978 lines
38 KiB
C
978 lines
38 KiB
C
#include "core.h"
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// Remove SDL's entry point.
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#if OS_WINDOWS
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#define SDL_MAIN_HANDLED
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#endif
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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 <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 <sys/stat.h> /* stat */
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#if OS_MACOS || OS_LINUX
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#include <dlfcn.h> /* dlopen */
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#include <sys/mman.h> /* mmap */
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#include <unistd.h> /* close, write, read, readlink, unlink */
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#endif
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#if OS_WINDOWS
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#include <windows.h> /* VirtualAlloc */
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#endif
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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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#if OS_MACOS || OS_LINUX
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#include <x86intrin.h> // TODO: What is the equivalent on Windows?
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#endif
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#endif
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#if 0
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#include "program_icon.c"
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#endif
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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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SDL_Window *LastWindow;
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static B32 IsFullscreen;
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static sdl_window_size WindowSize;
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static sdl_window_position WindowPosition;
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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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(void)Thread;
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debug_read_file_result Result;
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memset(&Result, 0, sizeof(Result));
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SDL_RWops *FileHandle = SDL_RWFromFile(Filename, "r");
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if(FileHandle) {
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S64 FileSize = SDL_RWsize(FileHandle);
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if(FileSize >= 0) {
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Result.ContentsSize = SafeTruncateUInt64(FileSize);
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} else {
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Result.ContentsSize = 0;
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SDL_RWclose(FileHandle);
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return Result;
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}
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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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SDL_RWclose(FileHandle);
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return Result;
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}
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size_t ObjectsRead = SDL_RWread(FileHandle, (void *)Result.Contents, (size_t)Result.ContentsSize, 1);
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if(ObjectsRead == 0) {
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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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SDL_RWclose(FileHandle);
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return Result;
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}
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SDL_RWclose(FileHandle);
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}
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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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SDL_RWops *FileHandle = SDL_RWFromFile(Filename, "w");
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if(FileHandle) {
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size_t ObjectsWritten = SDL_RWwrite(FileHandle, (void *)Memory, (size_t)MemorySize, 1);
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if(ObjectsWritten == 0) {
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SDL_RWclose(FileHandle);
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return FALSE;
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}
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SDL_RWclose(FileHandle);
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return TRUE;
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}
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return FALSE;
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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); // TODO: Should we accept debug_read_file_result instead of just memory.
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}
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void SetProgramIcon(game_offscreen_buffer *ProgramIcon)
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{
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SDL_Window *Window = LastWindow;
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SDL_Surface *Icon = SDL_CreateRGBSurfaceWithFormatFrom((void *)ProgramIcon->Memory, ProgramIcon->Width, ProgramIcon->Height, ProgramIcon->BytesPerPixel * 8, ProgramIcon->BytesPerPixel * ProgramIcon->Width, SDL_PIXELFORMAT_ARGB8888);
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if(!Icon) {
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/* TODO: This didn't work . . . SDL_GetError() */
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return ;
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}
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SDL_SetWindowIcon(Window, Icon);
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SDL_FreeSurface(Icon);
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}
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static sdl_border_size SDLGetWindowBorderSizes(SDL_Window *Window)
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{
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sdl_border_size Result;
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SDL_GetWindowBordersSize(Window, &Result.Top, &Result.Left, &Result.Bottom, &Result.Right);
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return Result;
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}
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// NOTE: All SDL window functions (SDL_GetWindowSize, SDL_GetWindowPosition, SDL_SetWindowPosition, SDL_SetWindowSize)
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// work ONLY with client area. This has some weird behavior with SDL_SetWindowPosition where SDLGetWindowBorderSizes
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// reports left border (of 8 in our case), however it does not have that border in reality, so we ignore left and right borders.
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// As a result, we ignore left and right borders, for now.
