Files
handmadehero/handmade.h
T

117 lines
3.2 KiB
C

#ifndef HANDMADE_H
#define HANDMADE_H
///////////////////////////////////////////////////////////////////////////////
// NOTE: Servcies that the platform layer provides to the game. //
///////////////////////////////////////////////////////////////////////////////
#if BUILD_INTERNAL
// NOTE: WARNING: Not for the shipping game.
typedef struct debug_read_file_result {
U32 ContentsSize;
void *Contents;
} debug_read_file_result;
static debug_read_file_result DEBUGPlatformReadEntireFile(const char *Filename);
static B32 DEBUGPlatformWriteEntireFile(const char *Filename, U32 MemorySize, void *Memory);
static void DEBUGPlatformFreeFileMemory(void *Memory);
#endif
///////////////////////////////////////////////////////////////////////////////
// NOTE: Servcies that the game provides to the platform layer. //
///////////////////////////////////////////////////////////////////////////////
typedef struct game_offscreen_buffer {
// Pixels are always 32-bit and have the bytes in BGRX (little-endian).
void *Memory;
S32 Width;
S32 Height;
S32 Pitch;
} game_offscreen_buffer;
typedef struct game_sound_output_buffer {
S32 SamplesPerSecond;
S32 SampleCount;
S16 *Samples;
} game_sound_output_buffer;
typedef struct game_button_state {
S32 HalfTransitionCount;
B32 EndedDown;
} game_button_state;
typedef struct game_controller_input {
B32 IsConnected;
B32 IsAnalog;
F32 StickAverageX;
F32 StickAverageY;
union {
game_button_state Buttons[12];
struct {
game_button_state MoveUp;
game_button_state MoveDown;
game_button_state MoveLeft;
game_button_state MoveRight;
game_button_state ActionUp;
game_button_state ActionDown;
game_button_state ActionLeft;
game_button_state ActionRight;
game_button_state LeftShoulder;
game_button_state RightShoulder;
game_button_state Start;
game_button_state Back;
// NOTE: All buttons must be added above this line.
game_button_state Terminator;
};
};
} game_controller_input;
typedef struct game_input {
// TODO: Insert clock value here . . .
game_controller_input Controllers[5];
} game_input;
inline game_controller_input *GetController(game_input *Input, S32 ControllerIndex)
{
Assert((U32)ControllerIndex < ARRAY_SIZE(Input->Controllers));
game_controller_input *Result = &(Input->Controllers[ControllerIndex]);
return Result;
}
typedef struct game_memory {
B32 IsInitialized;
U64 PermanentStorageSize;
void *PermanentStorage; // WARNING: This memory is REQUIRED to be zero initialized!!! (Done by the OS layer.)
U64 TransientStorageSize;
void *TransientStorage; // WARNING: This memory is REQUIRED to be zero initialized!!! (Done by the OS layer.)
} game_memory;
// typedef struct game_clocks {
// U64 Ticks;
// F32 SecondsElapsed;
// } game_clocks;
static void GameUpdateAndRender(game_memory *Memory, game_input *Input, game_offscreen_buffer *Buffer, game_sound_output_buffer *SoundBuffer);
//
//
//
typedef struct game_state {
S32 ToneHz;
S32 GreenOffset;
S32 BlueOffset;
} game_state;
#endif // HANDMADE_H