832 lines
32 KiB
C
832 lines
32 KiB
C
/* NOTE: This layer only supports MacOS and Linux, for now. */
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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.h>
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#include <sys/mman.h> /* mmap */
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#include <stdlib.h> /* malloc, calloc */
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#include <string.h> /* memset, memcpy */
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#include <stdio.h>
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#include <sys/stat.h> /* fstat */
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#include <fcntl.h> /* open */
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#include <unistd.h> /* close, write, read, readlink, unlink */
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#include <dlfcn.h> /* dlopen */
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#include <sys/stat.h> /* stat */
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#if OS_MACOS
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#include <mach-o/dyld.h> /* _NSGetExecutablePath */
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#endif
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/* NOTE: This is so it compiles on ARM. */
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#if ARCHITECTURE_X64 || ARCHITECTURE_X86
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#include <x86intrin.h>
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#endif
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#include "program_icon.c"
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#define RESOLUTION_WIDTH 960
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#define RESOLUTION_HEIGHT 540
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static B32 GlobalRunning;
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static U64 GlobalPerfCountFrequency;
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#define CONTROLLER_LEFT_THUMB_DEADZONE 8000
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#define MAX_CONTROLLERS 4
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SDL_GameController *ControllerHandles[MAX_CONTROLLERS];
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static offscreen_buffer GlobalBackbuffer;
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static S32 str_len(char *str)
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{
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S32 count = 0;
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while(*str++)
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count++;
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return count;
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}
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static U32 SafeTruncateUInt64(U64 Value)
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{
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ASSERT(Value <= 0xFFFFFFFF);
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U32 Result = (U32)Value;
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return Result;
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}
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debug_read_file_result DEBUGPlatformReadEntireFile(thread_context *Thread, const char *Filename)
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{
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debug_read_file_result Result;
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memset(&Result, 0, sizeof(Result));
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S32 FileHandle = open(Filename, O_RDONLY);
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if(FileHandle == -1) {
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return Result;
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}
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struct stat FileStatus;
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if(fstat(FileHandle, &FileStatus) == -1) {
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close(FileHandle);
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return Result;
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}
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Result.ContentsSize = SafeTruncateUInt64(FileStatus.st_size);
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Result.Contents = malloc(Result.ContentsSize);
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if(!Result.Contents) {
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Result.ContentsSize = 0;
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close(FileHandle);
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return Result;
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}
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U32 BytesToRead = Result.ContentsSize;
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U8 *NextByteLocation = (U8 *)Result.Contents;
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while(BytesToRead) {
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U32 BytesRead = read(FileHandle, NextByteLocation, BytesToRead);
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if(BytesRead == (U32)-1) {
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free(Result.Contents);
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Result.Contents = 0;
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Result.ContentsSize = 0;
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close(FileHandle);
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return Result;
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}
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BytesToRead -= BytesRead;
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NextByteLocation += BytesRead;
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}
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close(FileHandle);
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return Result;
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}
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B32 DEBUGPlatformWriteEntireFile(thread_context *Thread, const char *Filename, U32 MemorySize, void *Memory)
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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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if(FileHandle == -1)
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return FALSE;
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U32 BytesToWrite = MemorySize;
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U8 *NextByteLocation = (U8*)Memory;
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while(BytesToWrite) {
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U32 BytesWritten;
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BytesWritten = write(FileHandle, NextByteLocation, BytesToWrite);
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if(BytesWritten == (U32)-1) {
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close(FileHandle);
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return FALSE;
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}
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BytesToWrite -= BytesWritten;
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NextByteLocation += BytesWritten;
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}
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close(FileHandle);
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return TRUE;