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static sdl_window_size SDLGetBorderedWindowSize(SDL_Window *Window)
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{
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sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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sdl_window_size Dimension;
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SDL_GetWindowSize(Window, &Dimension.Width, &Dimension.Height);
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Dimension.Height += Border.Top + Border.Bottom;
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// Dimension.Width += Border.Left + Border.Right;
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return Dimension;
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}
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static sdl_window_position SDLGetBorderedWindowPosition(SDL_Window *Window)
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{
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sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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sdl_window_position Position;
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SDL_GetWindowPosition(Window, &Position.X, &Position.Y);
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// Position.X -= Border.Left;
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Position.Y -= Border.Top;
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return Position;
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}
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static void SDLSetBorderedWindowPosition(SDL_Window *Window, S32 X, S32 Y)
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{
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sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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SDL_SetWindowPosition(Window, X, Y + Border.Top);
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}
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static void SDLSetBorderedWindowSize(SDL_Window *Window, S32 Width, S32 Height)
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{
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sdl_border_size Border = SDLGetWindowBorderSizes(Window);
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// SDL_SetWindowSize(Window, Width - (Border.Left + Border.Right), Height - (Border.Top + Border.Bottom));
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SDL_SetWindowSize(Window, Width, Height - (Border.Top + Border.Bottom));
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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 stretching the canvas. */
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/* SDL_RenderCopy(Renderer, Buffer.Texture, 0, 0); */
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sdl_window_size WinSize = SDLGetBorderedWindowSize(Window);
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if(WinSize.Width >= Buffer->Width*2 && WinSize.Height >= Buffer->Height*2) {
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SDL_Rect dest_rect = { OffsetX, OffsetY, Buffer->Width*2, Buffer->Height*2 };
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SDL_RenderCopy(Renderer, Buffer->Texture, 0, (const SDL_Rect *)(&dest_rect));
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} else {
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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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}
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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 = (U16)BufferSize; // TODO: Unsafe truncate from S32 to U16
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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 SDLToggleFullscreen(SDL_Window *Window)
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{
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if(IsFullscreen) {
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if(SDL_SetWindowFullscreen(Window, 0) == 0) {
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SDLSetBorderedWindowSize(Window, WindowSize.Width, WindowSize.Height);
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SDLSetBorderedWindowPosition(Window, WindowPosition.X, WindowPosition.Y);
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IsFullscreen = FALSE;
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} else {
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/* TODO: This didn't work . . . SDL_GetError() */
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}
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} else {
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WindowSize = SDLGetBorderedWindowSize(Window);
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WindowPosition = SDLGetBorderedWindowPosition(Window);
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if(SDL_SetWindowFullscreen(Window, SDL_WINDOW_FULLSCREEN_DESKTOP) == 0) {
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IsFullscreen = TRUE;
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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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}
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static void SDLProcessMessages(sdl_state *SDLState, 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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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_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 keybind to close programs, then we are likely
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* to see SDL_QUIT event occur before our 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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if((KeyCode == SDLK_RETURN) && AltKeyWasDown) {
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SDLToggleFullscreen(Window);
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}
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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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#if OS_MACOS || OS_LINUX
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#define GAME_DLL_NAME "libhandmade.so"
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#elif OS_WINDOWS
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#define GAME_DLL_NAME "handmade.dll"
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#else
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#error Unknown OS: please specify GAME_DLL_NAME
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#endif
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static sdl_game_code SDLLoadGameCode(char *DLLPath)
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|
{
|
|
sdl_game_code Result;
|
|
memset(&Result, 0, sizeof(Result));
|
|
|
|
#if OS_MACOS || OS_LINUX
|
|
Result.GameCodeDLL = dlopen(DLLPath, RTLD_NOW);
|
|
#elif OS_WINDOWS
|
|
Result.GameCodeDLL = LoadLibraryA(DLLPath);
|
|
#else
|
|
#error Unknown OS: implement DLL loading...
|
|
#endif
|
|
|
|
if(Result.GameCodeDLL) {
|
|
Result.DLLLastWriteTime = GetLastWriteTime(DLLPath);
|
|
|
|
#if OS_MACOS || OS_LINUX
|
|
Result.UpdateAndRender = (void(*)(thread_context *, game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *))dlsym(Result.GameCodeDLL, "UpdateAndRender");
|
|
#elif OS_WINDOWS
|
|
Result.UpdateAndRender = (void(*)(thread_context *, game_memory *, game_input *, game_offscreen_buffer *, game_sound_output_buffer *))GetProcAddress(Result.GameCodeDLL, "UpdateAndRender");
|
|
#else
|
|
#error Unknown OS: implement DLL loading...
|
|
#endif
|
|
|
|
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) {
|
|
#if OS_MACOS || OS_LINUX
|
|
dlclose(GameCode->GameCodeDLL); /* NOTE: Might fail. */
|
|
#elif OS_WINDOWS
|
|
FreeLibrary(GameCode->GameCodeDLL);
|
|
#else
|
|
#error Unknown OS: implement closing of DLL
|
|
#endif
|
|
}
|
|
GameCode->IsValid = FALSE;
|
|
GameCode->UpdateAndRender = NULL;
|
|
}
|
|
|
|
void GetExecutablePath(char *path, size_t path_size)
|
|
{
|
|
#if OS_MACOS
|
|
U32 size;
|
|
#elif OS_LINUX
|
|
ssize_t size;
|
|
#endif
|
|
|
|
if(path_size > 0) {
|
|
path[0] = '\0';
|
|
|
|
#if OS_MACOS
|
|
size = path_size;
|
|
if(_NSGetExecutablePath(path, &size) != 0) { /* NOTE: Not an absolute path. */
|
|
/* TODO: Diagnostics. */
|
|
}
|
|
#elif OS_LINUX
|
|
size = readlink("/proc/self/exe", path, path_size - 1);
|
|
if(size != -1) {
|
|
path[size] = '\0';
|
|
} else {
|
|
/* TODO: Diagnostics. */
|
|
}
|
|
#elif OS_WINDOWS
|
|
GetModuleFileName(NULL, path, (DWORD)path_size); // TODO: hm...
