195 lines
5.0 KiB
C
195 lines
5.0 KiB
C
#ifndef HANDMADE_H_SENTRY
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#define HANDMADE_H_SENTRY
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#include "core.h"
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#include "handmade_tile.h"
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/* --------------------------------------------------------------------- */
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/* NOTE: Servcies that the platform layer provides to the game. */
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/* --------------------------------------------------------------------- */
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typedef struct thread_context {
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S32 Placeholder;
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} thread_context;
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#if BUILD_INTERNAL
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typedef struct debug_read_file_result {
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U32 ContentsSize;
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void *Contents;
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} debug_read_file_result;
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debug_read_file_result DEBUGPlatformReadEntireFile(thread_context *Thread, const char *Filename);
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B32 DEBUGPlatformWriteEntireFile(thread_context *Thread, const char *Filename, U32 MemorySize, void *Memory);
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void DEBUGPlatformFreeFileMemory(thread_context *Thread, void *Memory);
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#endif
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/* --------------------------------------------------------------------- */
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/* NOTE: Servcies that the game provides to the platform layer. */
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/* --------------------------------------------------------------------- */
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typedef struct game_offscreen_buffer {
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/* Pixels are always 32-bit and have the bytes in BGRX
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* (little-endian). */
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void *Memory;
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S32 Width;
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S32 Height;
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S32 BytesPerPixel;
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S32 Pitch;
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} game_offscreen_buffer;
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typedef struct game_sound_output_buffer {
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S32 SamplesPerSecond;
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S32 SampleCount;
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S16 *Samples;
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} game_sound_output_buffer;
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typedef struct game_button_state {
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S32 HalfTransitionCount;
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B32 EndedDown;
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} game_button_state;
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typedef struct game_controller_input {
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B32 IsConnected;
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B32 IsAnalog;
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F32 StickAverageX;
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F32 StickAverageY;
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union {
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game_button_state Buttons[12];
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struct {
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game_button_state MoveUp;
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game_button_state MoveDown;
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game_button_state MoveLeft;
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game_button_state MoveRight;
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game_button_state ActionUp;
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game_button_state ActionDown;
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game_button_state ActionLeft;
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game_button_state ActionRight;
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game_button_state LeftShoulder;
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game_button_state RightShoulder;
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game_button_state Start;
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game_button_state Back;
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/* NOTE: All buttons must be added above this line. */
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game_button_state Terminator;
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};
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};
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} game_controller_input;
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typedef struct game_input {
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game_button_state MouseButtons[5];
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S32 MouseX, MouseY, MouseZ; /* NOTE: MouseZ is the wheel. */
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F32 dtForFrame;
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game_controller_input Controllers[5];
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} game_input;
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game_controller_input *GetController(game_input *Input, S32 ControllerIndex)
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{
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game_controller_input *Result;
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ASSERT((U32)ControllerIndex < ARRAY_SIZE(Input->Controllers));
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Result = &(Input->Controllers[ControllerIndex]);
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return Result;
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}
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typedef struct game_memory {
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B32 IsInitialized;
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U64 PermanentStorageSize;
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void *PermanentStorage; /* WARNING: This memory is REQUIRED to be zero
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initialized!!! (Done by the OS
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layer.) */
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U64 TransientStorageSize;
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void *TransientStorage; /* WARNING: This memory is REQUIRED to be zero
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initialized!!! (Done by the OS
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layer.) */
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#if BUILD_INTERNAL
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debug_read_file_result (*DEBUGPlatformReadEntireFile)(thread_context *Thread,const char *);
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B32 (*DEBUGPlatformWriteEntireFile)(thread_context *Thread, const char *, U32, void *);
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void (*DEBUGPlatformFreeFileMemory)(thread_context *Thread, void *);
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#endif
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} game_memory;
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/*typedef struct game_clocks {
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U64 Ticks;
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F32 SecondsElapsed;
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} game_clocks;*/
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void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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game_input *Input, game_offscreen_buffer *Buffer,
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game_sound_output_buffer *SoundBuffer);
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/*
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*
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*/
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typedef struct memory_arena {
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U64 Size;
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U8 *Base;
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U64 Used;
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} memory_arena;
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static void InitializeArena(memory_arena *Arena, U64 Size, U8 *Base)
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{
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Arena->Size = Size;
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Arena->Base = Base;
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Arena->Used = 0;
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}
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#define PUSH_STRUCT(Arena, type) (type *)PushSize_(Arena, sizeof(type))
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#define PUSH_ARRAY(Arena, Count, type) (type *)PushSize_(Arena, (Count)*sizeof(type))
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static void *PushSize_(memory_arena *Arena, U64 Size)
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{
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void *Result;
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ASSERT((Arena->Used + Size) <= Arena->Size);
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Result = (void *)(Arena->Base + Arena->Used);
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Arena->Used += Size;
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return Result;
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}
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typedef struct world {
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tile_map *TileMap;
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} world;
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typedef struct loaded_bitmap {
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S32 Width;
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S32 Height;
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U32 *Pixels;
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} loaded_bitmap;
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typedef struct hero_bitmaps {
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S32 AlignX;
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S32 AlignY;
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loaded_bitmap Head;
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loaded_bitmap Cape;
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loaded_bitmap Torso;
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} hero_bitmaps;
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typedef struct game_state {
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memory_arena WorldArena;
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world *World;
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tile_map_position CameraP;
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tile_map_position PlayerP;
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v2 dPlayerP; // velocity
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loaded_bitmap Backdrop;
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U32 FacingDirection;
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hero_bitmaps HeroBitmaps[4];
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} game_state;
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#endif
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