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}
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void DEBUGPlatformFreeFileMemory(thread_context *Thread, void *Memory)
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{
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if(Memory)
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free(Memory);
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}
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static sdl_window_dimension SDLGetWindowDimension(SDL_Window *Window)
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{
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sdl_window_dimension Dimension;
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SDL_GetWindowSize(Window, &Dimension.Width, &Dimension.Height);
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return Dimension;
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}
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static void SDLResizeTexture(offscreen_buffer *Buffer, SDL_Renderer *Renderer, int Width, int Height)
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{
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if(Buffer->Texture)
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SDL_DestroyTexture(Buffer->Texture);
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if(Buffer->Memory)
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free(Buffer->Memory);
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S32 BytesPerPixel = 4;
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Buffer->Texture = SDL_CreateTexture(Renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, Width, Height);
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Buffer->Memory = malloc(Width * Height * BytesPerPixel);
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Buffer->Height = Height;
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Buffer->Width = Width;
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Buffer->Pitch = Width * BytesPerPixel;
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}
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static void SDLDisplayBufferInWindow(offscreen_buffer Buffer, SDL_Window *Window, SDL_Renderer *Renderer)
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{
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S32 OffsetX = 10;
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S32 OffsetY = 10;
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SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255);
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SDL_RenderClear(Renderer);
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if(SDL_UpdateTexture(Buffer.Texture, 0, Buffer.Memory, Buffer.Pitch)) {
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/* TODO: Do something about this error! */
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}
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/* TODO: We temporarily introduce the target rectangle to avoid
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* stretching the canvas. */
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/* SDL_RenderCopy(Renderer, Buffer.Texture, 0, 0); */
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SDL_Rect dest_rect = { OffsetX, OffsetY, RESOLUTION_WIDTH, RESOLUTION_HEIGHT };
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SDL_RenderCopy(Renderer, Buffer.Texture, 0, (const SDL_Rect *)(&dest_rect));
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SDL_RenderPresent(Renderer);
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}
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static void SDLInitControllers()
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{
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S32 MaxJoysticks = SDL_NumJoysticks();
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S32 ControllerIndex = 0;
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for(S32 JoystickIndex = 0; JoystickIndex < MaxJoysticks; JoystickIndex++) {
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if(!SDL_IsGameController(JoystickIndex))
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continue;
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if(ControllerIndex >= MAX_CONTROLLERS)
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break;
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ControllerHandles[ControllerIndex] = SDL_GameControllerOpen(JoystickIndex);
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ControllerIndex++;
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}
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}
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/*
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static void SDLDeinitControllers()
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{
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for(S32 ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) {
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if(ControllerHandles[ControllerIndex])
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SDL_GameControllerClose(ControllerHandles[ControllerIndex]);
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}
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}
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*/
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static void SDLInitSound(S32 SamplesPerSecond, S32 BufferSize)
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{
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SDL_AudioSpec AudioSettings;
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memset(&AudioSettings, 0, sizeof(AudioSettings));
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AudioSettings.freq = SamplesPerSecond;
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AudioSettings.format = AUDIO_S16LSB;
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AudioSettings.channels = 2;
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AudioSettings.samples = BufferSize;
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SDL_OpenAudio(&AudioSettings, 0);
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if(AudioSettings.format != AUDIO_S16LSB) {
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SDL_CloseAudio();
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}
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}
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static void SDLFillSoundBuffer(sdl_sound_output *SoundOutput, S32 BytesToWrite)
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{
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SDL_QueueAudio(1, SoundOutput->Samples, BytesToWrite);
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}
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static void SDLClearSoundBuffer(sdl_sound_output *SoundOutput)
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{
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memset(SoundOutput->Samples, 0, SoundOutput->SecondaryBufferSize);
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}
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static void SDLProcessKeyboardMessage(game_button_state *NewState, B32 IsDown)
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{
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if(NewState->EndedDown != IsDown) {
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NewState->EndedDown = IsDown;
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++NewState->HalfTransitionCount;
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}