|
|
#else
|
|
#error Unknown OS: Implement getting executable location.
|
|
#endif
|
|
}
|
|
}
|
|
|
|
static void SDLGetEXEDirPath(char *path, size_t path_size)
|
|
{
|
|
GetExecutablePath(path, path_size);
|
|
U32 len = str_len(path);
|
|
U32 i = len;
|
|
|
|
#if OS_MACOS || OS_LINUX
|
|
char delimeter = '/';
|
|
#elif OS_WINDOWS
|
|
char delimeter = '\\';
|
|
#else
|
|
#error Unknown OS: specify whether your OS uses forward or backward slashes for paths
|
|
#endif
|
|
|
|
while(path[i] != delimeter || 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 !(ARCHITECTURE_X64 || ARCHITECTURE_X86)
|
|
U64 __rdtsc()
|
|
{
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
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_AUDIO | SDL_INIT_GAMECONTROLLER)) {
|
|
/* 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. */
|
|
/* NOTE: We create the window hidden at first. This is so that we do not get a window outline
|
|
* that shows up whilst it is waiting for the rendered to be created. We want to display
|
|
* the window once everything is ready. */
|
|
// TODO: SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, in non-debug build
|
|
SDL_Window *Window = SDL_CreateWindow("Handmade Hero", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, RESOLUTION_WIDTH+20, RESOLUTION_HEIGHT+20, SDL_WINDOW_HIDDEN | SDL_WINDOW_RESIZABLE/* | SDL_WINDOW_ALWAYS_ON_TOP*/);
|
|
if(Window) {
|
|
LastWindow = Window;
|
|
|
|
SDL_DisplayMode display_mode;
|
|
SDL_GetCurrentDisplayMode(0, &display_mode); // Various display information.
|
|
|
|
SDL_Renderer *Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC);
|
|
|
|
/* 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) {
|
|
thread_context TempContext; // TODO:
|
|
memset(&TempContext, 0, sizeof(TempContext));
|
|
|
|
// TODO: It should be in the handmade layer. Expose the SDLSetProgramIcon to handmade layer the same way we expose file writing.
|
|
// This way, we can use all the drawing functions of handmade.
|
|
// https://learn.microsoft.com/en-us/windows/apps/design/iconography/app-icon-construction
|
|
// Probably, the icon size should be 256x256, so windows scales it properly. This buffer should be allocated into the arena.
|
|
#if 0
|
|
loaded_bitmap ProgramIcon = DEBUGLoadBMPP(&TempContext, DEBUGPlatformReadEntireFile, "data/program_icon.bmp");
|
|
game_offscreen_buffer ProgramIconBuffer;
|
|
ProgramIconBuffer.Memory = malloc((ProgramIcon.Width * ProgramIcon.Height) * 4);
|
|
ProgramIconBuffer.Width = ProgramIcon.Width;
|
|
ProgramIconBuffer.Height = ProgramIcon.Height;
|
|
ProgramIconBuffer.BytesPerPixel = 4;
|
|
ProgramIconBuffer.Pitch = ProgramIconBuffer.BytesPerPixel * ProgramIcon.Width;
|
|
memset(ProgramIconBuffer.Memory, 0, (ProgramIcon.Width * ProgramIcon.Height) * ProgramIconBuffer.BytesPerPixel);
|
|
|
|
DrawBitmap(&ProgramIconBuffer, &ProgramIcon, 0, 0, 0, 0);
|
|
SDLSetProgramIcon(Window, &ProgramIconBuffer);
|
|
#endif
|
|
|
|
// TODO: Make it a global.
