDLDeinitControllers(); */ /* SDL_CloseAudio(); */ /* SDL_DestroyRenderer(Renderer); */ /* SDL_DestroyWindow(Window); */ /* SDL_Quit(); */ return 0; }