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}
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static void SDLProcessInputDigitalButton(SDL_GameController *Controller, game_button_state *OldState, SDL_GameControllerButton Button, game_button_state *NewState)
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{
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NewState->EndedDown = SDL_GameControllerGetButton(Controller, Button);
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NewState->HalfTransitionCount = (OldState->EndedDown != NewState->EndedDown) ? 1 : 0;
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}
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static void HandleEvent(SDL_Event *Event)
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{
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SDL_Window *Window = SDL_GetWindowFromID(Event->window.windowID);
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SDL_Renderer *Renderer = SDL_GetRenderer(Window);
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switch(Event->type) {
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case SDL_QUIT: {
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GlobalRunning = FALSE;
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} break;
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case SDL_WINDOWEVENT: {
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switch(Event->window.event) {
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/* TODO: We temporarily disable for ease of writing the
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* rendering code. */
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#if 0
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/* TODO: For now we fix the width and height. */
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case SDL_WINDOWEVENT_SIZE_CHANGED: {
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sdl_window_dimension Dimension = SDLGetWindowDimension(Window);
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SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height);
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} break;
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#endif
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case SDL_WINDOWEVENT_EXPOSED: {
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} break;
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#if 0
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case SDL_WINDOWEVENT_FOCUS_GAINED: {
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if(SDL_SetWindowOpacity(Window, 1.0f) != 0) {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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} break;
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case SDL_WINDOWEVENT_FOCUS_LOST: {
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if(SDL_SetWindowOpacity(Window, 0.1f) != 0) {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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} break;
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#endif
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}
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} break;
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}
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}
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static void SDLProcessMessages(sdl_state *SDLState,
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game_controller_input *KeyboardController)
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{
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SDL_Event Event;
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while(SDL_PollEvent(&Event)) {
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switch(Event.type) {
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case SDL_KEYDOWN:
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case SDL_KEYUP: {
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SDL_Keycode KeyCode;
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B32 IsDown, WasDown;
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KeyCode = Event.key.keysym.sym;
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IsDown = (Event.key.state == SDL_PRESSED);
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WasDown = FALSE;
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if(Event.key.state == SDL_RELEASED) {
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WasDown = TRUE;
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} else if(Event.key.repeat != 0) {
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WasDown = TRUE;
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}
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if(Event.key.repeat == 0) {
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if(KeyCode == SDLK_w) {
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SDLProcessKeyboardMessage(&KeyboardController->MoveUp, IsDown);
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} else if(KeyCode == SDLK_s) {
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SDLProcessKeyboardMessage(&KeyboardController->MoveDown, IsDown);
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} else if(KeyCode == SDLK_a) {
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SDLProcessKeyboardMessage(&KeyboardController->MoveLeft, IsDown);
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} else if(KeyCode == SDLK_d) {
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SDLProcessKeyboardMessage(&KeyboardController->MoveRight, IsDown);
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} else if(KeyCode == SDLK_q) {
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SDLProcessKeyboardMessage(&KeyboardController->LeftShoulder, IsDown);
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} else if(KeyCode == SDLK_e) {
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SDLProcessKeyboardMessage(&KeyboardController->RightShoulder, IsDown);
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} else if(KeyCode == SDLK_UP) {
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SDLProcessKeyboardMessage(&KeyboardController->ActionUp, IsDown);
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} else if(KeyCode == SDLK_DOWN) {
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SDLProcessKeyboardMessage(&KeyboardController->ActionDown, IsDown);
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} else if(KeyCode == SDLK_LEFT) {
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SDLProcessKeyboardMessage(&KeyboardController->ActionLeft, IsDown);
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} else if(KeyCode == SDLK_RIGHT) {
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SDLProcessKeyboardMessage(&KeyboardController->ActionRight, IsDown);
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} else if(KeyCode == SDLK_ESCAPE) {
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SDLProcessKeyboardMessage(&KeyboardController->Start, IsDown);
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} else if(KeyCode == SDLK_SPACE) {
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SDLProcessKeyboardMessage(&KeyboardController->Back, IsDown);
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}
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}
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if(WasDown) {
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/* NOTE: If your window manager already uses an Alt+F4
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* keybind to close programs, then we are likely