|
|
SDL_Cursor *PointerCursor = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
|
|
SDL_SetCursor(PointerCursor);
|
|
#if !BUILD_INTERNAL
|
|
if(SDL_ShowCursor(SDL_DISABLE) < 0) {
|
|
/* TODO: This didn't work . . . SDL_GetError() */
|
|
}
|
|
#endif
|
|
|
|
SDL_Rect UsableDisplayRect;
|
|
SDL_GetDisplayUsableBounds(0, &UsableDisplayRect);
|
|
sdl_window_size CurrentWindowSize = SDLGetBorderedWindowSize(Window);
|
|
SDLSetBorderedWindowPosition(Window, (UsableDisplayRect.x + UsableDisplayRect.w - CurrentWindowSize.Width), (UsableDisplayRect.y + UsableDisplayRect.h - CurrentWindowSize.Height));
|
|
|
|
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.LatencySampleCount = SoundOutput.SamplesPerSecond / 15;
|
|
|
|
SDLInitSound(SoundOutput.SamplesPerSecond, SoundOutput.SamplesPerSecond * SoundOutput.BytesPerSample / 60);
|
|
SDL_PauseAudio(0); // TODO: This should be paused until we have some actual sound to play.
|
|
|
|
SoundOutput.Samples = calloc(SoundOutput.SamplesPerSecond, SoundOutput.BytesPerSample);
|
|
/* SoundOutput.Samples = malloc(SoundOutput.SecondaryBufferSize); */
|
|
/* NOTE: calloc auto clears to zero */
|
|
/* SDLClearSoundBuffer(&SoundOutput); */
|
|
|
|
#if BUILD_DEBUG
|
|
void *BaseAddress = (void *)TB(2);
|
|
#else
|
|
void *BaseAddress = (void *)(0);
|
|
#endif
|
|
|
|
game_memory GameMemory;
|
|
memset(&GameMemory, 0, sizeof(GameMemory));
|
|
GameMemory.PermanentStorageSize = MB(64);
|
|
GameMemory.TransientStorageSize = GB(1);
|
|
GameMemory.DEBUGPlatformReadEntireFile = &DEBUGPlatformReadEntireFile;
|
|
GameMemory.SetProgramIcon = &SetProgramIcon;
|
|
//GameMemory.DEBUGPlatformWriteEntireFile = &DEBUGPlatformWriteEntireFile;
|
|
GameMemory.DEBUGPlatformFreeFileMemory = &DEBUGPlatformFreeFileMemory;
|
|
|
|
SDLState.TotalSize = GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize;
|
|
#if OS_MACOS || OS_LINUX
|
|
/* 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);
|
|
#elif OS_WINDOWS
|
|
SDLState.GameMmemoryBlock = VirtualAlloc(BaseAddress, SDLState.TotalSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
|
|
#else
|
|
#error Unknown OS: please, allocate memory for arena
|
|
#endif
|
|
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);
|
|
|
|
SDL_ShowWindow(Window); // Everything is ready; display the window.
|
|
|
|
U64 FPSLastCounter = SDLGetWallClock();
|
|
|
|
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);
|
|
}
|
|
|
|
S32 MouseX, MouseY;
|
|
SDL_GetGlobalMouseState(&MouseX, &MouseY);
|
|
|
|
S32 WindowX, WindowY;
|
|
SDL_GetWindowPosition(Window, &WindowX, &WindowY);
|
|
|
|
NewInput->MouseX = MouseX - WindowX;
|
|
NewInput->MouseY = MouseY - WindowY;
|
|
|
|
U32 SDLMouseButtons = SDL_GetMouseState(NULL, NULL);
|
|
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());
|
|
if((TargetSecondsPerFrame - SecondsElapsedForFrame) >= 0.0f)
|
|
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 = 1000.0 / MSPerFrame;
|
|
|
|
LastCounter = EndCounter;
|
|
|
|
#if 1
|
|
if(SDLGetSecondsElapsed(FPSLastCounter, SDLGetWallClock()) > 0.1f) {
|
|
U64 EndCycleCount = __rdtsc();
|
|
U64 CyclesElapsed = EndCycleCount - LastCycleCount;
|
|
F64 MCPF = ((F64)CyclesElapsed / (1000.0 * 1000.0));
|
|
|
|
//fprintf(stderr, "%.02f ms/f, %.02f f/s, %.02f mc/f\n", MSPerFrame, FPS, MCPF);
|
|
|
|
static char fps_buffer[128];
|
|
snprintf(fps_buffer, sizeof(fps_buffer), "%.02f ms/f, %.02f f/s, %.02f mc/f", MSPerFrame, FPS, MCPF);
|
|
SDL_SetWindowTitle(Window, (const char *)fps_buffer);
|
|
|
|
LastCycleCount = EndCycleCount;
|
|
|
|
FPSLastCounter = SDLGetWallClock();
|
|
}
|
|
#endif
|
|
|
|
SWAP(game_input *, OldInput, NewInput);
|
|
}
|
|
} 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;
|
|
}
|