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* to see SDL_QUIT event occur before our
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* keybind. */
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B32 AltKeyWasDown = (Event.key.keysym.mod & KMOD_ALT);
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if(KeyCode == SDLK_F4 && AltKeyWasDown)
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GlobalRunning = FALSE;
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#if BUILD_INTERNAL
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if(KeyCode == SDLK_ESCAPE)
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GlobalRunning = FALSE;
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#endif
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}
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} break;
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default: {
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HandleEvent(&Event);
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} break;
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}
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}
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}
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static F32 SDLProcessInputStickValue(F32 Value, S32 DeadZoneThreshold)
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{
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F32 Result = 0.0f;
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if(Value < -(F32)DeadZoneThreshold)
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Result = ((Value + (F32)DeadZoneThreshold) / (32768.0f - (F32)DeadZoneThreshold));
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else if(Value > (F32)DeadZoneThreshold)
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Result = ((Value + (F32)DeadZoneThreshold) / (32767.0f - (F32)DeadZoneThreshold));
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return Result;
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}
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#define DEFAULT_REFRESH_RATE 60
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static S32 SDLGetWindowRefreshRate(SDL_Window *Window)
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{
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S32 DisplayIndex = SDL_GetWindowDisplayIndex(Window);
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SDL_DisplayMode Mode;
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if(SDL_GetDesktopDisplayMode(DisplayIndex, &Mode) != 0)
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return DEFAULT_REFRESH_RATE;
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if(Mode.refresh_rate == 0)
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return DEFAULT_REFRESH_RATE;
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return Mode.refresh_rate;
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}
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static U64 SDLGetWallClock()
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{
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return SDL_GetPerformanceCounter();
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}
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static F32 SDLGetSecondsElapsed(U64 Start, U64 End)
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{
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return (F32)(End - Start) / (F32)GlobalPerfCountFrequency;
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}
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typedef struct sdl_game_code {
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void *GameCodeDLL;
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U32 DLLLastWriteTime;
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void (*UpdateAndRender)(thread_context *Thread, 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 U32 GetLastWriteTime(const char *FileName)
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{
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struct stat file_info;
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memset(&file_info, 0, sizeof(file_info));
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if(stat(FileName, &file_info) != 0) {
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/* TODO: Diagnostic. perror("stat failed"); */
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}
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return (U32)file_info.st_mtime;
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}
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#define GAME_DLL_NAME "libhandmade.so"
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static sdl_game_code SDLLoadGameCode(char *DLLPath)
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{
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sdl_game_code Result;
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memset(&Result, 0, sizeof(Result));
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Result.GameCodeDLL = dlopen(DLLPath, RTLD_NOW);
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if(Result.GameCodeDLL) {
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Result.DLLLastWriteTime = GetLastWriteTime(DLLPath);
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Result.UpdateAndRender = (void(*)(thread_context *, game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *)) dlsym(Result.GameCodeDLL, "UpdateAndRender");
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if(!Result.UpdateAndRender) {
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/* TODO: Diagnostic. dlerror() */
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}
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Result.IsValid = Result.UpdateAndRender ? TRUE : FALSE;
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} else {
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/* TODO: Diagnostic. dlerror() */
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}
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if(!Result.IsValid) {
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Result.UpdateAndRender = NULL;
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}
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return Result;
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}
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static void SDLUnloadGameCode(sdl_game_code *GameCode)
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{
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if(GameCode->GameCodeDLL)
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dlclose(GameCode->GameCodeDLL); /* NOTE: Might fail. */
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GameCode->IsValid = FALSE;
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GameCode->UpdateAndRender = NULL;
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}
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void GetExecutablePath(char *path, size_t path_size)
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{
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#if OS_MACOS
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U32 size;
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#else
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ssize_t size;
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#endif
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if(path_size > 0) {
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path[0] = '\0';
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#if OS_MACOS
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size = path_size;
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if(_NSGetExecutablePath(path, &size) != 0) { /* NOTE: Not an
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absolute
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path. */
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/* TODO: Diagnostics. */
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}
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#else
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size = readlink("/proc/self/exe", path, path_size - 1);
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if(size != -1) {
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path[size] = '\0';
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} else {
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/* TODO: Diagnostics. */
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}
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#endif
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}
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}
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static void SDLGetEXEDirPath(char *path, size_t path_size)
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{
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GetExecutablePath(path, path_size);
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U32 len = str_len(path);
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U32 i = len;
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while(path[i] != '/' || i == 0) {
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i--;
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}
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path[i+1] = '\0';
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}
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static void SDLGetDLLPath(char *path, size_t path_size, char *exe_path)
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{
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snprintf(path, path_size, "%s%s", exe_path, GAME_DLL_NAME);
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}
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#if !(ARCHITECTURE_X64 || ARCHITECTURE_X86)
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U64 __rdtsc()
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{
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return 0;
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}
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#endif
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/* TODO: In the future, this should just accept either a bitmap or image
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* path. This is to be determined. One cool feature this might
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* support is displaying certain information in the program icon by
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* drawing into a bitmap. */
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void SDLSetProgramIcon(SDL_Window *Window)
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{
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U32 Rmask, Gmask, Bmask, Amask;
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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S32 shift_by = (program_icon.bytes_per_pixel == 3) ? 8 : 0;
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Rmask = 0xff000000 >> shift_by;
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Gmask = 0x00ff0000 >> shift_by;
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Bmask = 0x0000ff00 >> shift_by;
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Amask = 0x000000ff >> shift_by;
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#else
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Rmask = 0x000000ff;
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Gmask = 0x0000ff00;
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Bmask = 0x00ff0000;
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Amask = (program_icon.bytes_per_pixel == 3) ? 0 : 0xff000000;
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#endif
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SDL_Surface * icon = SDL_CreateRGBSurfaceFrom(
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(void *)program_icon.pixel_data,
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program_icon.width, program_icon.height,
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program_icon.bytes_per_pixel * 8,
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program_icon.bytes_per_pixel * program_icon.width,
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Rmask, Gmask, Bmask, Amask);
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if(icon) {
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SDL_SetWindowIcon(Window, icon);
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SDL_FreeSurface(icon);
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} else {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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}
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#include "handmade_intrinsics.h"
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S32 main(S32 argc, char *argv[])
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{
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sdl_state SDLState;
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memset(&SDLState, 0, sizeof(SDLState));
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SDLGetEXEDirPath(SDLState.EXEDirPath, sizeof(SDLState.EXEDirPath));
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SDLGetDLLPath(SDLState.DLLPath, sizeof(SDLState.DLLPath), SDLState.EXEDirPath);
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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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}
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SDLInitControllers();
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/* NOTE: Floating windows are not supported oficially by Wayland
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* protocol. However, SDL_WINDOW_ALWAYS_ON_TOP does work on KDE
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* under Wayland. I have not tested GNOME. */
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SDL_Window *Window = SDL_CreateWindow("Handmade Hero", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, RESOLUTION_WIDTH+20, RESOLUTION_HEIGHT+20, SDL_WINDOW_RESIZABLE);
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/*SDL_WINDOW_RESIZABLE |
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SDL_WINDOW_ALWAYS_ON_TOP);*/
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if(Window) {
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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SDL_Renderer *Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC);
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SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH-20), (display_mode.h - RESOLUTION_HEIGHT-20));
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/* NOTE: For future reference, the custom window bar should use
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* SDL_SetWindowHitTest to define areas that will be used to
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* drag the window. */
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/* "Wayland needs an event loop and rendering or it won't function."
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* https://github.com/libsdl-org/SDL/issues/7699#issuecomment-1545684792 */
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/* NOTE: This means that we need to readraw to even resize the
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* window, otherwise the window frame will appear outdated to
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* its actual size. */
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/* SDL_RenderPresent(Renderer) is enough to display the window. */
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if(Renderer) {
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#if BUILD_DEBUG
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void *BaseAddress = (void *)TB(2);
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#else
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void *BaseAddress = (void *)(0);
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#endif
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SDLSetProgramIcon(Window);
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#if 0
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if(SDL_ShowCursor(SDL_DISABLE) < 0) {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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#endif
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GlobalRunning = TRUE;
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//sdl_window_dimension Dimension = SDLGetWindowDimension(Window);
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//SDLResizeTexture(&GlobalBackbuffer, Renderer, Dimension.Width, Dimension.Height);
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SDLResizeTexture(&GlobalBackbuffer, Renderer, RESOLUTION_WIDTH, RESOLUTION_HEIGHT);
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sdl_sound_output SoundOutput;
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memset(&SoundOutput, 0, sizeof(SoundOutput));
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SoundOutput.SamplesPerSecond = 48000;
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SoundOutput.BytesPerSample = sizeof(S16) * 2;
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SoundOutput.SecondaryBufferSize = SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample;
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SoundOutput.tSine = 0;
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SoundOutput.LatencySampleCount = SoundOutput.SamplesPerSecond / 15;
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SDLInitSound(SoundOutput.SamplesPerSecond, SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample / 60);
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SDL_PauseAudio(0);
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SoundOutput.Samples = calloc(SoundOutput.SamplesPerSecond, SoundOutput.BytesPerSample);
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/* SoundOutput.Samples =
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* malloc(SoundOutput.SecondaryBufferSize); */
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/* NOTE: calloc auto clears to zero */
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/* SDLClearSoundBuffer(&SoundOutput); */
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game_memory GameMemory;
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memset(&GameMemory, 0, sizeof(GameMemory));
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GameMemory.PermanentStorageSize = MB(64);
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GameMemory.TransientStorageSize = GB(1);
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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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SDLState.TotalSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;
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/* NOTE: On MacOS and Linux, mmap seems to zero-fill anonymous
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* memory as a side-effect of security. */
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SDLState.GameMmemoryBlock = mmap(BaseAddress, (size_t)SDLState.TotalSize, PROT_READ | PROT_WRITE, MAP_ANON | MAP_PRIVATE, -1, 0);
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GameMemory.PermanentStorage = SDLState.GameMmemoryBlock;
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GameMemory.TransientStorage = (U8 *)(GameMemory.PermanentStorage) + GameMemory.PermanentStorageSize;
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if(SoundOutput.Samples && GameMemory.PermanentStorage && GameMemory.TransientStorage) {
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game_input Input[2];
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U64 LastCounter;
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U64 LastCycleCount;
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S32 MonitorRefreshHz = SDLGetWindowRefreshRate(Window);
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/*GameUpdateHz = MonitorRefreshHz;*/
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S32 GameUpdateHz = 30; /* NOTE: Temporarily target 30 FPS. */
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F32 TargetSecondsPerFrame = 1.0f / (F32)GameUpdateHz;
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game_input *NewInput = &Input[0];
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game_input *OldInput = &Input[1];
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memset(Input, 0, sizeof(Input));
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GlobalPerfCountFrequency = SDL_GetPerformanceFrequency();
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sdl_game_code Game = SDLLoadGameCode(SDLState.DLLPath);
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while(GlobalRunning) {
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NewInput->dtForFrame = TargetSecondsPerFrame;
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LastCounter = SDLGetWallClock();
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/* NOTE: rdtsc reports clock cylces, however it is not
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* meant for really precise profiler work as the
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* value returned is varied. */
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/* Also, __rdtsc is not available on MacOS ARM; I
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* have not checked MacOS x64. */
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LastCycleCount = __rdtsc();
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U32 NewDLLWriteTime = GetLastWriteTime(SDLState.DLLPath);
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if(NewDLLWriteTime > Game.DLLLastWriteTime) {
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SDLUnloadGameCode(&Game);
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Game = SDLLoadGameCode(SDLState.DLLPath);
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}
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S32 MouseX, MouseY;
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SDL_GetGlobalMouseState(&MouseX, &MouseY);
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S32 WindowX, WindowY;
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SDL_GetWindowPosition(Window, &WindowX, &WindowY);
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NewInput->MouseX = MouseX - WindowX;
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NewInput->MouseY = MouseY - WindowY;
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U32 SDLMouseButtons = SDL_GetMouseState(NULL, NULL);
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NewInput->MouseZ = 0; /* TODO: Support mouse wheel? */
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SDLProcessKeyboardMessage(&(NewInput->MouseButtons[0]), SDL_BUTTON_LMASK & SDLMouseButtons);
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SDLProcessKeyboardMessage(&(NewInput->MouseButtons[1]), SDL_BUTTON_MMASK & SDLMouseButtons);
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SDLProcessKeyboardMessage(&(NewInput->MouseButtons[2]), SDL_BUTTON_RMASK & SDLMouseButtons);
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/* WARNING: TODO: SDL_BUTTON_X1MASK and SDL_BUTTON_X2MASK cannot be on at the same time for some reason. */
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SDLProcessKeyboardMessage(&(NewInput->MouseButtons[3]), SDL_BUTTON_X1MASK & SDLMouseButtons);
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SDLProcessKeyboardMessage(&(NewInput->MouseButtons[4]), SDL_BUTTON_X2MASK & SDLMouseButtons);
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game_controller_input *OldKeyboardController = GetController(OldInput, 0);
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game_controller_input *NewKeyboardController = GetController(NewInput, 0);
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game_controller_input ZeroController;
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memset(&ZeroController, 0, sizeof(ZeroController));
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*NewKeyboardController = ZeroController;
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NewKeyboardController->IsConnected = TRUE;
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for(U32 ButtonIndex = 0; ButtonIndex < ARRAY_SIZE(NewKeyboardController->Buttons); ButtonIndex++) {
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NewKeyboardController->Buttons[ButtonIndex].EndedDown = OldKeyboardController->Buttons[ButtonIndex].EndedDown;
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}
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SDLProcessMessages(&SDLState, NewKeyboardController);
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for(U32 ControllerIndex = 0; ControllerIndex < MAX_CONTROLLERS; ControllerIndex++) {
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game_controller_input *OldController = GetController(OldInput, ControllerIndex+1);
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game_controller_input *NewController = GetController(NewInput, ControllerIndex+1);
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if(ControllerHandles[ControllerIndex] != 0 && SDL_GameControllerGetAttached(ControllerHandles[ControllerIndex])) {
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NewController->IsAnalog = OldController->IsAnalog;
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NewController->IsConnected = TRUE;
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S16 StickX = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTX);
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S16 StickY = SDL_GameControllerGetAxis(ControllerHandles[ControllerIndex], SDL_CONTROLLER_AXIS_LEFTY);
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NewController->IsAnalog = TRUE;
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NewController->StickAverageX = SDLProcessInputStickValue((F32)StickX, CONTROLLER_LEFT_THUMB_DEADZONE);
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NewController->StickAverageY = SDLProcessInputStickValue((F32)StickY, CONTROLLER_LEFT_THUMB_DEADZONE);
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if((NewController->StickAverageX != 0.0f) || (NewController->StickAverageY != 0.0f)) {
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NewController->IsAnalog = TRUE;
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}
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if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_UP)) {
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NewController->StickAverageY = -1.0f;
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NewController->IsAnalog = FALSE;
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}
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if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_DOWN)) {
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NewController->StickAverageY = 1.0f;
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NewController->IsAnalog = FALSE;
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}
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if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_LEFT)) {
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NewController->StickAverageX = -1.0f;
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NewController->IsAnalog = FALSE;
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}
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if(SDL_GameControllerGetButton(ControllerHandles[ControllerIndex], SDL_CONTROLLER_BUTTON_DPAD_RIGHT)) {
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NewController->StickAverageX = 1.0f;
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NewController->IsAnalog = FALSE;
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}
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F32 Threshold = 0.5f;
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SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY < -Threshold) ? 1 : 0], &OldController->MoveUp, SDL_CONTROLLER_BUTTON_A, &NewController->MoveUp);
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SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageY > Threshold) ? 1 : 0], &OldController->MoveDown, SDL_CONTROLLER_BUTTON_A, &NewController->MoveDown);
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SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageX < -Threshold) ? 1 : 0], &OldController->MoveLeft, SDL_CONTROLLER_BUTTON_A, &NewController->MoveLeft);
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SDLProcessInputDigitalButton(ControllerHandles[(NewController->StickAverageX > Threshold) ? 1 : 0], &OldController->MoveRight, SDL_CONTROLLER_BUTTON_A, &NewController->MoveRight);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionDown, SDL_CONTROLLER_BUTTON_A, &NewController->ActionDown);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionRight, SDL_CONTROLLER_BUTTON_B, &NewController->ActionRight);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionLeft, SDL_CONTROLLER_BUTTON_X, &NewController->ActionLeft);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->ActionUp, SDL_CONTROLLER_BUTTON_Y, &NewController->ActionUp);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->LeftShoulder, SDL_CONTROLLER_BUTTON_LEFTSHOULDER, &NewController->LeftShoulder);
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SDLProcessInputDigitalButton( ControllerHandles[ControllerIndex], &OldController->RightShoulder, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER, &NewController->RightShoulder);
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SDLProcessInputDigitalButton(ControllerHandles[ControllerIndex], &OldController->Start, SDL_CONTROLLER_BUTTON_START, &NewController->Start);
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SDLProcessInputDigitalButton( ControllerHandles[ControllerIndex], &OldController->Back, SDL_CONTROLLER_BUTTON_BACK, &NewController->Back);
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} else {
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/* NOTE: This controller is not plugged in. */
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NewController->IsConnected = FALSE;
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}
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}
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S32 TargetQueueBytes = SoundOutput.LatencySampleCount * SoundOutput.BytesPerSample;
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S32 BytesToWrite = TargetQueueBytes - SDL_GetQueuedAudioSize(1);
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game_sound_output_buffer SoundBuffer;
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SoundBuffer.SamplesPerSecond = SoundOutput.SamplesPerSecond;
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SoundBuffer.SampleCount = BytesToWrite / SoundOutput.BytesPerSample;
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SoundBuffer.Samples = (short *)SoundOutput.Samples;
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thread_context Context;
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memset(&Context, 0, sizeof(Context));
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game_offscreen_buffer Buffer;
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Buffer.Memory = GlobalBackbuffer.Memory;
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Buffer.Width = GlobalBackbuffer.Width;
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Buffer.Height = GlobalBackbuffer.Height;
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Buffer.BytesPerPixel = 4;
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Buffer.Pitch = GlobalBackbuffer.Pitch;
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if(Game.UpdateAndRender) {
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Game.UpdateAndRender(&Context, &GameMemory, NewInput, &Buffer, &SoundBuffer);
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}
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SDLFillSoundBuffer(&SoundOutput, BytesToWrite);
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U64 WorkCounter = SDLGetWallClock();
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F32 WorkSecondsElapsed = SDLGetSecondsElapsed(LastCounter, WorkCounter);
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F32 SecondsElapsedForFrame = WorkSecondsElapsed;
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if(SecondsElapsedForFrame < TargetSecondsPerFrame) {
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while(SecondsElapsedForFrame < TargetSecondsPerFrame) {
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SecondsElapsedForFrame = SDLGetSecondsElapsed(LastCounter, SDLGetWallClock());
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SDL_Delay((U32)((TargetSecondsPerFrame - SecondsElapsedForFrame) * 1000.0));
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}
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} else {
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/* TODO: Missed frame rate! */
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/* TODO: Logging. */
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}
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U64 EndCounter = SDLGetWallClock();
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SDLDisplayBufferInWindow(GlobalBackbuffer, Window, Renderer);
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F64 MSPerFrame = 1000.0 * SDLGetSecondsElapsed(LastCounter, EndCounter);
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F64 FPS = 0.0;
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LastCounter = EndCounter;
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#if 0
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U64 EndCycleCount = __rdtsc();
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U64 CyclesElapsed = EndCycleCount - LastCycleCount;
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F64 MCPF = ((double)CyclesElapsed / (1000.0 * 1000.0));
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fprintf(stderr, "%.02f ms/f, %.02f/s, %.02f mc/f\n",
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MSPerFrame, FPS, MCPF);
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LastCycleCount = EndCycleCount;
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#endif
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SWAP(game_input *, OldInput, NewInput);
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}
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} else {
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/* TODO: Failed to allocate Samples and Sound memory . . . */
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}
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} else {
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/* TODO: This didn't work . . . */
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}
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} else {
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/* TODO: This didn't work . . . */
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}
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/* NOTE: Let the OS clean things up. */
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/* NOTE: This, however, might need to be closed? Is there maybe some
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* clean up state that close communicates to the controller? */
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/* SDLDeinitControllers(); */
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/* SDL_CloseAudio(); */
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/* SDL_DestroyRenderer(Renderer); */
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/* SDL_DestroyWindow(Window); */
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/* SDL_Quit(); */
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return 0;
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}
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